Dernier Cadeau Demo

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    Through the Veil Productions presents:

    Dernier Cadeau Demo

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    <img src="http://farm4.static.flickr.com/3082/3153670571_526c058950.jpg?v=0">

    Here is a demo of our Game Dernier Cadeau.

    This Demo was made using a Custom Level Builder built in construct.

    Hope you all enjoy and please leave your thoughts, comments, and Questions. Feed back is appreciated.

    Controls:

    AD moves the character Left and Right

    W Creates a platform at your feet

    Hold S to charge a Jump and release to Jump.

    Click the left mouse button to create a platform at the mouse pointer.

    Hold Right mouse button to Draw in the platforms Aim and click again to throw them at your enemies.

    There are no enemies in this build we are still working on the AI.

    Known Bugs:

    -Sometimes Crashes when you close it.

    -Platforms Do not collide with the ground (This is a bug in construct)

    -You can Jump though Walls and platforms sometimes.

    -He floats over some objects, Masking system is in the works.

    Hint:

    • Go to the left at the beginning not the right.

    Link:

    http://www.mediafire.com/download.php?uyyago3mxok

    Credits:

    Music By Andrew Allanson

    Sprites By Brian Allanson

    Coding Done By Tyler Steele and Brian Allanson

    Level Design By Tyler Steele.

    Level Builder Built By Tyler Steele.

  • Damn...Pixel Shader 2.0 :/

  • i like the atmosphere, the graphics and the character. The idea with the platforms is all right, but mana is recharging to long. But i hate the controles. They to clumsy.

  • i like the atmosphere, the graphics and the character. The idea with the platforms is all right, but mana is recharging to long. But i hate the controles. They to clumsy.

    The mana recharging will get faster and faster as the game progresses and you grow in level.

    As for the controls what would you suggest we set them up as? This is one of the most important part of the games and we really want to get it right so please if you say something is wrong and have an idea on how to fix it/ make it better let us know.

  • F

    > i like the atmosphere, the graphics and the character. The idea with the platforms is all right, but mana is recharging to long. But i hate the controles. They to clumsy.

    >

    The mana recharging will get faster and faster as the game progresses and you grow in level.

    As for the controls what would you suggest we set them up as? This is one of the most important part of the games and we really want to get it right so please if you say something is wrong and have an idea on how to fix it/ make it better let us know.

    Mana should recharge fast no matter which lvl is the character. what you could do is make him lose mana slower with every lvl up. With this solution he will be able to fly further latar in game and player will avoid frustration of waiting for it to charge.

    If you want to keep mosue+kb controles, you should make jumping by pressing space, left mouse button for attack and left for platform appearing. instead of charging the jump, height of it should be controled via how long jump button is pressed. You should highlight the platform with "magic light" or something, so they will be better visible.

  • instead of charging the jump, height of it should be controled via how long jump button is pressed.

    Its already setup that way.

    Mana should recharge fast no matter which lvl is the character. what you could do is make him lose mana slower with every lvl up. With this solution he will be able to fly further latar in game and player will avoid frustration of waiting for it to charge.

    You have a mana Pool you can make up to 10 platforms at the beginning. I dont know if you knew that, but he dosent loose mana in time based way. he has ten mp if you make a platform he loses one and he starts to recharge. I really don't see the need to make it recharge super fast when you have a pool to draw from, it makes you think and use the power wisely.

    If you want to keep mosue+kb controles, you should make jumping by pressing space, left mouse button for attack and left for platform appearing

    we have to keep the M+KB controls. Attack and jump have to be kept on the Keyboard. The mouse is going to be use for your powers. and Left what for creating the platforms?

  • > instead of charging the jump, height of it should be controled via how long jump button is pressed.

    > ts already setup that way.

    I think he means sustained jumping... like pressing causes the character to instantly jump, but the longer you hold down the key the higher he goes. Like Mario.

    For charged jumping, I think you should have the charge separate. It's important to be able to jump quickly at all times. Jumping when letting go of the key is the exact opposite of most games, it doesn't feel natural. Here's how I would do it:

    1. Make the default height for the smallest jump a little tiny bit higher, so jumping without charging has more usefulness.

    2. Make the character jump on pressing jump, not releasing it.

    3. Have a separate charge control. I recommend ducking. When ducking, your charge meter rises. If you stand up or move left/right, your charge meter goes back down to zero. If you charge up and press Jump while you're ducking, you get the boost to your jump.

    Just my two cents.

  • For charged jumping, I think you should have the charge separate. It's important to be able to jump quickly at all times. Jumping when letting go of the key is the exact opposite of most games, it doesn't feel natural. Here's how I would do it:

    1. Make the default height for the smallest jump a little tiny bit higher, so jumping without charging has more usefulness.

    2. Make the character jump on pressing jump, not releasing it.

    3. Have a separate charge control. I recommend ducking. When ducking, your charge meter rises. If you stand up or move left/right, your charge meter goes back down to zero. If you charge up and press Jump while you're ducking, you get the boost to your jump.

    This sounds like a good alternative to have a quick jump button and a charging button. Ill see what I can do with it.

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  • >

    > > instead of charging the jump, height of it should be controled via how long jump button is pressed.

    > > ts already setup that way.

    >

    I think he means sustained jumping... like pressing causes the character to instantly jump, but the longer you hold down the key the higher he goes. Like Mario.

    yes. like mario.

  • Ah like Jazz Jackrabbit 2 when you controlled jazz. If you jumped, you did a small bunny hop, if you jumped and held jump you did a higher jump, and if you pressed down and then jump you did a massive jump. Games lookin pretty good although the rain is a bit heavy looking :O

  • when you press s you should instantly get a lil bit of jump charge, so that if you just press the button, youll jump, but if you hold it, you can jump even higher.

  • Very nice demo. I think the Terramancy / Aquamancy idea is very clever and unique.

    As for controls, why not let the user change what buttons do what if he/she wants?

    Also, maybe it's worth pointing out that you can hold down the jump button while running. That way as soon as you release it you'll have a decent sized jump ready.

  • yea, but you cant jump on the fly, if feels disjointed to have to charge all the time

  • We are working on a solution to the jumping. The main problem is making the controls work with a new way of jumping. WE would like to have user defined controls but that is currently not an option with the platform movement built into construct. WE have toyed with the Idea of a custom movement engine but We are also tied by other projects that are more important ATM. We will fix the jumping but all in all in the final game i dont think it will make much difference. WE will probably make it so that when you tap the s button you will jump a little bit and then hold the s button to charge a jump to jump higher. The real question with that system is should we make it on release of the S button or when you press another button in conjunction with he Currently held button.

    Edit:

    What if the jump charged Automatically after you used it. and when you jumped it reset back to 0 and charged up again? The charge would be pretty quick Faster than the mana charge. that way you could jump when you wanted too but you still had to wait a while between jumping.

  • Ah, I didn't realize custom platform movement wasn't possible in Construct. Too bad. Maybe in a future version?

    As far as the jumping scheme: I for one don't mind the current one. I think whatever scheme you use the player just has to consider it as a part of this particular game. Of course you wouldn't want it to be unnecessarily awkward, but in this case I don't think it is.

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