Raku
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« Reply #20 on: November 10, 2013, 04:59:06 PM » |
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oh, that looks nice! Keep up the good work.
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MECH6
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« Reply #21 on: November 10, 2013, 05:04:06 PM » |
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I dig it. Love the look.
Following this. Followed you via Twitter.
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AdventureIslands
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« Reply #23 on: November 12, 2013, 01:23:30 PM » |
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Hey dude! Congrats on everything Maybe it would be wise to post the animated gifs directly in the posts so people can see at once what an amazing game you're building! Just paste them as images and it should work (that's better than links) I don't know, wouldn't having 5 big animated gifs make loading the thread very slow? Well anyway I've been working on the game and Did a complete overhaul to my current design of the map, cutting, fusing or compressing rooms. Now the game is going to have 17 rooms and I have about 6 + end bossfight to go. Trying my hardest to get the game released for end of Stencyl Jam on next friday. Here's some new screenies:
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Rebusmind
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« Reply #25 on: November 14, 2013, 04:56:54 AM » |
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I'm one of the testers and I can already say, this game is amazing! Brings me right back to my childhood memories with Kid Dracula and Wario Land. And it's one of the rare games where backtracking actually feels like it adds to the game, thanks to some great level design. Can't wait to play the final version.
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Mauricio Gomes
Level 1
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« Reply #26 on: November 14, 2013, 06:58:02 AM » |
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I WANNA PLAY THIS!
By the way, I played the first one much time ago, when I was considering to use the engine you used, and I really liked it.
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DrunkDevs
Level 1
Drink beer and make games
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« Reply #27 on: November 14, 2013, 08:00:57 AM » |
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Looks simply fantastic. I can't wait to play the final version.
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Konidias
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« Reply #28 on: November 14, 2013, 10:43:47 AM » |
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This game is like a perfectly packed suitcase. I really don't know how else to describe it. It makes maximum use of the limited colors and space. There appears to be no vertical camera movement. Every part of the screen is utilized.
It's quite possibly one of the best looking games I've seen on TIGSource.
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AdventureIslands
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« Reply #29 on: November 14, 2013, 03:50:57 PM » |
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Thanks guys! The game is finally finished and playable here: http://www.stencyl.com/game/play/22535 Note that this is the very first release and it might have some undetected bugs in it. I'm working on polishing it and later uploading it to Newgrounds and Kongregate.
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AdventureIslands
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« Reply #30 on: November 15, 2013, 12:59:41 AM » |
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Well the biggest issues like starting the game with knives already unlocked and duplicate player actor in one of the water areas causing senseless deaths have been fixed. I'm going to do some more little tweaking when I get home after work. Do you have any suggestions or comments what to improve? http://www.stencyl.com/game/play/22535
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AdventureIslands
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« Reply #32 on: November 15, 2013, 09:36:41 AM » |
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Updated the game to 1.1, this fixes bunch of little issues, like falling spikeballs now have smaller hitbox, move slower and don't push you through water and make you fall off scene anymore. Pushable Blocks are easier to push around, and you can't use doors or save statues while the game is paused anymore and cause the game to freeze.
The end boss also moves slower now so it should be easier to defeat.
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AleHitti
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« Reply #33 on: November 15, 2013, 09:55:28 AM » |
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Hey, I played it a bit and it's pretty cool Found a bug though. The "heavy objects" can be pushed even without the glove if you constantly jump while pushing against it. I'm guessing the collision box on the player changes when you are jumping and the collision resolution is pushing the block out. Cool game
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Mauricio Gomes
Level 1
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« Reply #34 on: November 15, 2013, 10:58:19 AM » |
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I still dislike the background color.
But I liked the game.
But it is fucking evil hard O.O
But I liked it anyway.
I am at my company now, and my associate is frowning at me playing instead of coding my own game, so I try to play it to the end later.
