Edited by SolarLune, 09 December 2011 - 06:00 PM.
Space Mice Moon Quest
#21
Posted 09 December 2011 - 05:58 PM
#22
Posted 10 December 2011 - 04:12 AM
But, if you want to give it a shot anyways, here is the same game with that surface check script removed: DOWNLOAD (Make sure to unzip the EXE!)
But be warned!!! The game might crash on you later.
Also, what type of graphics card are you running? And how much ram does it have?
Maybe try updating your graphics card drivers too (A good idea, regardless!)
#23
Posted 14 December 2011 - 04:15 PM
The zelda sound-effects and music fitted pretty well, but it's really unprofessional to just steal an entire game's audio resources. It might also lead some players to think it's more similar to zelda than it is.
I have a few things in the gameplay to point out:
If you're looking to actually expand the game, I recommend a second trip to the Dark Forest (obligatory or optional). It was pretty scary (got out with 1 HP), and the perspective of having to go in there again, even deeper this time, would make me kind of terrified.
The story was great! I loved the development, all the twists and turns, and it's really funny how the characters act so wrong against each other. The main character is kind of cynic and doesn't seem to have any regard for some of his peers. Overall it's a great game and I'm glad to have played it!
Edited by PetzI, 27 May 2012 - 01:19 PM.
#24
Posted 15 December 2011 - 06:28 AM
This game was more than anything, a huge learning experience for me. It was the first "real" game I've ever completed. The first one I've truly been proud of. I decided to keep it relatively short in favor of it getting repetitious and stale.
I really wish I could have used original music and sound effects. Unfortunately, neither of those things are my forte. Sure, it's unprofessional, but I would never attempt to sell a game without 100% original content anyways.
I have begun production on a sequel to this game, which will be a lot longer. I'm hoping to improve all aspects of the game play and mechanics all around. I'm also looking into finding someone to come up with an original soundtrack as well.
In response to your 'Spoiler' comments, all I'm gonna say is this: I wanted there to be a little bit of trial and error here and there. Some instances where you're not really sure what to do. Times where maybe you have to try different approaches to figure it out. And you got through the whole game without giving up, so it must not have been too terribly difficult to figure out.
Thanks again for your feedback and criticisms. I'm adding your suggestions to my list of improvements to be seen in the sequel!
#25
Posted 25 January 2012 - 02:50 AM
Just finished your game, took about 1 and 1/2 hours and really enjoyed it!
Graphics are simple but made quite beautiful by the animations (the cut scene looking into the rocket and the take off were really nice). I'd love to see this same style refined for the next one, my main complaint would be some parts look a little cheap (like the beach) but it's no big deal really.
Gameplay is good, again, simple but this really opens up a whole array of tactics. Found the enemies kind of annoying after a while and ended up just running past most of them, especially in the dark forest where those moth things keep respawning anyway. It would be cool if there was some kind of incentive in the next game to kill the random creatures (perhaps a currency system which you could use to buy new items or costumes?) I think the difficulty was just right, your wife was hard to beat, ended u getting her stuck in the table and shooting her to death. This fight should be hard but at the moment i felt it was hard in a bad way since I could only manage to kill her by cheapness.
Sounds were good, well placed. Music was ok, if you don't use original songs perhaps tracks that are less identifiable would be good? I loved the voice over at the start! Really wish this carried on, made it like playing a story book. That is really what kept me playing, the story was great, original and unexpected. Would be cool if some of your actions had consequences / alternate ways things would happen.
Looking forward to the sequal!
#26
Posted 25 January 2012 - 03:53 AM
And thanks for the feedback! I've taken your suggestions into consideration. The game play mechanics in the sequel are going to be quite different from the first one. It'll be more of an Action-RPG with level ups, magic, and more weapons / items.
#27
Posted 12 February 2012 - 04:01 PM
#28
Posted 14 February 2012 - 02:56 AM
#29
Posted 20 February 2012 - 05:29 PM
#30
Posted 07 April 2012 - 10:20 PM
I do have one question: Does killing Benny in the meadow effect the storyline? After I killed him on accident, I just reloaded my save, but now I am curious what would have happened if I continued?
#31
Posted 09 April 2012 - 05:22 PM
Originally, I was actually going to have the game's story line split depending on whether or not Benny died. If he survived, it would play out normally, but if he died it, was going to be way different and involve Benny's ghost haunting you and your relationship with your wife improving, etc.
But pretty early on in the development of the game, I realized that taking this approach was going to be a hell of a lot more complicated than I expected. So instead, I decided to just make it linear and focus my efforts on making other aspects of the game better.
So in the final version, if Benny "dies", on your way back to your house, he'll come running along and tell you that he was "just taking a nap."
That Benny is such a jokester.
Edited by ClassyGoat, 09 April 2012 - 05:22 PM.
