Nixel's Forum Posts

  • Whee I'm in 12th place. Ehhh....

    Hi! I've actually been lurking this thread for a bit, I couldn't resist after I saw Mega Man face on the player character.

    Nice runner - you added just enough things to keep it from being too run-of-the-mill or too complicated. I enjoyed climbing my way up the scoreboard.

    And it's fantastic that you're making your own music! Just a suggestion though, for a highscore-type minigame you might want to come up with an even catchier opening to the track - you know, the kind that never gets tiring even after loads of replays. I'm not sure how to be specific about this, but just throwing it out.

    Either way, keep it up! Glad to have played this.

  • Aha, you! Hi!

    Man, A+ for visuals. That rugged style is just....wow. Everything is drawn with character, but the player in particular has some crazy awesome proportions. When people say retro games all look the same, this is the kind of game you shove in their face.

    I also really enjoyed that background/palette swap mechanic, and the color choices are excellent. This plus the music really add to the atmosphere.

    At the moment it still plays mostly like a button masher, but I'm sure there are greater things in store.

    Congratulations on third place! Aching to see more!

  • byondisoft

    I see. Glad to hear it!

    And thanks again

  • byondisoft

    Thanks for trying it out!! Making an easier Megaman was what I set out to do, because I hated that enemy bullets could stop you in your tracks in those games.

    I liked the idea that crouching was supposed to let you duck and bide time to plan, rather than for more ninja shooting.

    But I'll see about it - if the feedback continues, I might just implement the shooting controls for crouching.

    I agree with the Clear message thing, good point! I might slap on a box behind it or something.

    Thanks again!

    damainman

    Haha no problem, I understand!

    Shucks....I don't have twitter D:

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  • damainman

    Hey it's been a while, so glad to see you around!!

    Ehh I thought I had space bar as jump too? Hmm....

    Hahah once I'm of age and get my credit card, you can bet I'll buy IB first thing in the morning

  • JPBreau

    Oh the bomber bug is still there? Darn it, I thought I'd fixed it once and for all....

    Super useful feedback, thank you so much! I'll see what I can do about the loading time and bomber thingy.

    Hahahah old school is awesome! Glad you liked it.

  • Haha, forgive me. I was being lazy and didn't read the controls over...the keys are placed well, so don't worry.

    Well, I had another good run! Got the weapons, beat the first boss, etc. Good variety of weapons, and the boss battle was intense - your spawn rate of slimes in the boss room is spot on.

    I died at the second boss, but I'm not complaining - I just forgot to grab health packs before going into the boss room.

    Well, my final verdict is - keep doing what you're doing! This is impressive for a first game.

  • Yo! I enjoyed playing this. Simple concept, but delivered pretty well.

    A few comments:

    + Pretty solid pixel art, the game looks appealing. Beautiful title screen.

    + Great AI, I thought it was quite challenging overall.

    + The option to shoot charged fireballs is excellent. Burning trees is satisfying.

    • I thought the whole field could use a little more detail - I thought those squarish tiles you sprinkled near the top and bottom looked nice, and the field could use more of them.
    • The health drops appear far too often, and heal too much. I suggest you make it heal 10 HP rather than 20, and the drop rate has got to decrease to maybe half the current value.

    I haven't acquired any new weapons or made it to any boss rooms yet, so I'll get back to you!

  • FINALIZED DEMO VERSION!

    https://dl.dropboxusercontent.com/u/33614587/Little%20Green%20Soldier/index.html

    Alright, here goes! This version appears identical to previous ones, but it contains the following changes:

    • A boss explosion sequence (as opposed to just having it disappear abruptly)
    • A death animation (blatant shoutout to classic Mega Man!)
    • A bug fix on the Bomber enemies (they used to not die if you shot at them too fast)

    Note that

    LOADING MAY STILL TAKE A FEW MINUTES

    - I've yet to figure out the cause of the problem. Sorry folks....

    Just leave the tab on for a while and come back to it - do give the game a try

    If you've identified any bugs of your own, please do inform me. Thank you!

  • Yo! Malaysian Chinese! Me too, except that I went down to Singapore for my studies

    Haha looks neat. It seems like a really unique concept, and I like the clean art style. Wish I came in time to try out the demo...

    Do the judges have different personalities? If you haven't done so, I think it'll be a great idea, and it shouldn't be too hard to implement.

  • striimix

    Nice suggestions. Thank you!

    Haha, the music is stolen...I used:

    • Alien 3: Title Screen (title screen)
    • Alien 3: Prisoners Die (intro cutscene)
    • Journey to Silius: Stage 2 (level)
    • Snake's Revenge: Boss Theme (boss)
    • Legendary Wings: Credits (post-level cutscene)

    I'm still playing around with Famitracker. I'll come up with my own soundtrack, like, next year. :<

  • striimix

    I see! Hahahah I may be young, but I've been strangely attracted to NES titles since I was 12. I've gone through Mega Man 1 & 2, Castlevania 1 & 2, Contra etc. I intentionally tried out the "no hints boss battle" thing, just to invoke that pattern-finding gameplay in old platformers.

    I'll definitely try inserting some clues though, since not every modern gamer is like us.

  • striimix

    Thank you so much for the feedback!

    I'm still figuring out what's causing the load problem. It works fine when I run it straight from C2, just not from the link.

    I don't have any specific events to balance the loading - I guess I'll look into it?

    And thank you for playing! About the boss shot issue, it was kinda intended - I made the absorption hitbox one pixel wider than it seems to be, so that the overall gameplay is more comfortable.

    Since you've brought it up, maybe I'll tweak the height of the platforms, or maybe of the boss itself.

    Quick question: were you able to figure out that you had to shoot the boss in the mouth?

    I'm wondering if I should leave some clues about it - most of my playtesters (i.e. school buddies) couldn't work it out.

  • MOST UPDATED GAME VERSION:

    https://dl.dropboxusercontent.com/u/33614587/index.html

    EDIT:

    Well, nuts. It seems to be stuck on the loading screen. Loader layout doesn't seem to be working either...

    If you've opened the link, please help me confirm if it's the case for you as well.

    _________________________

    Hey guys, it's been quite a while.

    I'm so stuck with schoolwork that I haven't made a whole lot of progress on Little Green Soldier, but anyway, in my hiatus I've done the following:

    • Update Level 1 graphics
    • Add health drop
    • Change screen size to 400x300
    • Add skip option throughout intro
    • Add mute controls for all screens
    • Lots and lots of debugging!

    Things left to do:

    • Make a more dramatic explosion for the boss
    • Make death animation/sequence

    As always, feel free to leave a comment/criticism!

  • Hi, found your thread! I'm that commenter on the Arcade from a while ago. Can't believe I missed a 10-page devlog like yours - I must have been away from Scirra for too long.

    I really appreciate the varied level designs you're opting for. Elevators, springs, indoor-outdoor zones, and from the looks of it, extremely kickass bosses and minibosses. Your project is an awesome source of inspiration! I'll have a lot to learn from it once I get back to my own game project.

    Many people have said it, but your art style really is fantastic, and also very consistent. I furrowed my eyebrows when I saw your first rendition of The Maker, but then your next post came and you totally nailed it back. It's looking as good as ever.

    Best of luck! The new miniboss looks terrific as well.