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Tita Gasman: A new action-adventure platformer!


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#1 AqAZAr

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Posted 02 April 2012 - 08:01 PM

TITA GASMAN



Overview:
Tita Gasman is an action-adventure platformer in the vein of Super Mario. Boasting a bright, expansive world, a return to classic gameplay, secret areas and collectables galore, and a fully written story with cutscenes, my brain child of the last four years will prove to dazzle you.

Features:
- Over 40 expansive levels spanning across 5 gorgeous locales.
- Highly advanced musical soundtrack composed by bmspriTermusic.
- Memorable cast of characters.
- Engaging plot featuring fully articulated cutscenes.

Plot Summary:
Tita Gasman, a young superhero with a taste for adventure, gets more than he bargained for when an evil empire invades his world and occupies it as the construction site for their battle station of immense proportions. It's up to him alone to stop them before the clock runs out.

Trailer:


Screenshots:
Posted ImagePosted Image
Posted ImagePosted Image

Support Banners:
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[img]http://img405.imageshack.us/img405/272/usere.png[/img]

Links:
DOWNLOAD IT NOW
Our official Facebook page. **PLEASE LIKE!**

Edited by AqAZAr, 10 August 2012 - 05:42 PM.

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#2 Robert3DG+

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Posted 02 April 2012 - 08:08 PM

Old school gameplay in a fun way. Very nice details in all the tiles and sprites. Nice voice over in the trailer.

It's always nice to see an original platformer shaping up with good original assets. Posted Image
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#3 AqAZAr

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Posted 06 April 2012 - 07:32 PM

Old school gameplay in a fun way. Very nice details in all the tiles and sprites. Nice voice over in the trailer.

It's always nice to see an original platformer shaping up with good original assets. Posted Image

Thanks Robert.

Any comments on the beta or the trailer, anyone?
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#4 Sir

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Posted 18 June 2012 - 04:19 PM

The trailer is definitely interesting. I like the voice. lol. The gameplay looks like it took some from Mario, but put its own twist on things. I like the way it looks. Good luck on this. :thumbsup:
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#5 BattleRifle BR55

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Posted 18 June 2012 - 05:11 PM

The story was interesting, but I felt the game was a little bit of a mess.

I feel the backgrounds should scroll or at least have layers that do. Since they blended in a little too well with the foreground, it became rather disorienting.

The HUB was confusing as I didn't know where I was, where I was going, or what I was able to do. I also feel it shouldn't use the mouse at all.

I got to the second level (I think) and when I got Game Over, Space didn't work to load my last file. I had to quit at that point.

Also, look into external resources - the game takes a little too long to load.
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#6 AqAZAr

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Posted 18 June 2012 - 06:07 PM

The story was interesting, but I felt the game was a little bit of a mess.

I feel the backgrounds should scroll or at least have layers that do. Since they blended in a little too well with the foreground, it became rather disorienting.

The HUB was confusing as I didn't know where I was, where I was going, or what I was able to do. I also feel it shouldn't use the mouse at all.

I got to the second level (I think) and when I got Game Over, Space didn't work to load my last file. I had to quit at that point.

Also, look into external resources - the game takes a little too long to load.

Thank you for your comment. The background scrolling isn't something I can do with unregistered Game Maker, but I will try and fix the backgrounds so they at least look more...backgroundy. The HUB I will fix but in the latest build there is a "start" message over the first level - hopefully this will help. Game Over + space not working is strange, I will look into it...when you have 125 lives on the master file for testing though that can be tricky. ;) The external resources is something we set out to do from the beginning. That was only a temporary way of doing things for that demo.

Again thank you for your comment. I will be polishing up the game in the next few days to get it ready for final release. Before that though, make sure to check us out on Facebook and give us a like to keep up with all the latest news!

Here are some new screenshots showing more action-y bits and a cutscene:

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Tita nimbly jumps over an energy blast from the cannon to his right!

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The enemy's gun attack does nothing to Shock Tita, but his Disintegration Beam blasts them away!

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Tita and Vern (a secret agent from the South) complete an important part of the mission.

As an added bonus here is my favourite song from the soundtrack - the first boss battle, versus Commander Krauss. Enjoy, and keep the comments coming!

Edited by AqAZAr, 18 June 2012 - 06:09 PM.

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#7 Robert3DG+

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Posted 20 June 2012 - 02:11 PM

Do you have a new estimated release date? Also is the game still called Tita Gasman 2012 as the signature in the OP seems to claim?
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#8 AqAZAr

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Posted 25 June 2012 - 03:55 PM

Do you have a new estimated release date? Also is the game still called Tita Gasman 2012 as the signature in the OP seems to claim?

