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Survivor X


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#1 DarrenGriffith7

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Posted 31 March 2013 - 04:31 PM

Survivor X - Platform / Shooter / Puzzler
 
Updated - first page details and game info (16.15.2013)

                 New improvements on graphics / sprites.
 
Story -
 
Returning from a deep space mission your ship malfunctions and crashes on an uncharted planet. Your ship isnt beyond repair but spares have been scattered across the planet after the crash. The ships onboard AI says there are alien buildings, some uncovered, some hidden.
It is your job as the ships only survivor to explore the planet, retrieve the spares and and make it safely off the planet !
 
Game Outline -

 

Base game is typical platformer, jump, dodge, avoid enemies. Then as you progress through the game different elements start to creep in. Firstly you will find the gun, this allows you to fight back at some of the enemies instead of just having to dodge them.

Next puzzle elements start to occur. You have path choices to make. Switches to find that open doors, blocks to be moved or destroyed, hidden rooms to find !

Eventually you will find the jetpack, this will add another dimension to the game as flight becomes possible in some levels.

You wont however become all powerfull, cant have you flying to sefety and killing everything in sight. If you have the jetpack equiped you cant use the gun ! If you have the gun equiped you cant jump, forcing the player to make choices about how they want to get through the levels. Some of course will leave you with no choice (obviously a giant casm will require you to fly) BUT is there another hidden route or is faster better ?

Ive tried to make it so each new level will give the player something new to experience !

 
Videos -
http://www.youtube.c...h?v=4rS0Lmjhlvg

This is the most up-to-date video so far

 

Pics -

http://imageshack.us...50415061919.jpg

http://imageshack.us...42717572458.jpg

http://imageshack.us...50415085813.jpg

http://imageshack.us...40618352908.jpg

 

(more images and links throughout the posts in this thread)

 

 

Game downloads - (Mediafire or Dropbox, whichever you guys prefer)
http://www.mediafire...uutjg5cq87xqbte

https://www.dropbox....ult-1.0.0.0.exe

(Latest update, with additional graphics, new enemies etc)

 

Here you have the first 6 levels so far (5 levels and the first Boss) These are pretty much the entry levels getting the player used to the controls and gameplay, ready for the more intense stuff to follow.
(Ive left the jecpack activated for now, allowing you guys to play around with it. In the actual game it wont be available till later on in the game)

http://www.mediafire...7ya8mj4l7373g72

https://www.dropbox....ult-1.0.0.2.exe 
(This is the next download in the series, levels from stage 2 of the game, puzzles start here !)

 
CATEGORY- Platform / Puzzler / Shooter
FILE SIZE - 26 Mb
GM Version - Studio 1.1
Vist Compatible - Yes (plz inform me if this isnt correct)

 

Well enjoy and I look forward to reading your feedback. Any comments are good guys Id like as much input as possible so I can evaluate the games progression !

 

 
EDIT -

 

We are now running a KICKSTARTER campaign for Survivor X

http://www.kickstart...ith-a-modern-tw

previewlogodark.png

 

Survivor X is also now featured on Steam Greenlight (concepts)

http://steamcommunit...2432=

steamlogodark.png

 

and features on the IndieDB website

http://www.indiedb.c...ames/survivor-x

indiedb88x62.png


Edited by DarrenGriffith7, 18 May 2013 - 01:23 PM.

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#2 Jobo

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Posted 31 March 2013 - 04:57 PM

Your first attempt at a game is off to a poor start:http://store.steampo...eck/app/209830/


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#3 DarrenGriffith7

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Posted 31 March 2013 - 07:22 PM

Your first attempt at a game is off to a poor start:http://store.steampo...eck/app/209830/

Not really the most constructive of feedback there !

That said thanks for letting me know there is already a game out there using that title. Least Im still only in the early stages and I can think about a name change.

 

:blink:


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#4 TopsyTurnip

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Posted 31 March 2013 - 08:16 PM

I agree, that was a useless post from Jobo.

Anyways, I haven't downloaded the game, but my strenght lies in the graphical department anyways. Judging from the screenshots, there seems to be a clash of styles. The backgrounds are realistic, while the sprites are pixelized, it sort of clashes. My tip to you would be to try and have a consistent graphical syle, it doesn't have to be the prettiest thing in the universe, but to get a suspension of disbelief, you can't make things stand out visually to much when it comes to that. Other than that, from what I can tell it looks more than decent for a first game! :thumbsup:


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#5 Daddio

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Posted 31 March 2013 - 09:03 PM

Second. Pretty lame dig by Jobo for no good reason. Not helpful.  :verymad:

 

I have comments for you. I think it's a workable concept that could allow you to collect stuff and increase your abilities as you go along. I'd suggest you watch out for "feature creep" and keep the scope of the game within something you can handle.

