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TIGSource ForumsCommunityDevLogsMighty Retro Zero ( Working on the lab theme - 11 April)
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Author Topic: Mighty Retro Zero ( Working on the lab theme - 11 April)  (Read 18232 times)
matriax
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« Reply #80 on: December 23, 2014, 11:33:48 AM »

First 4 levels at original size:



New alpha with 8 levels and Pang!level based activated soon! Wink
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matriax
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« Reply #81 on: January 09, 2015, 01:25:13 AM »

Mightry Retro Zero Alpha 0.12 released!!

Download from:
Gamejolt: http://gamejolt.com/games/platformer/mighty-retro-zero/29923/
Itchio: http://kronbits.itch.io/mighty-retro-zero


These are the 8 levels playables:


Hope you like it!
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Rebusmind
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« Reply #82 on: January 09, 2015, 01:34:37 AM »

Cool stuff. The graphics look really amazing! :D
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AxezDNyde
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« Reply #83 on: January 09, 2015, 02:14:40 AM »

Awesome work! Game's one of my favs atm.

Have you considered using darker/less saturated colors for background stuff? I think maybe the readability could be improved that way.

Now please change the controls to X and Y so I can enjoy it without getting cramps in my left hand! Also, I want videos of you guys playing this with QWERTY keyboard layout using X and Y!

QWERTZ-Greetings from Bavaria, Beer! PROST!
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Axez, Grant Ed.
matriax
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« Reply #84 on: January 09, 2015, 02:22:05 AM »

Awesome work! Game's one of my favs atm.

Have you considered using darker/less saturated colors for background stuff? I think maybe the readability could be improved that way.

Now please change the controls to X and Y so I can enjoy it without getting cramps in my left hand! Also, I want videos of you guys playing this with QWERTY keyboard layout using X and Y!

QWERTZ-Greetings from Bavaria, Beer! PROST!

For this keyboards there is a trick that pressing Contro+Alt+Z or something like that toggle between QWERTY\QWERTZ. Look at google or similar, other guy with the same problem posted in other site, i not remember now sorry.

Now i'm porting the game alpha version to mac, if you can't find it i wil try to search later Wink .
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Rebusmind
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« Reply #85 on: January 09, 2015, 02:30:51 AM »

Why not use X and C for controls to avoid the problem altogether? (Having the same problem here Wink)
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matriax
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« Reply #86 on: January 09, 2015, 02:45:25 AM »

Why not use X and C for controls to avoid the problem altogether? (Having the same problem here Wink)

Also works with B and N. B=Shoot and N=Jump.

Works for you guys?
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Rebusmind
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« Reply #87 on: January 09, 2015, 03:34:55 AM »

Sounds good to me. Smiley
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AxezDNyde
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« Reply #88 on: January 09, 2015, 01:37:33 PM »

Yah Mon, PERFECT! Cheers!  Hand Joystick

I also have a shortcut on the taskbar to switch to english layout, since this game isn't precisely the first one to map z and x :D
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Axez, Grant Ed.
matriax
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« Reply #89 on: January 18, 2015, 01:38:40 AM »

Now the game is available for Windows and Mac Wink (Looking for the linux version too)

Download from:
Gamejolt: http://gamejolt.com/games/platformer/mighty-retro-zero/29923/
Itchio: http://kronbits.itch.io/mighty-retro-zero
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matriax
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« Reply #90 on: February 16, 2015, 12:54:23 AM »

Mighty Retro Zero appears inside the last Groupees Bundle Retro4 !!.

https://groupees.com/retro4



-

Also Mighty Retro Zero has been greenlit a few days ago! :D

« Last Edit: April 11, 2015, 12:06:14 AM by matriax » Logged
matriax
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« Reply #91 on: April 11, 2015, 12:13:28 AM »

After finish my paralel game Inkanians and after do some mockups for other possible projects i go to focus again on MZR.

The Inca levels included the final boss is finished.

Next days i will start to working on the Laboratory theme.


If all works well i hope get some gameplay for the next week.
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GIRakaCHEEZER
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« Reply #92 on: April 11, 2015, 02:18:14 AM »

I gave the in-browser version on gamejolt a shot and this is what I thought so far:

    -Although the game is in a low resolution pixel style, the game doesn't seem to actually draw the sprites at fixed points on the "pixel grid", resulting in the player and objects onscreen being able to be drawn at what essentially are fractional pixel points and such on the screen.  This is always a bit of a nitpick for me for games that go the minimalistic pixel route, since if you're going to go for that style I figure you should go all the way.

    -Other than the issue of not sticking to proper pixel rasterization, the graphics are all at a consistent resolution, so that's a plus.  That and the color scheme looks good for the game.

    -I tried out the Arkanoid mode first and got stuck there for awhile since I didn't really know how to progress and the enemies were a bit hard to dodge while just flying back-and-forth on the platform.  I eventually had to refresh the page to take me back to the title screen, since I didn't know how else to go back from there.

    -Playing "History" mode now.  I'm trying to wall jump, but it won't let me when I'm holding the direction of the arrow key towards the wall I want to wall jump off of?  It only seems to work if I let go of the directional key, which seems like an odd gameplay quirk to me.  Wall-jumping to get past the wall-jump tutorial area felt a bit awkward because of this.

    -These "3-spike" things that shoot from the ceiling seem kind of inconspicuous.  I wasn't really aware that they were dangerous until it was too late.  I would maybe try to make them give a bit more warning/flash or something before they shoot off to give the player a heads up?

    -The ability to push/shoot blocks to get them moving to kill enemies is a nice mechanic.

    -These checkered "warp doors" don't really look like warps or anything, I'd recommend redesigning them to be more eye-catching.  Animating them would probably be a good idea.

    -This one song is good, but it's starting to get a little annoying to listen to it again and again for every level.  I would look into getting more songs.

    -You can still move the player around briefly after dying, which seems like a bug.

    -It seems if you have enough jetpack fuel, you can actually fly on top of some of the tiles at the very top of maps?  Which seems to mainly just put the player offscreen, but still an odd thing for the player to be able to do at all.

    -The difficulty seems a little unforgiving with just 1 hit, especially with everything respawning when you die.  And some of the enemies are very close to the savepoints, so if you aren't shooting right when the game respawns you, you die sometimes.  Might want to look into balancing the level design some more.

    -The mechanics for grabbing and throwing blocks seem really unintuitive, I think I'm on the 8th stage and I *just* figured them out, only because I was stuck otherwise.  You can only pick them up if you're standing perfectly still?  Seems kind of hard to figure out/breaks the pace of the game a bit.

    -These floating eye/ball things seem to be the most unfair of all the enemies, since they can go through walls and sneak up on you from angles you can't hit them from.  I'd recommend nerfing them a bit.

    -I got to what I can only assume is the end, since I'm just falling in an endless black void (probably an unfinished map).  I'd recommend putting a "you beat the game/demo!" screen at the end, even if the game's still just an alpha or beta build, since players enjoy being congratulated and knowing when they've reached the end.

Anyways looks alright so far.  Definitely needs some polish, but you've got something that could be worked into a good game here.
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