ryanrybot's Forum Posts

  • Sorry for the lack of updates! The weekly builds will resume now that the holiday break is done. I have purchased a license as well and have spent the last few days cleaning up my project.

    A lot of the graphics have been redrawn and will hopefully be integrated in the next weekly build. It's starting to look like a real game now, if I do say so myself.

    If all goes well, I should have something new to play by Monday.

  • I do hope to get one soon, Until then, it's still fun to create stuff with the free version.

  • Hey, Windwalker that is a very good idea! I am in the process of making some better art assets, so varied trees are definitely on the list.

    Po10c it's fun to hear about all the different ways people are playing. Although the AI and collisions are very primitive* right now, they will get fleshed out later. My hope is that you won't be able to ride on the enemies in the final version.

    I believe it is possible to optimize the events a little more, and thank you for the suggestions! A license will be mine soon. Mwahahaha!

    *may just be crappy

  • Thanks bono! I'm trying to make it fun and intuitive to play, so I'm glad to hear that you liked the controls.

  • The links seem to be working now.

  • Great job on the game! The only thing I noticed out of place was, when you held down spacebar, the particles dislpayed in the layer behind the trees.

    Other than that, I'd say this is a very successful first game.

    Very lovely art as well!

  • flatness, Thanks a lot! That means a lot to me!

    I'm in the process of redrawing all the art for the game, so hopefully it'll look even better. That's the goal at least.

    Somebody, thank you! The wheel rotation took a bit of experimentation to get looking proper. Well worth the effort though.

    I love your idea of adding a sine to the body to give it some life. I'll give that a try!

    HELP!

    Hehe, I've updated the game recently where the hole is filled in, so if you clear your cache the game should update properly.

  • Thanks for sharing your game in the works. The graphics and parallax looks great, but I seems to be getting a flicker that is 1 pixel deep and goes horizontally all the way across the screen (just a bit under the ground where the character is running). Are you getting that too?

    You are welcome! Thanks for trying it out!

    Hopefully the parallax will look even better once I'm freed from the constraints of the free version.

    I am seeing that pixel gap as well, thanks for pointing that out.

    It has to do with the pixel smoothing option that is turned on. I'm hoping that when I make the ground sprite a proper tilemap, instead of two separate background sprites, it'll fix itself.

  • Are you referring to the floating snakes, or the yapping maw ones that grab you? I'll give impressions on both.

    The floating snakes seemed to work quite well, floating around until you get close, then flying towards you. It makes them seem very territorial which is cool. They are pretty easy to kill at a distance though. If you shot them when they are in their neutral cycle, it might be better if they were alerted and came after you.

    The Yapping maw ones worked well, but were not very threatening. I found that I could run past them quite easily, either because they were slow to grab me, or didn't react fast enough to my presence. However I did fall into a pit beside one, and it grabbed me through the wall and I got stuck. One time I got stuck in the wall, and another time above it.

    [attachment=1:3ehw5rik][/attachment:3ehw5rik]

    I also noticed the bombs float when placed over a cliff. It would be cool to be able to drop bombs over an edge to defeat enemies.

    [attachment=0:3ehw5rik][/attachment:3ehw5rik]

    Sequence breaking could be cool, in the way of secret passages and such. In Super Metroid most sequence breaking has to do with abusing your abilities, but since most of them are absent in your game so far, a less linear approach to level design might work equally as well.

  • Your enemy AI is pretty flawless, I must say. Great job!

    I did run into a slight control hiccup; while standing and moving at the same time, you cannot crouch. You have to be completely stopped. If you could make it so that you can crouch while moving, it would feel much better. You can, however, stand up while moving from a crouch position, which feels much better.

    One thing that has been a little off from the beginning is the jump speed, and this is just a personal opinion, but if the gravity and jump strength were reduced, I feel it would be easier to control your jumps.

    All in all you've done a pretty awesome job so far. Let me know when you post another build!

  • Very intriguing! This could turn out really cool.

    While there's not much to play yet, what you have seems to work quite well. I DEMAND MORE!

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  • This week, I managed to find time to adjust the camera a little bit. Now it zooms in on the character when you are not in the vehicle.

    If anyone can let me know whether this is disorienting or not, would be greatly appreciated. Or even if you think it looks terrible, feedback is always welcome!

    Let's see, I also changed up one section a bit so that you need to get out of the vehicle to progress. This type of gameplay is what I'm hoping to have throughout the finished game, although in this case it's just a very small section you need to be out of the vehicle.

    Also the enemy behaviour is terrible, and I completely agree, but I tried to make them easier to kill by delaying them when they land on the ground.

    Anyway, if anyone could try this build and give me some feedback, I would be very grateful.

    https://dl.dropboxusercontent.com/u/30500491/Supergame/index.html

  • Thanks for sharing, Babsan!

    I really think you could have an awesome game on your hands.

    The opinion I had about the controls still holds, but I truly believe it wouldn't take much to polish it up.

    Jump cancelling when you release the jump button, having jump not bound to the up arrow (a big no-no in my books, but that's just my opinion), and a slightly more natural running animation would go a long way in the feel of the game.

    I also ran into an issue where I could not jump over the boxes when the character was right up against them. I think maybe the sprite you are using for you platform behaviour is not clearing the box, while animation certainly looks like he should make it over.

    I hope I'm not being too discouraging. You really have done a bang up job thus far. The small details like the shell casing ejecting is a great touch, as are the effects and the detail in the environment.

  • It kind of does have a Flashback feel to it. Based on the video footage, the jumping looks a little wonky. Whether it was the boxes, controls, or even the animations, the character seemed to have some trouble traversing.

    I think you have something that could be very cool in the works though.

  • Thanks San! I appreciate that very much.