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Celaria [3D parkour platformer]


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#1 -LEWA-

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Posted 08 September 2015 - 11:18 PM

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After such a long development time, i'm finally able to present this game here on the forum. :)
 
Description:
Celaria is a first-person parkour platformer with a focus on fast and reactionbased gameplay. You jump from block to block,performing wallruns, slides,rolls, etc... and using different "power-ups" like speed-boosts and extremly high jumps to get over your obstacles. The objective: Run to the goal as fast as you can.
 
Trailer (for the alpha version):

 
 
Screenshots:

Spoiler

 

 

Plans for the future:
The game is currently in alpha-state and doesn't have all features which the final version is going to have.
Some things which are planned and will (hopefully) be realised are:

  • Online Highscore
  • Map-editor (already in the game but not available in the alpha)
  • Multiplayer Mode (the foundation is already there as seen in this video)

Additional Information:

 

Download (IndieDB)

 

NOTE: If your game crashes at startup, try to reinstall DirectX 9.0c.

 

 

Feedback:

If you find any kind of bugs or you want to give feedback, just post here in this topic.


Edited by -LEWA-, 21 January 2016 - 09:24 PM.

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#2 SEnergy

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Posted 09 September 2015 - 12:16 AM

will you sell it on steam upon release? hit me up with PM as soon as it gets available there, I need this in my collection :D

 

edit; I love this game :D i'm not sure if that's only me but i'm having troubles running this in higher resolution than 800x600 with good FPS

 

level1 gameplay

 

https://www.youtube....h?v=Mv6sIyEq0lY

 

second record :D

 

https://www.youtube....h?v=KYbd8BhX0ec

 

i never can get the end right :D


Edited by SEnergy, 09 September 2015 - 03:52 AM.

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#3 JerryLi

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Posted 09 September 2015 - 07:30 AM

游戏很好玩~没有音效比较可惜。 I like this game. Do you refer the Mirror's Edge? If you add some sound effects, it will be better! I can see your effort from the short cuts and hidden routes you set. However it's too hard to get to the end of hidden routes to me. And I can't break your record.


I wonder why you choice GMS to make 3D game, rather than U3D?


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#4 -LEWA-

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Posted 09 September 2015 - 08:07 AM

 

will you sell it on steam upon release? hit me up with PM as soon as it gets available there, I need this in my collection :D

 

edit; I love this game :D i'm not sure if that's only me but i'm having troubles running this in higher resolution than 800x600 with good FPS

I don't know yet if i will sell it on steam or release it as freeware. It depends on a lot of things. We will see how it goes.

Also, what GPU do you have? The game is a bit more demanding on the GPU side (onboard Chips have problems at higher resolutions) but any decent Mid-range GPU should have no problems to display the game at 720p or even 1080p resolution, (my Geforce 9600GT can play the game at very high settings at 720p and mid-settings at 1080p. And that's a 7-year old mid-range GPU.)

 

btw. nice runs. ;)

 

 

I like this game. Do you refer the Mirror's Edge? If you add some sound effects, it will be better! I can see your effort from the short cuts and hidden routes you set. However it's too hard to get to the end of hidden routes to me. And I can't break your record.

Sound effects will come in the future. ;) I know that it can be a bit hard to break the records at the beginning. But that's also part of the game. To explore the maps a bit and try out numerous ways of getting from point A to point B. If that wouldn't be the case, it would be much easier (and less interesting) to play.

 

 

I wonder why you choice GMS to make 3D game, rather than U3D?

.What exactly is "U3D"? (Do you mean one of the GM extensions for 3D graphics which is somewhere out there?)


Edited by -LEWA-, 09 September 2015 - 08:16 AM.

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#5 SEnergy

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Posted 09 September 2015 - 09:17 AM

 

 

will you sell it on steam upon release? hit me up with PM as soon as it gets available there, I need this in my collection :D

 

edit; I love this game :D i'm not sure if that's only me but i'm having troubles running this in higher resolution than 800x600 with good FPS

I don't know yet if i will sell it on steam or release it as freeware. It depends on a lot of things. We will see how it goes.

Also, what GPU do you have? The game is a bit more demanding on the GPU side (onboard Chips have problems at higher resolutions) but any decent Mid-range GPU should have no problems to display the game at 720p or even 1080p resolution, (my Geforce 9600GT can play the game at very high settings at 720p and mid-settings at 1080p. And that's a 7-year old mid-range GPU.)

 

btw. nice runs. ;)

 

 

I like this game. Do you refer the Mirror's Edge? If you add some sound effects, it will be better! I can see your effort from the short cuts and hidden routes you set. However it's too hard to get to the end of hidden routes to me. And I can't break your record.

Sound effects will come in the future. ;) I know that it can be a bit hard to break the records at the beginning. But that's also part of the game. To explore the maps a bit and try out numerous ways of getting from point A to point B. If that wouldn't be the case, it would be much easier (and less interesting) to play.

 

 

I wonder why you choice GMS to make 3D game, rather than U3D?

.What exactly is "U3D"? (Do you mean one of the GM extensions for 3D graphics which is somewhere out there?)