 

Things to work on: I am not a fan of the control system. I would go with WASD or arrow keys instead of both. The other thing is making the player unable to jump while using the gun and then not using the same jump key for the jetpack. Those both threw me. Streamlining your controls will make it a little easier to play. So, everything is done with WASD and mouse. If you switch to jetpack, it's still the W key for jump, but the gun is disabled. That kind of thing.

 

Next thing. The jump needs some work. I am thinking you are using a "Move" command for it? It's a bit abrupt for me. I have some code for you that might be useful. Throw this into your step event and see it it works better.

 

 

//Gravity

if !place_meeting(x,y+vspeed,obj_floor)
gravity=.5

if place_meeting(x,y+4,obj_floor)
{
gravity=0
vspeed=0
}

//Speed limit!!!
if vspeed>8
vspeed=8

if hspeed>=8
hspeed=8

if hspeed<=-8
hspeed=-8


//Jump

if place_meeting(x,y+4,obj_floor) && !place_meeting(x,y-10,obj_floor)
{
if keyboard_check_pressed(vk_up) && action = 0 //Not pushing or ducking
vspeed = -8
}

if keyboard_check_released(vk_up)
{
    if vspeed < 0 // Checks if the player is about to jump in the air
    {
        vspeed /= 2 // Sets it so that depending on how long the player presses and releases JUMP, that's how high the player jumps
    }
}

 

 

Last thing is on the parallax background. It was throwing me for a loop, so I think maybe have it parallax in the opposite direction?

 

Keep it up. Looks like it's off to a good start. Still some work to do, but it shows a lot of progress right off the bat, so that's good.

 

Hope it helps.


Edited by Daddio, 31 March 2013 - 09:06 PM.

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#6 ThunkGames

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Posted 01 April 2013 - 03:44 AM

Look's awesome. Good gravity is very important to a good platformer and it is important to get it right in the early stages of development. Love the graphics!

 

PS On a side note, speaking of things I love, Lone Survivor (the real one) is an awesome game. I consider it to be my fourth greatest influence as a game maker (behind minecraft, FTL, and realm of the mad god)


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#7 DragonXZ

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Posted 01 April 2013 - 11:39 AM

I just tested it, the Music is good, the graphics also but they could need a bit improvement.
But the Background doesnt really fit into the rest of the Graphics. It would also be better to choose your own keys, cause i cant really play with the current controls.
The Animation of the main character needs some improvement too(he has no jump animation) and i think it isnt good that you can hold the jump key(looks very weird)

Dont forget: Even small changes/details can make a different between a great and a bad game.


Edited by DragonXZ, 01 April 2013 - 11:40 AM.

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#8 DarrenGriffith7

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Posted 01 April 2013 - 03:10 PM

Ok guys, update time.
 
Functionality changes-
 
Keys have been changed to ASWD (no function assigned to S yet)
Jump can be done with either W or SPACE depending on what you find comfortable
(I am going to put in a player chooses own keys option later)
 
Gun is now referred to as rifle and is toggled via the R button, so much easier for people to reach/activate it
 
Cosmetic changes -
 
Photo realistic backgrounds have been changed for pixelated (cant say as Im a fan but I can see where people are coming from) and yes... it does kinda fit better.
 
Changed parallax speed, its not so dramatic now (may adjust further depending how it goes)
 
Working on a jump animation, will be added tonight hopefully. Also jump has now been changed to a 'key release' action so no more bouncing around (yes DragonXZ  it does look better, just dont get smug...lol)
 
Touching up some of the existing graphics, added a few shades, colours, creases just to make things look a little nicer.
 
Added sounds to the toggle gun and collect spares crate actions
 
 
Other changes -
 
Game now has a new name, will announce shortly after a more in deapth search for any existing game with this name
(but it looks good so far)
 
Will update existing pics and add a couple of new ones later tonight
 
 
Thanks for all the comments guys, really appreciate it
 
:thumbsup:

EDIT -

Pics showing new pixel background and player in jump position

http://imageshack.us...40215462932.jpg

http://imageshack.us...40215454736.jpg

:)


Edited by DarrenGriffith7, 02 April 2013 - 05:39 PM.