#32
Posted 27 May 2012 - 06:50 PM
#33
Posted 29 May 2012 - 02:51 AM
First, the negative:
aka, nitpick time! =D
-Most of the bosses (the crab and the one in the dark woods in particular, as well as you-know-who) were frustrating due to the lack of feedback. You had to just keep whacking at them and whacking at them until the went down, with no indication of whether you were getting close to killing it or not. The Dark Woods boss was especially susceptible to this, since hurting it isn't so straightforward as whacking it. Just a vague indicator as to how much progress you're making would be really nice for the long-ish bosses.
-I also had a bit of a problem with the music. First, the tracks were too recognizable. When I was immersed in this creative mouse-world, hearing the Hyrule Field theme threw me out of the experience and into the street, whereupon a car drove by and splashed mud on my clothes. Second, it doesn't fit with the excellent visuals and story you have, which work towards a very story-book fairy-tale theme. The tone of the Zelda games is fairly different from the tone of these game, so it worked against the experience quite a bit.
-Why was weapon-switching mapped to 'S'? It was a pain to reach, and a hindrance in the Dark Forest boss where the idea was to switch between weapons as fast as possible.
-The combat wasn't fun in itself. It wasn't unfun, perse; the combat just did nothing for me good or bad.
-Did you really have to whack all the trees to get that scarf? I started out trying to get it, even though the game's easy enough that there's really no need for it, but I was holding my shovel in the dark forest and figured it wasn't worth the trouble to go back through after I'd returned the rocket ship part to the doctor.
Now, going into spoiler territory...
That's basically everything that bugged me about the game. Now, the positive! =D
-I really do love the setting, the use of anthropomorphic characters, and the wry humor. The story overall was well above average for a game, and definitely the main attraction.
-The collision checking was surprisingly excellent. Most Game Maker games I've played of this genre have terribly inaccurate hitboxes, often making combat feel cheap or giving an invisible shield around objects, but that was nowhere to be found in this game. Good job on that!
-The graphics are great, despite being almost "ms-paint"-y, and really go perfectly with the game.
-The humor was funny, without being overbearing. Its contrast with a lot of the more child-friendly elements of the game made it all the more hilarious.
-Along that same line, I like how the whole story was sort of a more sardonic take on a fairly familiar story ("mouse leaves family to go on an adventure and gain wealth--or cheese")
Overall, I think this was a great game, well-worth the time spent playing it. It succeeded on most fronts, and I'm looking forward to the sequel.
#34
Posted 03 July 2012 - 04:14 PM
I hope that made sense. Let me know if you have anymore questions about it.
Spyro Conspiracy Theorist: Thanks for the very thorough and thought out feedback! I really appreciate it!
#35
Posted 03 July 2012 - 07:27 PM
pikmin4000: It's a little bit hard to explain, but I'll try my best! To start, each part of the mouse has it's own sprite: The body, the tail, the legs, and each arm. There is just one object for the mouse and in its draw event, all the different parts are drawn from there. So for example, when you start walking, the animation for the legs begins (and is independent of all the other sprites.)
I hope that made sense. Let me know if you have anymore questions about it.
Spyro Conspiracy Theorist: Thanks for the very thorough and thought out feedback! I really appreciate it!
Yay, I've been waiting for this reply
When you use the draw event, do you just attach the different sprites by relative position? Do you set the origin in a specific place depending on sprite? And when you animate each sprite, do you use Game Maker's sprite editor?
#36
Posted 06 July 2012 - 05:32 PM
In the draw event, the sprites are drawn relative to the object. Most of them do have an origins specific to what part of the body it is. For example, each arm's origin in at the base of the arm.
Edited by ClassyGoat, 06 July 2012 - 05:32 PM.
#37
Posted 06 July 2012 - 06:11 PM
I first drew and animated all the sprites using Flash. Certain sprites that just rotated, like the tail, could be animated in game, so they just use a non-animated sprite.
In the draw event, the sprites are drawn relative to the object. Most of them do have an origins specific to what part of the body it is. For example, each arm's origin in at the base of the arm.
ok, well I really appreciate the reply. I've been having this problem for a while. If I think of any more questions, i'll ask.
#38
Posted 08 July 2012 - 03:22 AM
#39
Posted 13 July 2012 - 02:55 AM
I first drew and animated all the sprites using Flash. Certain sprites that just rotated, like the tail, could be animated in game, so they just use a non-animated sprite.
In the draw event, the sprites are drawn relative to the object. Most of them do have an origins specific to what part of the body it is. For example, each arm's origin in at the base of the arm.
What about the items attached to the arms? how do you make it so that they stay at the other end of the arm if the origin is near the shoulder?
#40
Posted 13 July 2012 - 03:07 AM
And then I think I used a separate object for the collision checking on certain objects like the sword.
It is definitely possible to have the arm and item being held separate sprites though.
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