 

 

yeah, I realized it's for some reason running it on integrated GPU instead of dedicated, works better now, but still not so great tho :D

 

GTX860M, can run GTA5 on 1080pHigh @ 60 fps

 

I think he meant unity3D


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#6 -LEWA-

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Posted 09 September 2015 - 09:27 AM

 

yeah, I realized it's for some reason running it on integrated GPU instead of dedicated, works better now, but still not so great tho :D

 

GTX860M, can run GTA5 on 1080pHigh @ 60 fps

So this is a mobile GPU. I don't know why, but as far as i recall, the game had some performance Problems on mobile chipsets (i tested this maybe 2-3 months ago.) It worked much better on Desktops. (Maybe it's still a fillrate problem?) Can't say exactly how it behaves now, as i did a crapton of optimization on the rendering-side after that.

I will do some more testing today if i can get a hand on a laptop with a similar GPU. :)

What resolution are you playing on and what graphical settings do you use? (What type of Antialiasing, SSAO, Resolution, Volumetric lighting,etc...) and what type of FPS do you get?

Also make sure that you aren't running in power-saving mode.


Edited by -LEWA-, 09 September 2015 - 09:32 AM.

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#7 SEnergy

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Posted 09 September 2015 - 10:05 AM

 

 

yeah, I realized it's for some reason running it on integrated GPU instead of dedicated, works better now, but still not so great tho :D

 

GTX860M, can run GTA5 on 1080pHigh @ 60 fps

So this is a mobile GPU. I don't know why, but as far as i recall, the game had some performance Problems on mobile chipsets (i tested this maybe 2-3 months ago.) It worked much better on Desktops. (Maybe it's still a fillrate problem?) Can't say exactly how it behaves now, as i did a crapton of optimization on the rendering-side after that.

I will do some more testing today if i can get a hand on a laptop with a similar GPU. :)

What resolution are you playing on and what graphical settings do you use? (What type of Antialiasing, SSAO, Resolution, Volumetric lighting,etc...) and what type of FPS do you get?

Also make sure that you aren't running in power-saving mode.

 

interesting, I just turned everything on to test the FPS at max settings and its going good, I have no idea what happened :D


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#8 JerryLi

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Posted 09 September 2015 - 10:40 AM

 

 

will you sell it on steam upon release? hit me up with PM as soon as it gets available there, I need this in my collection :D

 

edit; I love this game :D i'm not sure if that's only me but i'm having troubles running this in higher resolution than 800x600 with good FPS

I don't know yet if i will sell it on steam or release it as freeware. It depends on a lot of things. We will see how it goes.

Also, what GPU do you have? The game is a bit more demanding on the GPU side (onboard Chips have problems at higher resolutions) but any decent Mid-range GPU should have no problems to display the game at 720p or even 1080p resolution, (my Geforce 9600GT can play the game at very high settings at 720p and mid-settings at 1080p. And that's a 7-year old mid-range GPU.)

 

btw. nice runs. ;)

 

 

I like this game. Do you refer the Mirror's Edge? If you add some sound effects, it will be better! I can see your effort from the short cuts and hidden routes you set. However it's too hard to get to the end of hidden routes to me. And I can't break your record.

Sound effects will come in the future. ;) I know that it can be a bit hard to break the records at the beginning. But that's also part of the game. To explore the maps a bit and try out numerous ways of getting from point A to point B. If that wouldn't be the case, it would be much easier (and less interesting) to play.

 

 

I wonder why you choice GMS to make 3D game, rather than U3D?

.What exactly is "U3D"? (Do you mean one of the GM extensions for 3D graphics which is somewhere out there?)

 

 

Yeah, U3D = Unity 3D.

I think make 3D game is too hard on GMS.

I retried thousands times, finally I got gold medal on level 1 and bronze medal on level 2. Searching gems is so fun and so hard! If I can view the whole map, it will be much more confortable. You designed your map very well.


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#9 SEnergy

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Posted 09 September 2015 - 10:47 AM

did I just break your record on level 1?

 

I need to stop playing this :D

 

https://www.youtube....h?v=TjwptOCfZjg

 

the sound is kinda offsync tho :/


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#10 -LEWA-

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Posted 09 September 2015 - 10:55 AM

Yeah, U3D = Unity 3D.

 

I think make 3D game is too hard on GMS.

I retried thousands times, finally I got gold medal on level 1 and bronze medal on level 2. Searching gems is so fun and so hard! If I can view the whole map, it will be much more confortable. You designed your map very well.

 

On the long-term side, it probably would have been better to develope this game in Unity 3D (as it specialised in 3D and i don't have to implement so much things on my onw.)
I startet to develope the game in Game Maker and just didn't switch engines... (Also i liked the challenge of developing 3D games in GM. :))
Doing so (implementing all those mechanics by yourself) is extremely rewarding and the learning experience you get from that is really big. Due to that i understand the concept of 3D programming much better which not only helps me in GM, but also in other languages like Java (LWJGL) or WebGL.

 

I chose this specific artstlyle because i like the simplicity and clean-looking graphics. And this goes hand-in-hand with GM studio as i'm able to bypass some of the problems the GM could have with more demanding 3D games compared to other 3D engines.

 

 

I retried thousands times, finally I got gold medal on level 1 and bronze medal on level 2. Searching gems is so fun and so hard! If I can view the whole map, it will be much more confortable. You designed your map very well.

It took me a long time to finally get the map-design somewhat right. The first maps were very bland with no real diversity. I was experimenting with different map-design concepts until i found the map-design concept which i'm using in the alpha. (Mainly multiple pathways, very open mapdesign which allows the player to abuse every single placed block to his advantage.)