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#9 PhantomDG1

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Posted 02 April 2013 - 05:28 PM

Looks great & love the music ! ! !

Graphics are nice and I think the new background looks better.

Only fault (maybe more my opinion) think the flying with the jetpack looked a little jerky ?

 

Just make sure whats to come is as good as what you have here and should be a great little game.


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#10 DarrenGriffith7

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Posted 03 April 2013 - 03:38 PM

Thanks again for all the feedback and comments guys, its appreciated it and please continue to do so.

 

Anyway things moving along nicely. First stage/room of the second phase completed (over x4 larger than any previous room) Phase 2 takes place inside the alien buildings and is where the puzzle element starts to come into the game. Hidden rooms, activating switches, maze-like corridors.

 

We also have some new stuff here. Electro-doors, Force-field platforms and 2 distinctive new enemies

 

Screenshot showing the Electro-doors (where did I leave that key?)

http://imageshack.us...0315501818c.jpg

When you see it animated yes it does arc and move like electicity would   ;)

 

In this shot you can see the Force-field platforms

http://imageshack.us...40315533942.jpg

Hmm.. not going to tell you how to use them...lol (gonna throw up another demo soon so may put them in there for you guys to try)

 

Ok thats it for now, will try add a couple more pics later tonight.

 

 

Thanks guys


Edited by DarrenGriffith7, 03 April 2013 - 03:38 PM.

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#11 DarrenGriffith7

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Posted 06 April 2013 - 05:58 PM

OK.. here's an updated vid showing basically whats been done so far - http://youtu.be/M5Yz-trJgUo

 

You can now see the electro doors working, also some of the additional visual candy Ive added to the early levels !

 

Levels 8 and 9 are coming along nicely now lv8 is about 75% complete, lv9 about 40% complete. With each new level Ive tried to add something new (an enemy, a puzzle, obstacle) and so far Ive managed to do that, still have a few tricks left to pull out...lol

 

One of the new additions to the visuals-

http://img534.images...40618335698.jpg

 

Here you can see two of the new enemies. Worker and soldier aliens-

http://img823.images...40618352908.jpg

 

Workers are kinda dumb, just walking around and getting in the way, but you still dont wanna touch them. Soldiers will actually attack you if you get within range, so you got double trouble from these guys !

 

The wobbly slime things on the ceiling (you can se them in the vid) are still early versions, Im trying to make them look more realistic but until Im happy with them I'll leave these ones in.

 

Keep commenting and suggesting guys, all your efforts are appreciated ! Hopefully will have more to add/update you with by the end of the weekend !

 

EDIT -

 

DOWNLOAD LINK ON FIRST PAGE IS NOW THE LATEST VERSION OF GAME !

(additional enemies, graphics tweeks etc)


Edited by DarrenGriffith7, 07 April 2013 - 09:04 AM.

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#12 GreenhornGames

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Posted 06 April 2013 - 07:33 PM

Hi. I gave the game a try and:

 

- I like it. it is quite amusing but currently lacks a part of its description: puzzles. I don't see puzzle platformers very often and since this one has potential, I would like to use my brain a little more while playing.

 

- Enemies. Right now, they act like...programmed. Put some variety because there wasn't any challenge other than jumping over them.

 

- Dynamic enviroment. Put some random traps, make the player feel proud for passing the level.

 

I know this is still a WIP and as soon as you release new levels, I will play it. From the looks of screenshots, it promises more fun.

 

Keep it up!


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#13 DarrenGriffith7

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Posted 08 April 2013 - 04:04 PM

OK... finally got some new content for you guys to try out.

 

This is the first 3 levels of phase 2 (inside the alien base and after the first level boss)

This time you're going to have to use your heads a little, dont always asume that the first (or easiest) route is going to be the best ! There are new enemies to contend with, new ways of doing things, time to think.. but think fast !

 

Here a couple of new pics -

 

http://imageshack.us...40816322944.jpg

Ahh.. pretty !

 

http://img89.imagesh...40816342559.jpg

Going up ! ?

 

And this is the link to the new download-

http://www.mediafire...7ya8mj4l7373g72

 

So guys, feedback time please. Play it, break it, tell me about it ! I look forward to hearing your comments

 

Thanks


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#14 DarrenGriffith7

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Posted 14 April 2013 - 01:29 PM

Ok more news on this project (sorry its been a while work being a PITA).

