Adventurous Platformus
#1
Posted 08 January 2012 - 01:32 AM
I'm looking for a thorough play through from start to finish, going through the whole game until the "end of demo room". I haven't really seen any glitches as of now save one that appears when opening a chest and attacking at the same time. Any suggestions would be helpful and appreciated. Don't be afraid to critique it, I don't mind negative comments. The game used Zelda sprites and borrows some similar elements, while playing like a poor man's metroidvania game.
Here's the link to the game if your interested:
http://sandbox.yoyog...platformus-demo
The demo is probably about 3-4 minutes long.
#2
Posted 08 January 2012 - 03:20 AM
I found the control very awkward. This game would perfectly suit a GamePad if you could throw that in as an option. As for controls.. I think W for SECONDARY, A for DOORS/CHESTS, D for MAIN, and S for progressing text/dialogue would be better.
Also, there's pretty game-breaking bugs. For example, I managed to get up to infinite HP just by entering/re-entering the second room (where the Bow is found) and grabbing the Heart to the left. Every 4 times I ran left, right, then in/out of a door got me 5 hp.
#3
Posted 08 January 2012 - 02:29 PM
Not bad.
I found the control very awkward. This game would perfectly suit a GamePad if you could throw that in as an option. As for controls.. I think W for SECONDARY, A for DOORS/CHESTS, D for MAIN, and S for progressing text/dialogue would be better.
Also, there's pretty game-breaking bugs. For example, I managed to get up to infinite HP just by entering/re-entering the second room (where the Bow is found) and grabbing the Heart to the left. Every 4 times I ran left, right, then in/out of a door got me 5 hp.
Yeah I found that out to, Every object that isn't supposed to re spawn creates a "obj_item_check' that has a create event: "active=room",
At the room start the object checks if the item_check is at it's start position and if it's active=room, if so it destroy's the object.
I think the problem is that it might come to get other item_check's than the one it created as a check if it should destroy itself.
I might be able to fix it by just making the objects persistent and having them deactivate/activate in the appropriate rooms by having a room create event that activates all objects, it should be possible. I'm actually starting the game over to fix the physics and such, (I'm copy+pasting the inventory, damage checks, similar codes).
I'm scrapping gravity for y-related physics which are much easier to monitor than gravity, (I did the same with hspeed) and hoping to make the game code simplified.
#4
Posted 08 January 2012 - 07:03 PM
#5
Posted 08 January 2012 - 08:41 PM
#6
Posted 09 January 2012 - 04:04 PM
Use persistence, much easier- When destroyed or created, they STAY destroyed or created.
I'll give it a try and see if it works with the coding.
#7
Posted 09 January 2012 - 04:08 PM
Use persistence, much easier- When destroyed or created, they STAY destroyed or created.
It doesn't seem to work unless the room is persistent as well, as the room creates the item again, which is what I'm trying to avoid.
#8
Posted 09 January 2012 - 07:32 PM
#9
Posted 10 January 2012 - 09:16 PM
Maybe you should go right ahead and implement State-Saving. Give every single chest and item an "id", save all those ID's to a "collected stuff" list as you collect them. Then in every room create event, just read the list, destroying the "collected id's"... Because it's a file, if you have the first lines be inventory/hp/level stuff, then you have a flexible Save Game feature.
I could see that working but I think I finally got the system working properly now so item's shouldn't re spawn anymore.
#10
Posted 10 January 2012 - 09:22 PM
#11
Posted 11 January 2012 - 01:30 PM
So I mentioned that I was restarting the game, I'm almost back to the point where I was before, the differences now is that the game play is much more smooth than before and lag is all but gone (for now). If you've played the demo (The old version that's still up) you know that I have a inventory system. I was getting thoughts of scrapping it and going for the fps hot key method so the player wouldn't have to pause every two seconds, and I could cut down on a lot of variables (In theory).
Ignore this, The idea backfired horribly. Enemies were wiping the floor with the poor guy. I have revamped the inventory system to be much simpler so item transactions should be much faster than last time.
#12
Posted 12 January 2012 - 08:09 PM
Edited by waywardwonkers, 13 January 2012 - 12:14 PM.
#13
Posted 13 January 2012 - 07:59 PM
So the specials needed are for:
Arrows, Bombs, and the Boomerang. (The game is heavily Zelda influenced, it uses the sprites and sounds after all)
#14
Posted 13 January 2012 - 10:45 PM
One thing I'd do it put the dialogue box a little farther down so it's not covering up what you're doing, and to make it more opaque. It was kind of hard to read. I also sometimes get an "Unknown variable spr_swordattack" when I equip stuff and try to use it. Should be easy to fix, though.
Nice work, especially for your first game!
◊ TheUltimate ◊
#15
Posted 13 January 2012 - 11:11 PM
It's pretty good! The whole thing runs pretty smoothly, the controls feel right, and I like how you put all these random little details into the game. The animations for cutting through leaves and blowing stuff up is awesome.
One thing I'd do it put the dialogue box a little farther down so it's not covering up what you're doing, and to make it more opaque. It was kind of hard to read. I also sometimes get an "Unknown variable spr_swordattack" when I equip stuff and try to use it. Should be easy to fix, though.
Nice work, especially for your first game!
◊ TheUltimate ◊
Thanks! I fixed the sprite error. I had changed the name of a variable to be more speciffic, and I forgot that I used the same sprite for the other weapon "action_index" i'm using. I plan to make different animations for every weapon and special. I guess I forgot to check the game before submitting it, I had not used the other weapons after the sword update. I'll try to see if I can improve the text box and make it more readable. I pretty much have it set up as [draw_set_color(c_black) draw_text(x+1,y+1,string(message) draw_set_color(c_white) draw_text(x,y,string(message)] to give the text an outline, it's a shame that they don't have any fonts available to do that already. I don't know if I could move it down anymore because the game is set up to have "camera" object that keeps one view trapped in the other. I'll see if I can find a fix for it though.
Edited by waywardwonkers, 14 January 2012 - 01:39 PM.
#16
Posted 15 January 2012 - 03:00 PM
#17
Posted 15 January 2012 - 11:49 PM
#18
Posted 16 January 2012 - 03:49 PM
I've made some slight changes to the control scheme. The keys have been changed: left-a, right-d, up-w, interact/special-s.
The inventory is now opened and closed with q. Mouse position effects the player:
Allowing the player to strafe and aim arrows. Since I'm avoiding the use of vspeed and hspeed, the arrows direction is calculated depending on the difference between it's y position and the mouses y position. The new game play is rather drastic so any opinions on whether it helps the game or not is appreciated.
#19
Posted 17 January 2012 - 02:06 PM
#20
Posted 17 January 2012 - 05:58 PM
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