The gems are also placed in a way that it requires good understanding of your abilitys and a bit of map-knowledge in order to get to them. Some are harder and some are easier to get.

The goal was to make the gem-collecting more like puzzle solving than racing. (so you have to have good map-awareness.)

 

 

 

did I just break your record on level 1?

Yep, you did. But let me tell you that you can be even faster than that (shaving of like 5 seconds of the time. ;) )

That's where the online highscore would come into play where individual players would be able to compete against each other (essentially to see who got the better record.^^)

 

/edit: what did you use to record the footage? (I use fraps and i don't have that sound-delay in my recordings.)


Edited by -LEWA-, 09 September 2015 - 11:01 AM.

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#11 JerryLi

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Posted 09 September 2015 - 10:56 AM

Are you planning put your game on Virtual Reality device like Oculus and Hololens? It will be extramely potential


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#12 SEnergy

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Posted 09 September 2015 - 11:07 AM

 

Yeah, U3D = Unity 3D.

 

I think make 3D game is too hard on GMS.

I retried thousands times, finally I got gold medal on level 1 and bronze medal on level 2. Searching gems is so fun and so hard! If I can view the whole map, it will be much more confortable. You designed your map very well.

 

On the long-term side, it probably would have been better to develope this game in Unity 3D (as it specialised in 3D and i don't have to implement so much things on my onw.)
I startet to develope the game in Game Maker and just didn't switch engines... (Also i liked the challenge of developing 3D games in GM. :))
Doing so (implementing all those mechanics by yourself) is extremely rewarding and the learning experience you get from that is really big. Due to that i understand the concept of 3D programming much better which not only helps me in GM, but also in other languages like Java (LWJGL) or WebGL.

 

I chose this specific artstlyle because i like the simplicity and clean-looking graphics. And this goes hand-in-hand with GM studio as i'm able to bypass some of the problems the GM could have with more demanding 3D games compared to other 3D engines.

 

 

I retried thousands times, finally I got gold medal on level 1 and bronze medal on level 2. Searching gems is so fun and so hard! If I can view the whole map, it will be much more confortable. You designed your map very well.

It took me a long time to finally get the map-design somewhat right. The first maps were very bland with no real diversity. I was experimenting with different map-design concepts until i found the map-design concept which i'm using in the alpha. (Mainly multiple pathways, very open mapdesign which allows the player to abuse every single placed block to his advantage.)

The gems are also placed in a way that it requires good understanding of your abilitys and a bit of map-knowledge in order to get to them. Some are harder and some are easier to get.

The goal was to make the gem-collecting more like puzzle solving than racing. (so you have to have good map-awareness.)

 

 

 

did I just break your record on level 1?

Yep, you did. But let me tell you that you can be even faster than that (shaving of like 5 seconds of the time. ;) )

That's where the online highscore would come into play where individual players would be able to compete against each other (essentially to see who got the better record.^^)

 

/edit: what did you use to record the footage? (I use fraps and i don't have that sound-delay in my recordings.)

 

I just did 26:40, just found the cut, gonna practice it :D 

 

I'm using win10 game thingy, whenever I start a game I'll just go win+g and there are some recording setups, the delay is only in the last one tho, not sure why

 

edit: 23:61 new time, that's almost -3 sec, I have no idea where to get other 2 :D


Edited by SEnergy, 09 September 2015 - 11:36 AM.

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#13 -LEWA-

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Posted 09 September 2015 - 11:47 AM

Are you planning put your game on Virtual Reality device like Oculus and Hololens? It will be extramely potential

I would love to! But it depends if i get a hand on one of these devices and if it is possible to connect those to GM: Studio.

 

 

I just did 26:40, just found the cut, gonna practice it :D 

 

I'm using win10 game thingy, whenever I start a game I'll just go win+g and there are some recording setups, the delay is only in the last one tho, not sure why

 

edit: 23:61 new time, that's almost -3 sec, I have no idea where to get other 2 :D

Ok, i musjudged the 5 seconds a little bit. I just tried and got exactly 0:23:00. But i could go a bit under that (a few milliseconds) if i get every move perfectly right.


Edited by -LEWA-, 09 September 2015 - 11:59 AM.

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#14 ThePC007

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Posted 11 September 2015 - 06:35 PM

This game seems to run smoother than a blank GM:S project rendering a bunch of rectangles side by side. Either I am doing something hilariously wrong, or you are doing something really, really right. 

Either way, I really enjoyed the game. The gameplay mechanics were pretty well made and the game seems really skill-based. I'll be following this project for a while. ;)

 

EDIT: Any chance you're going to add an option to display the fps the game's running at?


Edited by ThePC007, 12 September 2015 - 09:11 AM.

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#15 -LEWA-

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Posted 12 September 2015 - 12:08 PM

This game seems to run smoother than a blank GM:S project rendering a bunch of rectangles side by side. Either I am doing something hilariously wrong, or you are doing something really, really right.

I was careful with the performance and tried to optimize it as good as possible. :) Altough, there is still a lot of room for optimization. (particulary the GUI is eating a bit more performance)

 

 

EDIT: Any chance you're going to add an option to display the fps the game's running at?

That's already possible with the current alpha. If you went into the video-settings and clicked "apply" at least once, then the game generated an "config.ini" file in the "%localappdata%" directory of windows.