 

Anyway... number of finished/playable levels now up to 15. This includes another boss and a secret room, thanks to SilentK for the secret rooms concept (this one will get your heads and fingers tied in knots...lol)

Ive added more enemies with different AI characteristics for each. Finally got a decent design and animation for the goo spitters, looks way better than the old green wiggle things...lol

 

Pic showing the new 'spitter' sprite-

http://img341.images...41413064793.jpg

 

Pic showing Boss 2(during phase 3 of the fight)

http://img803.images...41413040329.jpg

 

 

Your ships AI now has a voice and at times throughout the game will give you a verbal update as things happen

ie.. "Rifle found"  "Health low" as very basic examples. More usefull ones occur at certain points, such as pointing out things that may be destroyed or of use (but Im not giving all the secrets away here...lol)

 

Short vid showing some of what Ive just told you about -

http://youtu.be/4-cUpOCFppU

 

 

I'll try to get another playable download posted later (if not later then def tomorrow)

 

Watch, read and comment please guys. Your input is always welcome !


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#15 theweirdn8

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Posted 14 April 2013 - 02:03 PM

Can you upload to somewhere else besides MediaFire?
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#16 DarrenGriffith7

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Posted 14 April 2013 - 03:03 PM

Can you upload to somewhere else besides MediaFire?

Is there a problem with the link ?

 

Guess not...lol


Edited by DarrenGriffith7, 18 April 2013 - 12:16 PM.

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#17 DarrenGriffith7

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Posted 18 April 2013 - 01:06 PM

OK, not sure if there was  problem with the link for the downloads (tested it myself and all was ok) or if Theweirdn8 just didnt like using medifire, kinda hard to tell as he didnt respond ! ?
 
Anyway Ive also added the downloads to Dropbox as an alternative for those who cant or dont want to use Mediafire

Hope these help -
 
Original download
https://www.dropbox....ult-1.0.0.0.exe
 
Latest download (does not contain same as original)
https://www.dropbox....ult-1.0.0.2.exe
 
 
Should have some actual updated info on game progress later today for you guys, will update again then
 
PS... lots of views but very few people giving feedback, come on guys ! Good or bad... Id still like to hear what you have to say
 
Thanks  :thumbsup:

Edited by DarrenGriffith7, 18 April 2013 - 01:07 PM.

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#18 PhantomDG1

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Posted 22 April 2013 - 05:10 PM

Like the new additions, keep up the good work. Use of jetpack feels better now


Edited by PhantomDG1, 22 April 2013 - 05:11 PM.

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#19 Daddio

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Posted 22 April 2013 - 10:35 PM


 
PS... lots of views but very few people giving feedback, come on guys ! Good or bad... Id still like to hear what you have to say
 
Thanks  :thumbsup:

 

Yeah. That.  :whistling:

 

I tried the update and it's definitely got a lot of changes. I liked that snake thing and the fact that the level style changed down in that pit. And the alien guys were neat-looking too.

 

Things I'm not loving - the "max power" jump since I can't let off the jump key to control it.

Why can't I jump if I'm using the rifle?

 

I had a lot of sprite facing the wrong way glitches when changing jetpack / gun. I think if you add in a "facing" variable that can be called later it will fix it. Also, take a look at switching back and forth from rifle to jetpack. Like, turn on Rifle, turn it off, then try to go to jetpack.

 

The level seems to be working. Why did you go to an "inside" kind of feel? I hope you have some of the old "outdoor" levels as well. I liked the feeling that you were exploring a dangerous planet.

 

My 2cents! Peace man!


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#20 DarrenGriffith7

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Posted 23 April 2013 - 02:25 AM

Thanks for your feedback,

The always facing right as you jump has been sorted, (last night actually). Strange but Id never even noticed it...lol

The not jumping while having gun equiped was intentional from the start, I didnt want to make things too easy.
Had a few people mention it though, so may take a look and see if being able to do both has a better feel.

Moving the gameplay inside was again an intentional move. Seemed kinda logical that you should have to go into the base to explore and find most of your gear.
Dont worry though, phase 3 moves outside again as you explore what I guess is the alien town which then transitions into more open planet terrain.

Climaxing in the final level which is a race against the clock back to your ship AND the games final twist...

(what?., you didnt expect me to tell you that secret...did you lol)

Anyway, massive thanks to all those who have left feedback. Please continue to do so.

THANK YOU


Edited by DarrenGriffith7, 25 April 2013 - 01:51 PM.

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#21 DarrenGriffith7

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Posted 27 April 2013 - 04:56 PM

OK guys latest update..

