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Neon Runner - JAN 21 MEGA UPDATE!


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#21 Stubbjax

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Posted 11 April 2009 - 07:50 AM

AuthenticKaizen - Thank you for your support. I'm surprised you found this topic, buried at the back of the forums. Anyway, I haven't uploaded the latest version of the game yet, but I have fixed a lot of the things.

Cheaper weapons - Done. Pistol is now $200, machine gun is $500, shotgun is $750, grenade launcher is now $750 and neon thrower is now $1000.
Pistol free - Reduced pistol price to $200 and you start with $250.
More ammo - There is more ammo around the levels. Enemies may spawn ammo when killed. Also, all levels are possible with no ammo (except level 4) - the electric barriers lose HP when you touch them.
Some kind of a weapon that you can charge - Thinking about it.
WASD movement - Implemented.
Doors have less HP - Done.
Adding grenades (RMB) - Already in the game, you just didn't get around to buying the grenade launcher. :)
Balancing - Half complete.
Level 4 is unfair - Well I was halfway through making the level and couldn't be bothered finishing it so I just put a bunch of enemies down the bottom.

And just to make sure I am definitely making the right choice, which of these two screenshots do you prefer?

1. Red Neon
2. Multicoloured Neon

Thanks again.
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#22 AuthenticKaizen

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Posted 11 April 2009 - 09:08 AM

nice new implementations.

also consider that collecting 1 crsytal may represent getting 3 or 5 crsytals on your crystal account.
(i think it would take way too long to acquire 750 crystals...and then again 1000 crystals)
or the easier and probably better way: reducing the prices


definitely the multi colored neon version!

tell me when you have uploaded the new version. :)
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#23 Ruzzinator

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Posted 11 April 2009 - 09:29 AM

Same here, keep the multicolor. It just looks... ... Funky!
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#24 nicktheslayer

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Posted 12 April 2009 - 10:10 PM

OMFG MULTI COLOR!!!!!!!!!!!!1


*faints* :P



i beat the first demo, killin all enemies, and gettin all crystals! (i died FIFTY times!)


i even beat lvl 4 (yes, that was a LOT of money!)

Edited by nicktheslayer, 12 April 2009 - 10:12 PM.

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#25 OldSkoolGamer

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Posted 13 April 2009 - 02:35 AM

I say the multicolor all the way, that way it seems like your neon world is being invaded/overran by other gas creatures. Your guy being red, the world itself being red, the enemies being different colors. Maye some could explode into gas cloud when you kill them,maybe a weapon that is recharged that way ?

Edited by OldSkoolGamer, 13 April 2009 - 02:37 AM.

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#26 Stubbjax

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Posted 14 April 2009 - 05:19 AM

Thanks for the replies! I am glad you all like the multicolour. :) Now you can try playing in the multicolour world as I have finally uploaded the new version. This version contains new levels, cheaper weapons, new obstacles/enemies, bug fixes and improved features. The neon world is now multicoloured! Enjoy!

OldSkoolGamer - Only the enemies should be different colours? Are you sure? I've already made everything else different colours. And nice idea with gas clouds, I will add them in.

Multicolour final:
Posted Image
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#27 Murska

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Posted 14 April 2009 - 08:28 PM

Great use of effects and nice movement system and everything. The game just needs more challenge and action! Enemies that shoot back, moving forcefields, exploding barrels or something... Good engine but needs more content gameplaywise. : )

And yes there is a way to draw the sprites with a specific hue. Just convert the sprites into black and white and use the draw_sprite_ext(...) with the color blend value that you want. This works only for one colored sprites but it should do the trick in your game, I didn't find any complaining about the colours, though.
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#28 Carax

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Posted 14 April 2009 - 08:30 PM

How is this good graphics. Its horrifying! You copied Pac-Man, even Pac-Man beats this dump. I'm sorry, this is not good, ;) at all.
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#29 Stubbjax

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Posted 14 April 2009 - 11:19 PM

Great use of effects and nice movement system and everything. The game just needs more challenge and action! Enemies that shoot back, moving forcefields, exploding barrels or something... Good engine but needs more content gameplaywise. : )

Nice suggestions. I am in the process of adding more enemies right now. Moving force-fields sound very interesting, I shall add them in. And I have landmines on level 5 so I don't think there'll be any need for barrels. Actually, I could use barrels for holding ammo or similar. Yes, I'm going to do that. Cool idea.

And yes there is a way to draw the sprites with a specific hue. Just convert the sprites into black and white and use the draw_sprite_ext(...) with the color blend value that you want. This works only for one colored sprites but it should do the trick in your game, I didn't find any complaining about the colours, though.

Please, I am getting so many people telling me this that it's kinda annoying. The function image_blend will blend the entire image - not just the colours - and will therefore blend the white bits to another colour as well and it'll look strange. Screenshot:

Posted Image

How is this good graphics. Its horrifying! You copied Pac-Man, even Pac-Man beats this dump. I'm sorry, this is not good, ;) at all.

Well everyone likes the graphics (and game for that matter) except you, so I guess I'm doing quite well. Also, please play the game before throwing out insulting comments. You could have, at least, given constructive criticism. This game is far from dump. :)

Thank you for your feedback.
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#30 iluvfuz

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Posted 14 April 2009 - 11:23 PM

Wow, looking good. The text could use a bit of work, since it doesn't fit the style at all. You might draw a thicker text and redraw the same text that is thinner, then using blend mode add? Reminds me a bit like the game I'm working on now: http://gmc.yoyogames...howtopic=423293.

