LaDestitute's Forum Posts

  • I plan to have something playable soon. I want to iron out some leftover bugs and finish implementing a full basic set of enemy AI (patrolling, wandering, shooting), i.e Green Soldiers, Buzzblobs, and Octorocks, as for what I mean.

    I got the assets from spriter's resource but I ripped some from ALttP myself. I would love to see the capx as I could really use any help towards improving map switching and enemy AI.

  • Ladders are a really simple and easy fix to verticality, but I feel if you can get them to behave properly, elevators would be really cool in this game.

    A double jump would be fine, I think it was just that the jump didn't have much verticality to it.

  • The game's a whole lot easier with those added, and I approve. Good job.

  • You should try licecap. I've suggested it before to someone else, it works super well, and gives high quality gifs. But keep mind that any gif longer than 5-10 seconds, will be 2-3 Mb or more, but it's a trade off for nice high quality non-grainy gifs.

    Also, good job on this project. We're doing similar things, as I have a Zelda Gamekit in progress (link in my sig), so you can check that out too. Feel free to ask me for help, as I've gotten a lot of features implemented and can provide input on how to approach things.

  • Yeah, I agree with the controls sentiment thing people are having. It could use some work in being polished. If you want an extra hand in helping with graphics, I can lend a hand if you like. By the way, loved the tomato rolling when you gain in speed. That's super adorable! Do you think the controls would benefit from having a more sudden deacceleration when turning, especially at full max speed? Would certainly aid in giving tight controls, I think.

    You may want to limit the player's jump height. I understand that the game is...supposed to have a parkour feel? Walljumping and stuff, I mean, fluid fast movement (like Super Meat Boy), but that huge jump height is rife for abuse. It's also because it can become difficult to gauge where you will land with such a high jump.

    I think the Escape key should just restart the current level, and you should add a pause function if you haven't planned on doing so yet.

    The game should be a bit clearer in where to go with the tall rocky outcrop in the second level. I got confused really easily and tried to futilely jumpclimb the rock wall, since there was no easily noticeable indicator of where to go for me, since it wasn't really clear that palm tree had a solid canopy. The switches also have a really weird and annoying small hitbox. Even if it's intentional for the tomato to be small in terms of weight, that's a tedious feature to play with and would be more prone to causing player frustration. Remember: When building and balancing game mechanics, think of anti-player frustration. Doesn't mean you can't make the game hard, but know a difference between hard, fair, and balanced and unbalanced and rage-inducing.

    Checkpoints would be super useful, especially third level onward. I found an oversight, maybe...you should make it so the goal message appears if the player passes over and above, such as with the third level. Also, the hud on the left is a tad distracting, like I felt like it could end up obscuring level geometry (especially if you end up with a tricky jump puzzle), and you should just shrink it/clump the info closer together.

    I have to commend you for the atmosphere of the fourth level. Going deep into the water for the first time, my first thought was 'woah, this is really creepy stuff'. If that's the intention that you wanted to go for, bravo! Also, on a more negative note, the unclear direction note I made about level two is much more clear in the underwater level...I could barely tell where to go besides down, and it took me a good while to figure out where to head towards the goal.

    It may just be me, but I kind of dislike the vanishing platforms in level 5. Also, the mushrooms/flowers feel super out of place to me. Maybe have gusts of icy wind to propel the player instead? I really liked that it was a vertical climb level though, reminds me of the Ice Climbers. Also, I found that it may be a bug...in said level, to the right of the double rows of sawblades, it's really easy to get stuck and not be able to climb back up. That mushroom next to the spike walls feels really unfair. The section with the three bugs together, I couldn't get past that as of this writing. Tried four times, got increasingly frustrated with each death.

    Levels four and five could have easily been my favorites, but due to inherent level issues I described, they are not. Level three, probably, because it reminds me of S&K's Mushroom Hill Zone, but it seems kind of bland...like a hilly area with a serious vegetation overgrowth issue and an outbreak of shrooms. The nostalgia kind of wore off for me, so that particular level could maybe use some asset improvement?

    I think a scoring system more complex than points could add a nice skill ceiling. I.e, grading the player with a letter grade, based on time, potatoes collected, damage taken, etc.

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  • Why does he have to add screenshots?? Just play the game or not wtf!!

    Just a link doesn't generate much interest on it's own. People want more than that, especially an easy way to tell what a game is. A very quick at a glance means of looking at a game and being able to tell what it entails is pretty helpful, even for devs, since it'll generate interest much easier. Also, I'm sure having a lot of info will generate more interest too, as that's why I prefer threads that provide a full compendium of info, such as screenshots, devlog videos, feature lists, etc.