 

We're up to 17 levels/stages including 3 Boss fights. There are 3 hidden/bonus rooms in addition the the main 17 rooms. Work on phase 3 (final phase) has begun and I estimate total level/stage count to be about 23 when finished PLUS another 2 bonus rooms.

As for whats already done.. Ive made a few more visual improvements. More sound effects have been added, and more AI voice alerts.

 

There is now a small intro scene so you dont just jump right into the start screen-

http://www.youtube.c...eature=youtu.be  (take a look, let me know)

 

Ok ok.. so I aint George Lucas.. but then I didnt have a $3 billion budget to make it with either...rofl

 

Im a little behind schedule from the 1 month I gave myself to get the game to a finished alpha stage, but Im hoping in about 1 week more to be ready for Beta testing, polishing and in depth code optimisation.

 

I'll add some pics and another vid link to this post later tonight and will try to get another playable demo uploaded for you guys by end of the weekend.

 

http://img593.images...42717512551.jpg

Part of the Boss 3 room, gonna need balance and reflexes for this one !

 

http://img822.images...42717572458.jpg

Oh oh.. this doesnt look good !

 

As usual.. please comment guys. Only with your feedback can I hope to improve things

 

Thanks all

 

:thumbsup:


Edited by DarrenGriffith7, 28 April 2013 - 07:02 AM.

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#22 catboydale

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Posted 28 April 2013 - 04:01 PM

The game looks pretty solid to me, but if you want my ideas, I think the graphics need a little work. They aren't bad, actually, they are quite the opposite, they are very nice. Great fitting Backgrounds, and the tilesets look very very well made. So do some of the enemies. But some of the parts look a little "empty". Such as that one planet, where there is grass on the ground with all those floating platforms. I would at least add some background or foreground grass that sticks up a little, add some other plant life and what not to the world. Just adding little bits of flavor to the world, covering up all that empty space. That plant boss looks so lonely without his fellow plants. lol. Maybe this was something you'd already had planned and I'm just talking out my butt, but other than that I think the game looks pretty solid. (And I like the reverse gravity section, looks fun.)

Also, Jobo's post was kind of a dick move.

Edit: I guess that wasn't a plant boss. lol, but I really did like that plant, and he still looks lonely.


Edited by catboydale, 28 April 2013 - 04:04 PM.

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#23 DarrenGriffith7

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Posted 28 April 2013 - 06:23 PM

The game looks pretty solid to me, but if you want my ideas, I think the graphics need a little work. They aren't bad, actually, they are quite the opposite, they are very nice. Great fitting Backgrounds, and the tilesets look very very well made. So do some of the enemies. But some of the parts look a little "empty". Such as that one planet, where there is grass on the ground with all those floating platforms. I would at least add some background or foreground grass that sticks up a little, add some other plant life and what not to the world. Just adding little bits of flavor to the world, covering up all that empty space. That plant boss looks so lonely without his fellow plants. lol. Maybe this was something you'd already had planned and I'm just talking out my butt, but other than that I think the game looks pretty solid. (And I like the reverse gravity section, looks fun.)

Also, Jobo's post was kind of a dick move.

Edit: I guess that wasn't a plant boss. lol, but I really did like that plant, and he still looks lonely.

No that wasnt a boss...lol (hmm.. idea tho)

Anyway thanks for taking the time to look and comment. Your actually not far off the mark. Yes It does look a little empty at the moment. Thats intentional tho, it easier (for me anyway) to watch how everything is working / reacting, you know with collisions etc.

Once Im closer to beta and happy things are working fine Im going to busy things up a little bit.

 

Again, appreciate you taking the time to comment.

 

Thanks  :thumbsup:


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#24 catboydale

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Posted 29 April 2013 - 06:55 AM

Plant boss is a classic. ^_^


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#25 DarrenGriffith7

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Posted 04 May 2013 - 02:41 PM

Well thats it... Finished !

 

Well, finished as far as alpha anyway. Now for BETA testing, polishing and code optimisation (oh what joy...lol)

 

Already started on a bit of the polishing, added some more foliage to the early stages and animated existing stuff too, which looks much better. More sound effects have been added (intend on adding some ambient sounds too depending on which stage your in etc)

 

Still cant decide if I should add a save game function or not ? Its not like its a 40 hours to complete type game, but then its not just another 15 mins play and forget game either. Hmm, guess the BETA buys can give me some feedback on that decision.