Game is just called "Tita Gasman" now. We hope to have it out in the next week but nothing can be guaranteed.
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#9 SHpresident

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Posted 04 July 2012 - 09:21 PM

trailer says its supposed to be out

where the **** is it
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#10 AqAZAr

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Posted 09 July 2012 - 04:12 PM

trailer says its supposed to be out

where the **** is it

We had some problems because of personal things but the game is back on schedule and we want it to be done in the next couple of weeks.

As consolation, here's the loading image for the game:

Posted Image
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#11 Robert3DG+

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Posted 07 August 2012 - 05:04 AM

Wow, love the loader image. It actually loots really nice and smooth, did you use Flash for it? Any updates on the game?
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#12 Koaske

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Posted 07 August 2012 - 03:17 PM

I agree with some points BattleRifle pointed out before. I fell in the very first pit because I thought you could stand on the platform that was apparently only part of the background (this can actually be seen in one of the screenshots you posted). You should make the background and the objects (enemies and collectibles) so that the player can clearly tell which one is which. Try making the background somewhat darker or use some other way to help the player see the depth of each object. Also, the purple enemies get lost in the background as well, since they're almost exactly the same color as the background. The spikes are also so small that it was again a bit hard to tell that they were really spikes unless you looked closely.

Also, please add a way to skip text during the cutscenes, or just a way to skip the whole cutscene altogether.

I have to say that the trailer was really well-done, with the effects and the voice, so good job on that :smile:
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#13 AqAZAr

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Posted 07 August 2012 - 04:28 PM

I agree with some points BattleRifle pointed out before. I fell in the very first pit because I thought you could stand on the platform that was apparently only part of the background (this can actually be seen in one of the screenshots you posted). You should make the background and the objects (enemies and collectibles) so that the player can clearly tell which one is which. Try making the background somewhat darker or use some other way to help the player see the depth of each object. Also, the purple enemies get lost in the background as well, since they're almost exactly the same color as the background. The spikes are also so small that it was again a bit hard to tell that they were really spikes unless you looked closely.

Also, please add a way to skip text during the cutscenes, or just a way to skip the whole cutscene altogether.

I have to say that the trailer was really well-done, with the effects and the voice, so good job on that :smile:

Thank you everyone.

I'm considering adding shadows to the pits to make it more obvious they're bottomless. There's not a whole lot I can really do with the collectibles because the game is literally 99% done and it's been three years - if I go back and change everything now, the game will never be finished. The backgrounds I will also try and fix.

I don't know if it was added in this demo or not but every build of the game as far as I can remember has had cutscene skipping available by clicking anywhere on screen.

With all that said, the game is almost done and should be out very soon!
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#14 Koaske

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Posted 07 August 2012 - 09:46 PM

I'm considering adding shadows to the pits to make it more obvious they're bottomless. There's not a whole lot I can really do with the collectibles because the game is literally 99% done and it's been three years - if I go back and change everything now, the game will never be finished. The backgrounds I will also try and fix.


Yeah, that might fix part of the problem. I know what you're going through, because my game, Puffer Snack, has been in development for a long time, and I finally wish to see it finished soon. Lately, I got some feedback on the game that requested that I change some fundamental gameplay mechanics. This is obviously something that should be done way earlier, since changing some key elements would require changes in many parts of the game. You probably have the same problem, since I think your game is quite long.

I did let 5-10 testers play the game as I developed it (as you probably have done too), but I guess it would have been necessary to get even more feedback in the earlier days.

Lesson learned: Have a lot of testers try the game, even in the earlier phases.

I don't know if it was added in this demo or not but every build of the game as far as I can remember has had cutscene skipping available by clicking anywhere on screen.


Well, most of the game is played with a keyboard, so I didn't even think about using the mouse. Besides, there was no text that would have stated that pressing a mouse button would allow you to skip. This one's easy for you to fix though: simply add some keys that allow the player to skip and perhaps inform them about how to skip.
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#15 AqAZAr

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Posted 10 August 2012 - 05:03 PM

Here is the final product. The game is done.

Posted Image

All the information you need regarding cutscenes, how to play, EVERYTHING, is in the Readme, so please read it!
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#16 Robert3DG+

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Posted 11 August 2012 - 03:53 PM

This actually came out really good! Nice to see an interesting original GM platformer finished! Good work!
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#17 AqAZAr

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Posted 13 August 2012 - 12:17 AM

Thank you.

Any feedback on the game greatly appreciated!
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