(localappdata\Celaria_alpha_v1\profile\config.ini)

 

In the config file, you will see the video settings and a "debug" section which looks like this:

[debug]
display_fps="0"

just set the "display_fps" variable to "1" and restart the game. It will display the FPS in the top-left corner. ;)

 

Note that due to the way i implemented the game-logic, i had to drop the "fps" and "fps_real" output and implement my own fps-calculation.

(The game is using a fixed gameloop with variable rendering-framerate, so that the gamelogic always runs at the same speed, regardless of the framerate)

"Logic FPS" displays how many logic updates you were able to do in a second. (rendering,Logic-update, etc...)

"CPU FPS" displays how many logic-cycles the CPU is able to do in a second (the Room-speed of the game was set to 999999) so it's very similar to fps_real

 

The internal fps calculation of GM was returning inaccurate information, so this was a necessity.


Edited by -LEWA-, 12 September 2015 - 12:24 PM.

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#16 ThePC007

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Posted 13 September 2015 - 07:18 PM

Alright, played it long enough to get a silver medal on all 4 levels. Is a level editor planned? I'd love to play around with one. Also, a level generator would be pretty awesome. You could make it so that it generates a new level every day (by using a seed that's dependent on the current date) and make players keep coming back every day for a new level. (Similar to how Race The Sun does it.)


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#17 Cpaz

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Posted 14 September 2015 - 03:27 AM

I've been waiting a long time for this.
I downloaded it first when you uploaded the release trailer online. Needless to say, I was hyped.
After playing 20-40 minutes of the game, I came to a single important conclusion!
Good: but needs refinement.
The parkour was (mostly) smooth, with the exception being the wall jump. No matter how I jump at a wall, its rare that I don't have to smash the restart button out of anger, because It wouldn't actually wall jump...
Aerial control works, but is slightly stiff.
Again definitely worth the wait! But, as it's a 3d game in GMS. It's bound to have at least a few issues. But I'll support this project all the way!!

Edited by Cpaz, 14 September 2015 - 03:28 AM.

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#18 ThePC007

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Posted 14 September 2015 - 09:36 AM

The parkour was (mostly) smooth, with the exception being the wall jump. No matter how I jump at a wall, its rare that I don't have to smash the restart button out of anger, because It wouldn't actually wall jump...

 

Jump at a wall, look into the direction you want to jump to and press space. Easy as that. The only problem I had was that I instinctively moved towards the wall by pressing A or D, which made me lose all my momentum, but I quickly got rid of that habit and now I can wall jump with no problem. 


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#19 HavanHUN

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Posted 14 September 2015 - 10:08 AM

It's awesome! Man, great work!

I really like it!

But, just asking, will there be more maps added? Or will WE be able to create our OWN? That would be cool!

But still, AWESOME!


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#20 Annoyed Grunt

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Posted 14 September 2015 - 02:45 PM

Could you implement mouse keybinds, please?

I'd like to bind jump to mouse2 and secondary to mouse1.


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#21 HavanHUN

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Posted 14 September 2015 - 03:53 PM

I just copied the menu.cmap into the maps_singleplayer folder, and wow, it just worked! Why is that map not the by the default? Just because of there is start position, checkpoints etc too. That's maybe the best and longest map in the game! :D (my record is 2:02:23) And I just wonder if there is any way to get (or will be available) a third person mode?


Edited by HavanHUN, 14 September 2015 - 04:19 PM.

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#22 -LEWA-

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Posted 14 September 2015 - 05:26 PM

 

Also, a level generator would be pretty awesome. You could make it so that it generates a new level every day (by using a seed that's dependent on the current date) and make players keep coming back every day for a new level. (Similar to how Race The Sun does it.)

A level generator would be a nice idea. The question is if it is possible to write a level generator which generates interesting maps (which are also beatable). My current idea is to allow players to create maps and upload them to a central server which stores all user-created maps. Then there will be a weekly challenge in which the server randomly chooses one of the user created maps and starts a (one week long) competetion.

But it depends on a lot of things: Like if i'm able to maintain such a server (cost and maintancence is a big factor). But i'll experiment with the level-generator idea. :)

 

The parkour was (mostly) smooth, with the exception being the wall jump. No matter how I jump at a wall, its rare that I don't have to smash the restart button out of anger, because It wouldn't actually wall jump...
Aerial control works, but is slightly stiff.

What exactly doesn't work with the walljump? I tried to do it as intuitive as possible. Would like to hear more details on that. :)

Did you execute the walljump correctly? (The Trainingcourse/Tutorial explains it fairly well.)

 

 

But, just asking, will there be more maps added? Or will WE be able to create our OWN? That would be cool!

There will be an ingame editor, so you will be able to create own maps. ;)

 

 

Could you implement mouse keybinds, please?

I'd like to bind jump to mouse2 and secondary to mouse1.

I'll add it to my Todo-List. :)

 

 

I just copied the menu.cmap into the maps_singleplayer folder, and wow, it just worked! Why is that map not the by the default? Just because of there is start position, checkpoints etc too. That's maybe the best and longest map in the game! :D (my record is 2:02:23)

This map was one of the many failed experiments of map-design. It was a long map with not much variety in terms of exploration/multiple pathways. It was mostly like a "normal" Racetrack. (which doesn't work that well with the premise of the game.) So yeah, i scrapped it althogether but i placed it in the meantime as the menu-map. As this mapfile has the exact same mapformat as the other singleplayer maps (except some differences in the medal-times), you can load this map in the singleplayer.