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Konidias
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« Reply #35 on: November 15, 2013, 11:11:07 AM » |
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Awesome game. Beat the boss. A couple notes: - The jump feels just a tad floaty. I dunno how to describe it but sometimes I want to keep jumping but I feel like I'm waiting that split second for the hero to land. - The game needs a mini-map or something... I can't even count how many times I got lost and ended up backtracking to a dead end where I had already opened a chest. The main problem is that all the levels have the same tileset so there is no easy point of reference to immediately differentiate between rooms. I mean eventually I had to memorize where some save points were and look for a certain pattern of enemies so I knew "okay if I go this way it's leading me to a dead end" but it took me a lot of mistakes to get through. I just feel like either there needs to be a map, or maybe even just lock off areas you've totally completed... There's no reason to go back into some rooms at all. - Another thing... It was pretty annoying having obtained an item, backtracked a long ways, and then dying only to find out that I don't start back at the item chest or anything... I start at my previous save, which was before I even got the item at all. It's just kind of annoying. For some reason I just expected to at least start back at the last chest I opened. - Finally... The boss fight was appropriately difficult... But the problem was that I knew I was going to have to fight it at least 4-5 times to figure out a good strategy... Which means each time I die I respawn back at the closest save point, which is still just too far away. Meaning if I die at the boss I now have to navigate through a decent bit of enemies/obstacles to get back to the boss... and if I take even ONE hit of damage I feel like I might as well just suicide and try again to get full health for the boss. Easy solution would be to just give full health when you enter the boss battle... or put a save point at the boss door so you don't have to keep trekking back through to get to the door. Overall the game was great. The mechanics were lovely, the controls were great for the most part.... The level design was great. But I found myself getting frustrated and annoyed a lot because of the save system and just getting lost in general. I got lost countless times, and then there is the biggest issue of all: Sometimes there are situations where if you take a SINGLE hit, you might as well suicide, because you'd be better off trying again instead of trying to continue with a handicap. Like especially when you just leave a save point and take damage... well now I have 2 hearts instead of 3... so I might as well either go back and save again, or just die. That is definitely not what you want players to have to think about. I found myself force suiciding a few times and that's just no good. I really wanted to love this game. The overall design is great, but it just needs some adjustments to the way it deals with saves and also navigating the dungeon.
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ITS_Mike
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« Reply #36 on: November 15, 2013, 01:55:50 PM » |
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Congratulations on releasing it! It's a very fun game I created a "first-look" style video of it so that you could actually see someone else play it; I know this has been helpful to me before, so hopefully it will be helpful to you The video is over at
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AdventureIslands
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« Reply #37 on: November 15, 2013, 05:48:38 PM » |
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Awesome game. Beat the boss. A couple notes: - The jump feels just a tad floaty. I dunno how to describe it but sometimes I want to keep jumping but I feel like I'm waiting that split second for the hero to land. - The game needs a mini-map or something... I can't even count how many times I got lost and ended up backtracking to a dead end where I had already opened a chest. The main problem is that all the levels have the same tileset so there is no easy point of reference to immediately differentiate between rooms. I mean eventually I had to memorize where some save points were and look for a certain pattern of enemies so I knew "okay if I go this way it's leading me to a dead end" but it took me a lot of mistakes to get through. I just feel like either there needs to be a map, or maybe even just lock off areas you've totally completed... There's no reason to go back into some rooms at all. - Another thing... It was pretty annoying having obtained an item, backtracked a long ways, and then dying only to find out that I don't start back at the item chest or anything... I start at my previous save, which was before I even got the item at all. It's just kind of annoying. For some reason I just expected to at least start back at the last chest I opened. - Finally... The boss fight was appropriately difficult... But the problem was that I knew I was going to have to fight it at least 4-5 times to figure out a good strategy... Which means each time I die I respawn back at the closest save point, which is still just too far away. Meaning if I die at the boss I now have to navigate through a decent bit of enemies/obstacles to get back to the boss... and if I take even ONE hit of damage I feel like I might as well just suicide and try again to get full health for the boss. Easy solution would be to just give full health when you enter the boss battle... or put a save point at the boss door so you don't have to keep trekking back through to get to the door. Overall the game was great. The mechanics were lovely, the controls were great for the most part.... The level design was great. But I found myself getting frustrated and annoyed a lot because of the save system and just getting lost in general. I got lost countless times, and then there is the biggest issue of all: Sometimes there are situations where if you take a SINGLE hit, you might as well suicide, because you'd be better off trying again instead of trying to continue with a handicap. Like especially when you just leave a save point and take damage... well now I have 2 hearts instead of 3... so I might as well either go back and save again, or just die. That is definitely not what you want players to have to think about. I found myself force suiciding a few times and that's just no good. I really wanted to love this game. The overall design is great, but it just needs some adjustments to the way it deals with saves and also navigating the dungeon. Thanks for the feedback, in fact thanks to it I added 4th savepoint to the same hall where the door to the bossroom and boots are located. Now when you press Esc you view your items AND a world map, that shows where the items are hidden, and your current location
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« Last Edit: November 15, 2013, 06:19:47 PM by AdventureIslands »
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zachstronaut
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« Reply #39 on: November 16, 2013, 12:19:19 PM » |
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Really fun. Great work!
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