It runs very well, I did a bit over 1000 points! I didn't had sound, is it normal? I love the parralax effect on the giant skeleton torso at the end of the tutorial, it give a very nice depth effect. How do you chain air uppercut like in the gif? I couldn't figure it out. I had fun playing this, real fun!
Thanks for your time!
No sound is normal: it's just a gameplay prototype, ideally it would have been made of green and red blocks, but I know nobody would have tried it, so I made a few frame for the character and recycled assets form my previous game. To chain air attack you have to press up, and jump at the same time as you punch. Glad you found it fun!
hi, saw your gameboy gifs. you have so much stuff you do. am swamped with work at the moment, which is also cool, but can't wait to work on my game again.
i have no clue how yoyo gamemaker works. read an article on it in PC gamer indie games no. 2 issue. centred around hotline miami. it seems to allow you to make stuff fast. but there is also coding in c#? i know you were making the skazventure engine also, which looked quite complicated.
i just don't understand why some of your projects made in yoyo gamemaker work well and some are too strenuous for my machine.
no offence, but this is also just a 2d tilemap with a few things running around, not some high polygon count AAA super simulation... where are the hardware resources going?
is it the ai of the raptors? is it the listener for button combos? what is the big change compared to prehistomelette?
as you can see i would love to play this thing, especially as people are saying it rocks.
looking forward to the gameboy game, hang in there and take care
fingerman
Thanks Fingerman!
My game boy game is out, but I was too ambitious and right now it's not a lot more than a prototype. It's available
here! Good thing is, because it's a dungeon crawler, I can easily come back to it to add stuff, a nice pet project to have
And I plan to do so, There is some features that didn't make it to the jam version like the bow because of time, but I have a lot of content to add to the game.
Game maker only supports the in house script system, and what is at fault with super challenger, as far as optimisation goes, is the number of instances to check collisions with. Something I really have to work on. I will also invest time in making my next project logic unrelated to the fps of the game, which means even in low end machines the game would run at the same speed, but not with as much frames per seconds. Something I thought was impossible with game maker, but turns out to be possible and fairly easy to implement.
Runs smooth as silk on my old time core 2 duo 6400 2.13 Ghz. Ran as admin so it wouldn't crash. I'm not a wasd controls type so I tried switching my hands around but couldn't hit space right then. I tried with a controller but it didn't work and mapped keys to it and it still didn't work. I did punch a raptor in the face tho
*edit: It did slow down for some reason as I played longer and I ran antimicro as admin also to map the keys to my gamepad then it worked and I was able to really play this. I love the upper cut jumping but if you're holding a raptor at the very end, you can fly all over the screen similarly by doing a bouncing drop attack
.
Thanks for your time Aamp!
Glad you liked uppercuts fly :p I'm aware of the bugs you mentioned, but won't spend time fixing it, as I won't spend much time with the prototype.
It feels nice to punch things! looks promising.
My only nitpick is the control scheme. It's weird, because I play platformers with a gamepad and the dpad is on the left, but here I'm just constantly fighting my brain to control this character with wasd and punch with arrows.
Thanks Diegzumillo! You don't have a gamepad on your computer? The game supports gamepad controls. Keyboard controls are really not the best for this kind of games, but remap-able controls are something that will be in the game if it becomes more than a prototype.
Thanks again all of you for your time! I won't decide right now if Super Challenger will become a game or stay a prototype, but I enjoyed making it, there are good chances it won't stay dead forever
- Skaz