 

 

And I just wonder if there is any way to get (or will be available) a third person mode?

A trhird person mode would be interesting, but it opens a can of a few problems. Mainly the controls don't really work in first person (mainly the walljumping) so it would require a new controlsheme.

 

One question:

There seems to be a problem with a few PCs which crash at the start of the game with this error:

 

###################
ERROR in
action number 1
of Create Event
for object dll_handler:

Error defining an external function.
at gml_Script_initWindowDLL
##################
------------
stack frame is
gml_Script_initWindowDLL (line 0)
gml_Object_dll_handler_Create_0

At first i thought that it was only related with some Windows 10 OSes but i also got a report where this happens on a Windows 7 64 Bit system.

(And the strange part is that the error doesn't seem to be the DLL, but the filesystem which doesn't seem to recognize DLL files in the root-directory of the exe...)

The guy who reportet that said that he can play the game without any problems if he starts it directly from within winrar, but if he extracts the game into a folder it crashes with this error... (So it is some sort of filesystem issue...)

 

Does anyone have a similar issue with this crash?


Edited by -LEWA-, 14 September 2015 - 05:35 PM.

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#23 Cpaz

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Posted 14 September 2015 - 05:50 PM

Wow. I'm sorry I meant wall run, not jump :P
Whenever I try to jump at wall to run on it most every time fails to catch onto the wall, it's awkward to get going.
Apologies about the confusion.

Could you implement mouse keybinds, please?
I'd like to bind jump to mouse2 and secondary to mouse1.

This too plz :D

Edited by Cpaz, 14 September 2015 - 05:48 PM.

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#24 ThePC007

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Posted 14 September 2015 - 06:09 PM

Wow. I'm sorry I meant wall run, not jump :P
Whenever I try to jump at wall to run on it most every time fails to catch onto the wall, it's awkward to get going.
Apologies about the confusion.

Could you implement mouse keybinds, please?
I'd like to bind jump to mouse2 and secondary to mouse1.

This too plz :D

 

 

Are you pressing/holding A or D while trying to wall run?


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#25 -LEWA-

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Posted 14 September 2015 - 06:11 PM

Wow. I'm sorry I meant wall run, not jump :P
Whenever I try to jump at wall to run on it most every time fails to catch onto the wall, it's awkward to get going.
Apologies about the confusion.

Ah, i know what you mean. (I assume you mean the vertikal wallrun in which you run up a wall which is in front of you.) That's because the wallrun was designed with the real-life physics of parkour in mind. ;)

If you jump on a wall with most of your vertical velocity already lost, you player isn't goiing to be able to gain much more height, as most of your velocity is already lost.

Instead if you want to run up a wall as efficiently as possible, you have to run and initiate the jump right before the wall, so that you get in contact with the wall as early as possible.

 

This ensures that your character has as many vertical (and horizontal) velocity as possible to push himself up the wall. (It's like in real-life parkour.)


Edited by -LEWA-, 14 September 2015 - 06:12 PM.

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#26 BlueSparksFly

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Posted 15 September 2015 - 03:42 AM

This looks so cool. I can't imagine how much time it would take with the level design in this game!


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#27 kearel

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Posted 15 September 2015 - 04:31 AM

Its like a mix between overgrowth and mirror's edge.

 

Its really good, easy controls, easy to understand... my only comment is how floaty it is. Personally I'd like to see the camera move around a little more than it currently is, and maybe see the player model slow down instead of just stopping when you let go of a key.


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#28 JerryLi

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Posted 15 September 2015 - 06:12 AM

1442297110x-1376436490.png

bug report, after i got a gold medal, i will always get a gold medal.

 

Finally, I got all four gold medals. I find it's hard at the beginning but enjoy at later.

however, I still feel that to get a top medal is extramely hard (maybe impossible, did you used TAS?).

Expecting your future version!


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#29 -LEWA-

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Posted 15 September 2015 - 11:47 AM

 

my only comment is how floaty it is. Personally I'd like to see the camera move around a little more than it currently is, and maybe see the player model slow down instead of just stopping when you let go of a key.

Yeah, the physics may not be perfect yet. I tried to find a balance between smoothness and responsiveness. I had more floaty physics at the beginning of development, but i changed that as i had difficultys to do more precise jumps.

 

 

1442297110x-1376436490.png

bug report, after i got a gold medal, i will always get a gold medal.

Can you send me a copy of your savegame from the localappdata directory? (write into the search bar of windows "%localappdata%",press enter ,make a zip file of the "Celaria_alpha_v1" directory in the opened window and send me the .zip file via PM)

Also: What did you do so that you always get gold medals?

 

 

however, I still feel that to get a top medal is extramely hard (maybe impossible, did you used TAS?).

No, it isn't impossible. After designing the map, i have to make a "testrun" in the map-editor to verify that the map is beatable. The platin-medal is the exact time i got at my run. :)

So they are definitely beatable (and even more: you can beat my time even by a few seconds in some cases :) )


Edited by -LEWA-, 15 September 2015 - 12:20 PM.

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#30 ThePC007

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Posted 15 September 2015 - 01:11 PM

 

1442297110x-1376436490.png

bug report, after i got a gold medal, i will always get a gold medal.

Can you send me a copy of your savegame from the localappdata directory? (write into the search bar of windows "%localappdata%",press enter ,make a zip file of the "Celaria_alpha_v1" directory in the opened window and send me the .zip file via PM)

Also: What did you do so that you always get gold medals?