    To be honest, just a link to a game isn't a lot to go on, especially if there are no screenshots to show visually for the mechanics and such. Also, please think about the fact that 'some people' may have difficulty getting a game's demo to run or it may be too difficult and bugged, particularly in a very bad unbalanced way.

  • The game's artstyle looks like it could be a start for something really unique, even if it's just one of those automatic runner games.

    Though, the game seems a bit too cruel, even for beginners or for first play. Are you thinking of implementing some sort of health/lives/continue/retry/etc systems without giving immediate game overs? Even giving two or three extra retries upon falling would help miles with difficulty.

  • I can kind of see the resemblance, I guess. The facial features are...I wouldn't say not distinctive, but rather it's easy to mistake the nose for a mustache.

  • This was a decently enjoyable demo for me. Is that all that's to the demo? It says three stars available to find, but I was only able to find one.

    Some notes.

    You should make the jump a bit more fluid or allow some kind of movement in midair. Examples I've cited a lot towards great player control and mobility design are Yoshi's Island and Mega Man X. I should make the note that it's a terrible idea to rob the player of control mid-jump, but specifically going to those points...Yoshi's Island doesn't do that (allowing movement midjump) and differently, Mega Man X allows the player to cancel out of animations at any frame, providing further increased controllability.

    I died on the spikes part as for the jump complaint, but that just may be on my own mistake. I just think the jump is kind of stiff, and might not be helpful with later (unfair?) platforming sections.

    It was kind of easy to cheese some of the enemies. Is that intentional? Perhaps you can't really fix inherent methods players use to cheese a game (such as if it's just jumping up out of reach to prevent being hit), but it's still worth it to try to endeavor to balance out gameplay.

    Have you given enemies a line of sight, or thought about it? You probably have, but I notice they attempt to fire at the player even with a solid block in between them and the player.

    Edit:

    A suggestion if you haven't thought about it. Have you thought about adding layered level structures/some sort of vertical depth to levels? I mean like, instead of some levels going on in a left/right direction, have some sections stacked on top of each other, so you can reach the upper portions by jumping into the ceiling gaps seen in the demo.

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  • I'm not sure if I have posted in this thread, but I love your project a lot. Was this inspired any by Final Fantasy Tactics Advance?

    I really love FFTA, it was an early introduction to strategic RPGs for me as a kid, and I love how you're blending FFTA with something in tone like South Park: The Stick of Truth. You also seem to have a lot more depth going for such a combination of genres and tones, which is just going to be even better, since it provides a lot of player playthrough options, even for combat and unit planing. I loved doing stuff like that in FFTA, going as far as to plan out my units in terms of future builds.

  • Those shadows look great. Also, may I suggest using licecap? I've been using it record gifs, and the quality it gives me is really wonderful.

  • So, I just implemented a lighting system that works like the one in A Link to the Past (dark maps, only a small radius of self-sight, lantern to light torches that brighten the room, etc) but I've noticed it's messing with part of my HUD. I'm using the sort of setup where the player's sight circle is a white circle with destination out, and an additional layer that puts a slightly transparent black cover over anything under the HUD. Everything else works fine, but the spritefont I'm using is ignoring the fact that it's on a HUD layer (parallax = 0), and starts moving instead of staying put. Since the lighting system is on it's own layer, moving it above the HUD layers fixes the issue but borks the HUD in a different way as the HUD is now dark if you move the Shadows layer to be the topmost layer.

    I know the solution would be to use a Text object instead, but I care a tiny bit about the text appearance as that's why I opted for using a Spritefont instead. It's not necessary as I don't mind switching to a text object to display Rupee/Bombs/Arrows count, but a solution would be awesome.

    Capx link

  • I've gotten back to developing this after a a month and a half break or so (out of laziness and life taking over), but here's some new work implemented!

    (not really apparent as it doesn't need it's own gif, but a fully revamped hearts system is now in)

    Mapchanging.

    Behold, dynamic lighting!

    Buzzblob in the wild. Rudimentary example wandering AI (will still hurt Link) but I have yet to implement the electrocuting part.

  • I kind of think doing such a thing is slightly frowned upon here, maybe? You can post gifs/screenshots here for input, but not really plug a project you made. Your own thread would be more appropriate for that.

  • Second dev stream I did:

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