Great job, it could use a bit of work gameplay-wise though.
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#31 Ekoz

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Posted 14 April 2009 - 11:34 PM

How is this good graphics. Its horrifying! You copied Pac-Man, even Pac-Man beats this dump. I'm sorry, this is not good, ;) at all.

Well everyone likes the graphics (and game for that matter) except you, so I guess I'm doing quite well. Also, please play the game before throwing out insulting comments. You could have, at least, given constructive criticism. This game is far from dump. :)


oh, don't mind him. he only ever gives bad feedback because all his games suck and he needs compensation.

the graphics and gameplay are very fluid, and the gameplay is fast and exciting - how i like it. very good.
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#32 iluvfuz

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Posted 14 April 2009 - 11:44 PM

Yes, I agree the game overall is smooth and fluid, and works together well. Anyways, I hate it when people give bad feedback even though I occasionally feel the need to do so.
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#33 Murska

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Posted 15 April 2009 - 02:35 PM

Please, I am getting so many people telling me this that it's kinda annoying. The function image_blend will blend the entire image - not just the colours - and will therefore blend the white bits to another colour as well and it'll look strange. Screenshot:

Posted Image


Oh! I thought that you were using additive image blending to create those walls. Well you could still do this, but you would have to make seperate sprites for the coloured part and the white part...
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#34 nicktheslayer

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Posted 15 April 2009 - 08:09 PM

how about an over world, like in mario, how it has the map to select level, but make it more of a Zelda 2: adventure of link map, so there is more freedome, and not a pre-selected track. then, in-game, you could have a green bar for the, floating white bent up bars for clouds and other stuff like that. (But keep the black background)

Then you could have easy levels, (mario world-like plains) or really hard ones! (Like a Big city, indutrial-like, with dark colors, and cracked neon bars you could shoot and break for doorways.) then, you could have a new enemy... cockroach! they are small and fast, and they are weak,(but there will be a LOT of them.)

ill have more ideas later



(Can i help in any way? My specialties are designing objects, weapons, enemies, levels, gameplay techniques, and writing stories. Let me know what you need help with)

(I cant provide sprites, but pictures spriters can interperet into sprites)
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#35 Stubbjax

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Posted 17 April 2009 - 12:31 AM

Wow, great comments!

iluvfuz - I can't draw text like that because if you draw it thinner, then the letters will be closer together and it'd look very odd. You also mentioned the game needs a bit of work in the gameplay department. What do you suggest needs improving here?

Ekoz - Thanks for the support. I find those kinds of people quite fun to deal with though, as they'll almost always lose as they have no arguments to support their harsh comments. Any suggestions?

Murska - That's the whole point though. I don't want to have multiple sprites for every sprite just so I can easily change the colours. I'd rather have certain objects as one colour.

nicktheslayer - Interesting ideas you've got there. An over-world would be sort of awkward as there are going to be A LOT of levels, but I'll continue to think about it. The themes for different areas sounds really good, but it'd be hard to implement. I guess I'll give it a shot. And of course you are welcome to give more ideas. This is what this topic is for isn't it?

Thank you all for your feedback.
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#36 cata

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Posted 17 April 2009 - 02:35 AM

Pretty nice, but how do you return to the shop while ingame?
Oh, and if you hold enter, your "level" will rise constantly. Level 4? I got to level 2885. Oh, and the crystals reset so I got 1000 crystals by grinding, you might want to fix that.
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#37 slorphead gaming studios

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Posted 17 April 2009 - 02:44 AM

Pretty nice, but how do you return to the shop while ingame?
Oh, and if you hold enter, your "level" will rise constantly. Level 4? I got to level 2885. Oh, and the crystals reset so I got 1000 crystals by grinding, you might want to fix that.

oh i agree with oldskoolmaster only the enemies should by different colors. then if you made a sequel or something it could be like the red neon man invaded blue neon world where evrything is blue including enemies. you could add that into the current game too.
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#38 iluvfuz

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Posted 17 April 2009 - 03:17 AM

Find an example on how to stroke text. This makes the font pseudo-bolded by adding pixels around it, so that the space inbetween the thinner characters are the same as the thicker ones. Also, please do you image_blend, just draw the bars so that they look like the red bars above. Then, draw on another layer of white with a sprite. That would be a reasonable way to do it in my opinion.
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#39 Stubbjax

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Posted 17 April 2009 - 09:06 AM

cata - Nice work at finding those bugs. I have fixed them. I find it funny how you got 1000 crystals by grinding - there are cheats you can use to do that. :ph34r:

slorphead gaming studios - That was my intention in the first place. But I just decided to make the crystals multicoloured as well. Crystals are the global currency in the Neon World. ^_^

iluvfuz - I could find no examples/tutorials on how to stroke text. Could you please show me where I can find one? Also, as I already mention a few posts above, I do not want to have a separate sprite for every other sprite just to be able to use multicolour. I'd rather wait for draw_set_hue() or whatever in a later version of Game Maker.

Thanks for the comments.
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#40 A saurus1

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Posted 17 April 2009 - 11:58 AM

I could find no examples/tutorials on how to stroke text. Could you please show me where I can find one? Also, as I already mention a few posts above, I do not want to have a separate sprite for every other sprite just to be able to use multicolour. I'd rather wait for draw_set_hue() or whatever in a later version of Game Maker.


Why not just use a custom font?

BTW, great game. I know there is a way people have figured out to make a pretty good colorize blend mode, but it may be too complex for the game (multiple passes of sprites with different blend modes). Here it is, however.
http://gmc.yoyogames...howtopic=421154
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