 

 

I believe what he meant is that when you achieve a certain medal in a level and replay it, even if you score a worse time it will still show you the medal at the end of the level. You don't really get any new medals, as it only gives you the ones you already own, but it's still a little irritating, especially since it doesn't show you your highscore next to the gold medal. (In the image he scored 4:44:06, which is way too low for a gold medal, but it still shows the gold medal (even including the animation it shows when you achieve a new medal), making it seem like he achieved a gold medal scoring only 4:44:06.) I suggest that you make the medal animation only play when the user actually gets a new medal and not every time he finishes a level as well as making it show your highscore next to/below the medal.


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#31 JerryLi

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Posted 15 September 2015 - 02:01 PM

 

 

my only comment is how floaty it is. Personally I'd like to see the camera move around a little more than it currently is, and maybe see the player model slow down instead of just stopping when you let go of a key.

Yeah, the physics may not be perfect yet. I tried to find a balance between smoothness and responsiveness. I had more floaty physics at the beginning of development, but i changed that as i had difficultys to do more precise jumps.

 

 

1442297110x-1376436490.png

bug report, after i got a gold medal, i will always get a gold medal.

Can you send me a copy of your savegame from the localappdata directory? (write into the search bar of windows "%localappdata%",press enter ,make a zip file of the "Celaria_alpha_v1" directory in the opened window and send me the .zip file via PM)

Also: What did you do so that you always get gold medals?

 

 

however, I still feel that to get a top medal is extramely hard (maybe impossible, did you used TAS?).

No, it isn't impossible. After designing the map, i have to make a "testrun" in the map-editor to verify that the map is beatable. The platin-medal is the exact time i got at my run. :)

So they are definitely beatable (and even more: you can beat my time even by a few seconds in some cases :) )

 

I dont know how to send a file via gamemaker commuity, can you give me your E-mail address?


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#32 -LEWA-

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Posted 15 September 2015 - 05:18 PM

 

I believe what he meant is that when you achieve a certain medal in a level and replay it, even if you score a worse time it will still show you the medal at the end of the level. You don't really get any new medals, as it only gives you the ones you already own, but it's still a little irritating, especially since it doesn't show you your highscore next to the gold medal. (In the image he scored 4:44:06, which is way too low for a gold medal, but it still shows the gold medal (even including the animation it shows when you achieve a new medal), making it seem like he achieved a gold medal scoring only 4:44:06.) I suggest that you make the medal animation only play when the user actually gets a new medal and not every time he finishes a level as well as making it show your highscore next to/below the medal.

Okey... i see. That's shouldn't be the case. Fixed it now. :)

 

 

I dont know how to send a file via gamemaker commuity, can you give me your E-mail address?

Not nessecary anymore as i found the bug in the code. :)


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#33 Annoyed Grunt

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Posted 15 September 2015 - 07:07 PM

Could you add an option in the settings that skips the countdown when restarting?

While 3 seconds may not seem like much, if you restart many times (that is what one's going to do to improve the record) they add up to a considerable amount of time.


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#34 Cpaz

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Posted 16 September 2015 - 12:54 AM

 

Wow. I'm sorry I meant wall run, not jump :P
Whenever I try to jump at wall to run on it most every time fails to catch onto the wall, it's awkward to get going.
Apologies about the confusion.

Ah, i know what you mean. (I assume you mean the vertikal wallrun in which you run up a wall which is in front of you.) That's because the wallrun was designed with the real-life physics of parkour in mind. ;)

If you jump on a wall with most of your vertical velocity already lost, you player isn't goiing to be able to gain much more height, as most of your velocity is already lost.

Instead if you want to run up a wall as efficiently as possible, you have to run and initiate the jump right before the wall, so that you get in contact with the wall as early as possible.

 

This ensures that your character has as many vertical (and horizontal) velocity as possible to push himself up the wall. (It's like in real-life parkour.)

 

Actually, it's the horizontal wall run, I need to be at an extremely precise angle to actually wall run.


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#35 JerryLi

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Posted 16 September 2015 - 01:28 AM

That's great. :lol:


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#36 ThePC007

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Posted 16 September 2015 - 11:30 AM

 

 

Wow. I'm sorry I meant wall run, not jump :P
Whenever I try to jump at wall to run on it most every time fails to catch onto the wall, it's awkward to get going.
Apologies about the confusion.

Ah, i know what you mean. (I assume you mean the vertikal wallrun in which you run up a wall which is in front of you.) That's because the wallrun was designed with the real-life physics of parkour in mind. ;)

If you jump on a wall with most of your vertical velocity already lost, you player isn't goiing to be able to gain much more height, as most of your velocity is already lost.

Instead if you want to run up a wall as efficiently as possible, you have to run and initiate the jump right before the wall, so that you get in contact with the wall as early as possible.

 

This ensures that your character has as many vertical (and horizontal) velocity as possible to push himself up the wall. (It's like in real-life parkour.)

 

Actually, it's the horizontal wall run, I need to be at an extremely precise angle to actually wall run.

 

 

That's strange. I just tested which angles work and which don't and it seems like anything from 0°-45° actually works. 


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#37 Cpaz

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Posted 17 September 2015 - 12:26 AM

 

 

 

Wow. I'm sorry I meant wall run, not jump :P
Whenever I try to jump at wall to run on it most every time fails to catch onto the wall, it's awkward to get going.
Apologies about the confusion.