 

Vid link -

http://www.youtube.c...h?v=3alNuHiYaCE

(Some of the newest stuff in Survivor X)

 

Pics -

http://imageshack.us...50415051437.jpg

 

http://imageshack.us...50415061919.jpg

Early stages with additional eye candy.

 

http://imageshack.us...50415064527.jpg

Part of the 3rd Boss fight (better visuals on the plasma balls.

 

http://imageshack.us...50415065949.jpg

First real look at the aliens home. Habitat pods clearly seen. Also here you can see the 'extra life' icon. (normally you'll only find these in the hidden/bonus rooms) but I put one here for the pic.

 

http://imageshack.us...50415085813.jpg

More alien homes but here you can see the alien ruins which also adds another later of parallax background.

 

So come on peeps.. play it, break it, talk about it !

As usual guys I want to hear your feedback and comments. Dont be shy, good or bad lets hear them.

 

EDIT -

 

Another video showing footage from Survivor X -

http://www.youtube.com/watch?v=4rS0Lmjhlvg


Edited by DarrenGriffith7, 24 May 2013 - 07:42 PM.

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#26 PhantomDG1

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Posted 05 May 2013 - 10:04 AM

Is there a more up to date demo yet ?


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#27 DarrenGriffith7

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Posted 06 May 2013 - 06:31 AM

oops, knew Id forgot something lol
will get the download and link sorted soon as I get home from work
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#28 NazGhuL

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Posted 13 May 2013 - 05:10 PM

NIce preview, I'll try that this week.

 

==edit==

Nice work.

First things I noticed:

 

1-Music on/off and/or volume control.

 

2-Why there is a spark when landing after jumping?

 

3-I think you use image_xscale=-1 to flip alien when they go left/right?

You should try to center the origin of x. It looks like they need too much space when turning.

 

4-You work hard on that, huh? Keep going, it's a good project. It deserve to go on the showroom! :thumbsup:

 

5- You should avoid an installer for your WIP. It's annoying and useless. When you create the .exe, select TYPE: single runtime executable.

 

 

I will continue playing later.


Edited by NazGhuL, 14 May 2013 - 10:04 AM.

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#29 DarrenGriffith7

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Posted 16 May 2013 - 04:22 PM

Hey guys, sorry its been a while since last update, R/Life being mad. Anyway heres the heads-up on whats been happening with Survivor X-

 

Added more levels, new bonus room and a new enemy. Hmm, wouldnt really call it an enemy as such, but it will kill you...lol

Added a few more sound FX and made some tweeks on the graphics. The most noticable one I guess is the new start info screen. Got rid of that boring plain image and got a nice HUD type display. As you can see looks a lot nicer..

 

infonewold.png

 

 

 

NIce preview, I'll try that this week.

 

==edit==

Nice work.

First things I noticed:

 

1-Music on/off and/or volume control.

 

2-Why there is a spark when landing after jumping?

 

3-I think you use image_xscale=-1 to flip alien when they go left/right?

You should try to center the origin of x. It looks like they need too much space when turning.

 

4-You work hard on that, huh? Keep going, it's a good project. It deserve to go on the showroom! :thumbsup:

 

5- You should avoid an installer for your WIP. It's annoying and useless. When you create the .exe, select TYPE: single runtime executable.

 

 

I will continue playing later.

 

Yes I will be adding a volume mute/control, just havent got around to it yet (anybody with a script for that Id be very gratefull)

 

The blue spark occured due to the fact I used different instances for jump/normal modes. That problem doesnt exist anymore as I now just use different sprite indexs. I thought Id updated the demo with a newer version (guess not... I'll check that out)

 

Yes the pod grubs (little round guys) are kinda flippy when they change direction. I'll take a look and sort it.

(sorted now, for some reason the x,y co-ords had reset to 0,0  anyway now fixed)

 

Thanks Naz, your input is appreciated.

 

 

Well thats it for now. Keep playing and plz comment guys. As Ive said from the beginning, only with your help can I make this game as good as it can be.

 

Thanks :thumbsup:


Edited by DarrenGriffith7, 17 May 2013 - 12:06 PM.

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#30 DarrenGriffith7

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Posted 18 May 2013 - 01:06 PM

Well more updated graphics gone into the game, this time the healthbar got a makeover -

 

For those that dont remember, the old one was just kinda boring. It did the job but nothing else. now...

 

healthnewold.png

 

Definately looks better (I think) but then Im kinda biased...lol

 

Hopefully going to get another couple of things completed I have on my list this weekend. Will keep you updated

 

Please, read, please comment

 

Thanks


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