stevecameron's Recent Forum Activity

  • Looks lovely mikehive. How long have you been working on this? Could you possible put a demo on scirra arcade?

  • Thanks for the update

  • Hi rozpustelnik, do you have any updates on your game? Can I ask what size your character sprites are, and do you add further compression to keep file sizes down?

  • WOW! Splitfatal you've made a totally awesome game. I've just been playing for about 30 mins and I'm hooked. I'm surprised there's not more comments here. I just played up to "office" area where there's human enemies. Very addictive game you have there.

    The loading time on the arcade is very slow (but I'm glad I waited). Is the player supposed to know how much ammo they have?

  • Looks really nice Artpunk. I love the particle gore. The dude does look a bit naked though...

  • Yeah. I'm sure Disney would love someone making a game of their IP. Anyway, its just an idea. I'm not starting it .....yet. Maybe I could call it "Bobs Jett" lol

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  • OK.. this is just an idea... but it' something which I would love to see made.

    Outline

    The Boba Fett game will be a 2D platform, shooter, adventure game, where you play the infamous bounty hunter just minutes after he is swallowed by the disgusting Sarlaac (Star Wars ROTJ). Players guide Boba as he escapes to Mos Eisley spaceport and tries to re-build his reputation as the galaxies most notorious bounty hunter.

    Style/graphics

    Pre-rendered sprites to give a pleasing, solid 3D feel. Similar scale to the Super Star Wars series on the SNES. Levels will be explorable without time limit, unless the level is a chase section on a speeder bike or Boba is running from a giant monser.

    Mechanics

    Players can run, duck, jump, shoot (8 directions), boost jump (when he has his rocket pack), can temporarily tie-up enemies with his fibre-cord and has a wrist flame-thrower for close encounters.

    Players will have a certain number of hearts, for health, which are lost when hit by enemy attacks. Hearts can be restored by picking up med-packs. Players don't lose health for falling, unless off screen or into a hazard (acid/lava/spikes)

    Story (levels)

    Game starts with Boba waking up inside the Sarlaac stomach. Boba must find a way out. This level is fairly safe for the player to learn the controls, but there's still some passive dangers I.E acid pits, noxious gas, minimum threat monsters. Boba's weapon is found about half way through and his jet pack is barely functioning.

    The player then escapes into a dangerous cave system, filled with monsters, pit hazards, lava pools, falling rocks. Boba will have to defeat a large cave monster to finish.

    Next players must travel through the Tatooine desert until they reach Mos Eisley. The desert is filled with monsters, sand people and quick-sand.

    In Mos Eisley Boba learns that Jabba the Hutt is dead. Boba decides to hunt down Han Solo. The player must carry out some bounty jobs to earn credits to buy information on the rebels whereabouts. On the last bounty job the target is (unknown to Boba) an Imperial spy, which means Boba becomes an enemy of the Empire.

    Boba must then leave Mos Eisley without being killed by Imperial Stormtroopers. This section would end with a boss level – maybe an AT-ST.

    In the next level Boba has hijacked a speeder to escape but is pursued by Imperial speeder bikes. This will be a fast paced scrolling level where you can dodge/shoot enemy speeders - Boba crashes and is taken to an Imperial detention centre on the Death Star.

    Due to the guards being distracted, by the battle over Endor, Boba manages to escape. Boba then has to shoot his way through the Death Star and reach a hangar, to steal a ship, before the Death Star is destroyed.

    END

    Thanks for reading

    Stephen

  • Hi Sumyjkl

    I'm loving Tili so far. My platforming skills are needing sharpened for this beauty.

    Absolutely love the look of the game. The music is good too.

    The arrow/step mechanic is cool, but sometimes if the arrow is pointing too high the player falls through.

    Another thing I noticed is that if you fall off a cliff you "die" before you leave the screen. I think it would look better to allow the player

    to fall right out of sight.

    Keep up the good work.

  • Hi remib74, here's a few things which caught my eye:

    • I like the use of the rendered background, but I think it's a little overwhelming i.e. the player ship doesn't stand out from the background very well.
    • Maybe you could have an extra background layer with transparency and parallax to add some depth to the background.
    • The turrets axis is not centered properly.
    • The players bullets seem a bit slow.
    • The explosion sprite has a nasty edge.

    Looking forward to playing your next update.

  • lol, yeah I don't really understand that either but.....

  • Not really working on this:

    Mortal Wars (joking)

    Just learning how to use animations etc. So far..... the same animation plays for everything. I'll need to watch more tutorials.

  • Thanks Imhotep. I might do that. Is it a simple process??

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stevecameron

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