Ah, i know what you mean. (I assume you mean the vertikal wallrun in which you run up a wall which is in front of you.) That's because the wallrun was designed with the real-life physics of parkour in mind. ;)

If you jump on a wall with most of your vertical velocity already lost, you player isn't goiing to be able to gain much more height, as most of your velocity is already lost.

Instead if you want to run up a wall as efficiently as possible, you have to run and initiate the jump right before the wall, so that you get in contact with the wall as early as possible.

 

This ensures that your character has as many vertical (and horizontal) velocity as possible to push himself up the wall. (It's like in real-life parkour.)

 

Actually, it's the horizontal wall run, I need to be at an extremely precise angle to actually wall run.

 

 

That's strange. I just tested which angles work and which don't and it seems like anything from 0°-45° actually works. 

 

So you need to be turned towards the wall while running? If so that seems kind of finicky... Or I just suck...


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#38 Annoyed Grunt

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Posted 17 September 2015 - 07:56 AM

So you need to be turned towards the wall while running? If so that seems kind of finicky... Or I just suck...

 

Not at all. As long as you've a decent amount of speed you should just touch the wall to wallrun. You can face pretty much any direction as long as the wall is on your side (I think the range is 90° or even more).

Remember than the difference between a wallrun and a walljump is in timing. If you press (and hold down) space before touching the, you'll wallrun. If you press (and hold down) space after touching the wall, you'll walljump.


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#39 trg601

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Posted 17 September 2015 - 10:30 PM

Very hard but very awesome!

I'm almost done with the tutorial level now XD

 

Btw, nice interface, and love the music!

The gameplay is so fun!

 

I was actually waiting a while to play this game and i'm happy that it's now available!!!

(I'll write more about the game later once I get more time in)


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#40 -LEWA-

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Posted 19 September 2015 - 10:42 PM

Could you add an option in the settings that skips the countdown when restarting?
While 3 seconds may not seem like much, if you restart many times (that is what one's going to do to improve the record) they add up to a considerable amount of time.

Was already on the todo list and is also implemented in the most recent alpha version (v2) :)
 
Wanted to point out that a new version is available: DOWNLOAD
Made some tweaks and fixed a few bugs.
Also there is a new "Gameplay options" menu where you can set the countdown (default is 3 seconds but it can be lowered)
 

So you need to be turned towards the wall while running? If so that seems kind of finicky... Or I just suck...

You have to jump and get in contact with the wall on the left or right side of your character. The angle in which you can collide with the wall is 30 degrees in the version 1 (but due to a bug you could even face the wall at 90 degrees) and 40 degrees in the new version 2.
So yeah, run at a slight angle towards the wall and after you've jumped the character should automatically start the wallrun.

The changelog of the new version:

Spoiler


Edited by -LEWA-, 19 September 2015 - 10:57 PM.

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#41 raisins

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Posted 19 September 2015 - 11:04 PM

Brilliant! I like what you did to this LEWA. It runs smooth on my laptop.


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#42 -LEWA-

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Posted 20 September 2015 - 03:51 PM

Brilliant! I like what you did to this LEWA. It runs smooth on my laptop.

Glad to hear that. :)

May i ask you what the specs of your laptop are? (Mainly CPU and GPU)


Edited by -LEWA-, 20 September 2015 - 03:54 PM.

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#43 Annoyed Grunt

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Posted 20 September 2015 - 05:59 PM

Damn!

I'll lose my platinums ;__;


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#44 raisins

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Posted 20 September 2015 - 06:49 PM

 

Brilliant! I like what you did to this LEWA. It runs smooth on my laptop.

Glad to hear that. :)

May i ask you what the specs of your laptop are? (Mainly CPU and GPU)

 

 

I'm on a decent laptop actually. I can play counter streak and other source engine games on this. It's got dual core cpu & hd 6000+ series Radeon GFX (onboard).


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#45 jonasvh

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Posted 20 September 2015 - 06:56 PM

I have had this game on my pc for about a week now, and i keep going back to it for a quick 10-15 minutes session. It's really good for clearing your mind for some minutes.

 

Really great work. Have sent a link to your website to some friends, and they highly enjoyed the game as well. 


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#46 galladhan

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Posted 25 September 2015 - 08:32 AM

My 2 cents.

Wow! This game is what Mirror's Edge should have been, in my opinion: superfast, no obstacles to climb (ladders etc, which slow down the pace) and no "distractions" on the way. Just pure platform parkour at crazy speed. I dig it!

In this regard, i would suggest to add a key-button to restart the level immediately (resetting the counter without the initial countdown), so you can pronto retry when you fall down while trying to beat the hi-score. In this way, the game would become even more "compulsive", and since it's based on the speedruns it would be a good thing, i suppose.

 

Aside that, i really like the physics and the sense of accomplishment you feel when you manage to "enter the flow". And since the game engine is so smooth (my big compliments, you made a little miracle here :o) the feeling is very nice.

I would make the first level a bit less difficult, though: it's too hard, in my opinion, and could turn away some players (which would be a pity). 

