ryanrybot's Recent Forum Activity

  • 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.

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  • Thanks San! I appreciate that very much.

  • Your art is pretty spectacular. I'm looking forward to seeing more, that's for sure!

  • Well, I wish I could say I've gotten more done over the past week, but It's been a busy one.

    I did manage to get some miscellaneous graphics done though, one thing in particular is the sky now has some mountains protruding into it. That's always nice, right?

    [attachment=0:2eho97xv][/attachment:2eho97xv]

    More things to show soon!

  • Do you need a 16 pixel check? Why not just press E when overlapping the vehicle sprite?

    Anyway, what I would do in that situation is create an invisible sprite that is pinned to the vehicle which is the size of the area you want for entering the vehicle. Then E pressed, if overlapping the invisible sprite, enter vehicle.

    I'm sure there is a way to do it with expressions, so maybe someone else will bring up another solution.

  • Tilemaps aren't designed to rotate. If you want to rotate the object when you tap, you'll have to make it a sprite.

  • Loving the new enemy behaviours! The game is really coming together well. Can't wait until the next build.

  • Ok! I've opened it up quite a bit, added some camera lag and some minor tweaks to the controls.

    I also broke the enemy AI, but I've hit the 100 event limit so that'll have to remain broken for now.

    It should feel more like a game though, instead of just lame.

    Personal Gripes/Known issues

    Everything is really brown.... This is being fixed.

    Girl animations are still broken (because I'm too lazy draw jumping animations.)

    Running animation plays when you run off a cliff and stand still when you land.

    Vehicle gun goes through low ceilings.

    You don't take damage.

    Level design sucks.

    Other things related to the game being in a very early state.

    Anyway, same link as before.

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

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  • I really liked what you have so far! The game played pretty much how Zelda 2 plays.

    There were some little quirks, but for a start you're on the right path.

    I'm looking forward to seeing more, for sure.

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ryanrybot

Member since 21 Jun, 2014

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