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TIGSource ForumsDeveloperPlaytestingStarFire
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Nieb
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« on: August 12, 2016, 09:39:22 AM »

Hello all, I'd like to share a project I started last month:
 
StarFire a MegaManX inspired action/platformer in development for PC/Windows!
Development is currently focused on code/gameplay mechanics.
All graphics and sounds are place holder and not representative of the final game.

Download here, gamepad recommended!
https://nieb.itch.io/starfire
http://www.indiedb.com/games/star-fire
http://gamejolt.com/games/starfire/178907



« Last Edit: August 31, 2016, 08:28:09 PM by Nieb » Logged

davebertaud
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« Reply #1 on: August 12, 2016, 02:13:34 PM »

This is pretty neat. The controls feel clean.

Are you just doing the coding?
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Nieb
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« Reply #2 on: August 12, 2016, 10:47:30 PM »

Yup, just working on code at the moment.
The crappy placeholder art is done by me as well. Tongue
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Nieb
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« Reply #3 on: August 14, 2016, 07:01:40 AM »

Just uploaded Demo #5, check OP!
Boss battle code finished!

What's New:
- Boss Battle Functionality
- Start level intro, Teleport In
- FadeIn/FadeOut transitions



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Nieb
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« Reply #4 on: August 25, 2016, 02:18:15 PM »

Stage design and mini-boss test. Demo#6 coming soon!
Please excuse the rubbish video quality, currently working on a weak laptop.



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Nieb
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« Reply #5 on: August 28, 2016, 07:52:27 PM »

Demo #6 released!

What's New:
- Stage design test! (Test5)
- Enemy/Boss as Platform (climb and stand on)
- Large scale boss battle
- A bunch more behind the scenes stuff

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CalebGameTester
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« Reply #6 on: August 31, 2016, 07:30:22 PM »

I played through all of the test levels and some of the level selects 1-8 not sure why there are hearts that give you more health?

[Feedback]

I liked the style of the game and that you can customize your controls but for some reason I could not put the trigger buttons on my PS4 controller as a key. I wanted to use them for shooting.

[Fix]
The brown platforms that move back and forth and hurt you go too quickly and are tricky to avoid with the wall jumping move.

The purple turrets are really hard to avoid the shots when another green enemy is beside them. Maybe make the aim not always perfect. Also one of the turrets in the death pit can't shoot right because of the ceiling.

There should be health packs to gain health back once lost. It is annoying to not have any way to get them back.

For the doors maybe have a less long animation/waiting time?

Perhaps adding a shield for the player or a ducking ability would make it easier to avoid being shot and have energy for the amount of uses the player can use it.

It would be neat to be able to dash in the air and not just in the ground as a new game mechanic!

[Conclusion]
Overall I like the game and I think it is pretty interesting and a good start!
I hope to play more of it when the rest comes out!
Keep up the good work!

CalebGameTester


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Nieb
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« Reply #7 on: September 03, 2016, 05:56:35 PM »

Please forgive me, but I had a link to an older version of the game in the OP. (It's updated now)

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...I could not put the trigger buttons on my PS4 controller as a key.
Good to know.  I believe the shoulder buttons on the PS4 controller are analogue so they wouldn't be considered a "button".  I'll look into it...
I also need to check to see if it works with multiple D-Pads/Analogue-Sticks/Joysticks on the same device.

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The brown platforms that move back and forth and hurt you go too quickly and are tricky to avoid with the wall jumping move.
Yeah those wall-jumpy guys are a pain in the ass. Tongue
Just a test enemy, I'll try to be more fair with the real enemies.

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The purple turrets are really hard to avoid the shots when another green enemy is beside them.
Good point, I'll try to keep those guys in their own area.

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There should be health packs to gain health back once lost.
Enemies drop health packs in the latest demo (Demo #7). Smiley

Quote
For the doors maybe have a less long animation/waiting time?
Agreed, I find myself getting a bit impatient with them myself.

I've been pondering other gameplay mechanics similar to the things you have mentioned. Not sure which direction I'd like to take the game in just yet, we'll see...

Much thanks for the thorough feedback!
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