 

Keep up the good work, -LEWA-, i'm pretty sure that you can make a very nice game out of this alpha. :)


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#47 -LEWA-

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Posted 25 September 2015 - 01:01 PM

Damn!
I'll lose my platinums ;__;

That can (and will probably happen) with the next updates as every little change in the physics or even in the map will require a new highscore file. But if you were able to get platinium on every map, it shouldn't be that hard to do this again. :)
 

I'm on a decent laptop actually. I can play counter streak and other source engine games on this. It's got dual core cpu & hd 6000+ series Radeon GFX (onboard).

Nice! Are you playing the game on the lowest or highest settings? (and what resolution?)
 

I have had this game on my pc for about a week now, and i keep going back to it for a quick 10-15 minutes session. It's really good for clearing your mind for some minutes.
 
Really great work. Have sent a link to your website to some friends, and they highly enjoyed the game as well.

Glad to hear that. :) People coming back to play the game from time to time is all a game developer could have asked for. ^^
 
 

My 2 cents.
Wow! This game is what Mirror's Edge should have been, in my opinion: superfast, no obstacles to climb (ladders etc, which slow down the pace) and no "distractions" on the way. Just pure platform parkour at crazy speed. I dig it!

Thank you! :) I'm actually trying to design the maps in a way where you don't have to slow down or even stop in order to proceed further.
 

In this regard, i would suggest to add a key-button to restart the level immediately (resetting the counter without the initial countdown), so you can pronto retry when you fall down while trying to beat the hi-score. In this way, the game would become even more "compulsive", and since it's based on the speedruns it would be a good thing, i suppose.

Actually, you can change the countdown in the options menu. (Options > Gameplay > Countdown.) You can set it to 3 (default), 2, 1, 0.5 and 0.2 seconds.
I'm probably going to change that a little bit in the next update (so that the first try is a 3 seconds countdown and after that you always restart immediately.)
 
 

I would make the first level a bit less difficult, though: it's too hard, in my opinion, and could turn away some players (which would be a pity).

You're right. The maps are a bit demanding for starters. That's why i'm in the process of creating new (much simpler) maps which should help to ease the player into the control-sheme and the gameplay. :)

 
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Edited by -LEWA-, 25 September 2015 - 01:02 PM.

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#48 Chrscool8

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Posted 30 September 2015 - 04:22 PM

This is really really cool. I've had my eye on this and your general 3d work for years, since your GM8 version. I've always been envious of your work. :)

 

Mirror's Edge was one of my favorite games and as it's been said, this captures and improves upon its spirit.

 

I've only got a chance to play on my laptop here, so I'm excited to give it a better shot on my main PC, but it feels great to play and it looks pretty sweet, too.

 

I'll give a more in-depth review once I get more time with it, so the only issue I noticed so far was "mp/h" in the settings. The per is already the /. Should be either mi/h or more commonly mph. :P

 

Keep up the awesome work!


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#49 -LEWA-

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Posted 30 September 2015 - 08:24 PM

 

This is really really cool. I've had my eye on this and your general 3d work for years, since your GM8 version. I've always been envious of your work. :)

 

Mirror's Edge was one of my favorite games and as it's been said, this captures and improves upon its spirit.

 

I've only got a chance to play on my laptop here, so I'm excited to give it a better shot on my main PC, but it feels great to play and it looks pretty sweet, too.

Thank you! Really nice to hear that. ^^

Mirrors Edge is also one of my favourite games. :) It had this special something which oder games hadn't.

 

 

I'll give a more in-depth review once I get more time with it, so the only issue I noticed so far was "mp/h" in the settings. The per is already the /. Should be either mi/h or more commonly mph. :P

 

Don't know how i missed the obvious "mp/h" error. XD It will be fixed in the next version. Thank you for pointing that out. :)

(Looking forward for the review. Getting a bit more detailed critique will help me to improve the game in the future.)


Edited by -LEWA-, 01 October 2015 - 12:05 PM.

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#50 -LEWA-

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Posted 06 October 2015 - 12:09 AM

I hope bumping this isn't against the forum-rules here.

 

I just recently released a new alpha version for this game. Bugfixes, gameplaytweaks and 5 new maps (for beginners/starters, so they are fairly basic/easy compared to the older maps) included.

 

You can download the version here: DOWNLOAD (the link in the first post was also updated.)

 

If you are interested, you can also read an article i posted on IndieDB about the update and the 5 new maps: CLICK

 

The changelog as to what is new in this update:

 

Changelog:

  • the speed display "mp/h" was changed/fixed to "mph".
  • added splash screen to the gamestart so that the players get notified that the game is loading (The .exe takes a while to load, especially on slower PCs.)
  • (hopefully) fixed a rare bug where the player got pushed under a block after a collision happened.
  • improved wallrun detection. (now you can start the wallrun at even greater angles then before.)
  • the countdown was seperated into two timers. The countdown will count from 3 to 0 if the player starts the map from the menu.
    Restarting the counter while playing a map will use the second countdown which counts from 1 to zero. (Faster reset.)
    Both timers can be changed/modified in the options menu.
  • added 4 new maps which are easy in terms of difficulty in order to ease the player into the control-sheme and gameplay.
  • the maximal possible fallingspeed was increased. (the gravity accelleration is unaffected.)
  • previous maps were renamed & recompiled (due to the fallingspeed change), thus changing the medal-times a little bit (as i have to re-play the maps and save the record everytime i save them in the playable mapformat.)
  • some fixes in the block-placement of the older maps
  • some behind the scenes improvements which will affect future releases (bugfixes in the map-editor, etc...)

 


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