Dizko said: Looking great man, definitely can see the Meatboy influence in it.
hey thank Dizko , glad to hear that i'm now trying to make a general rule for the boss fights(also super meatboy style) , and a better camera controles with more visibility , but at the same time i want to keep the game running fast , for now its 60 fps not sure it will stay that way after implementing the musics and sounds .
Solid is really the best way to describe the controls. Very well done. I like the animations and the little smoke puffs when he stops. The coolest thing though has to be the wall jumping. I wouldn't even know how to go about that in GS.
If you want a super meat boy feel - create tiled platforms which animates on collision with drooping cheese or something like that and also when he hits the blades the blades become stained - ive made this type of graphic before so if you need help feel free to ask. other than that controls look brilliant. Cheers TheBoss_123
RodrigoPerez said: Solid is really the best way to describe the controls. Very well done. I like the animations and the little smoke puffs when he stops. The coolest thing though has to be the wall jumping. I wouldn't even know how to go about that in GS.
thank youu!! for the wall jumping it's really not that hard , you just need to make a collidable actor with a different tag (let's say "wall")and then make a collision check with that actor and trigger with a button a different jump behaviour in the opposit direction of the wall. if you need help in it just let me know . anyways when i will finish the game i will put the template for sale with a Pay What You Want Model .
TheBoss_123 said: If you want a super meat boy feel - create tiled platforms which animates on collision with drooping cheese or something like that and also when he hits the blades the blades become stained - ive made this type of graphic before so if you need help feel free to ask. other than that controls look brilliant. Cheers TheBoss_123
i tried to do that but it harms so much the performance , so i skipped it until the end when everything is implemented(music , all graphics, sounds) and then if i still get some performance buffer i will definetly do it . and probably contact you before
MagoNicolas said: Dude, This game looks great! Well Done.
thank you , you know you e-pig games made me wanna use gamesalad looking forward for the next one , i love the new trailer epic.
I like almost everything about this project (minor concern about slight spongebobbieness not getting cheeseman his full recognition). Good luck and love it.
and second how long have you been working on this?
i also want to say that your artwork is awesome. did you do it or pay for it?
thank you for your comment i've been using game salade since 27 june 2011 , and since then i was working on my game , i was first using cocos2D which is really great and fast,my original work is game programmer , but the thing is i have no time to programme for a long time at home , so when i found gamesalad i jumped into it . for the artwork i did it myself animations are flash , the tiles and backgrounds are in photoshop , unfortunately i have no drawing tablet , anyways i'm very bad in illustrations
old_kipper said: I like almost everything about this project (minor concern about slight spongebobbieness not getting cheeseman his full recognition). Good luck and love it.
Kipper
hey kipper thanks , i think also that the cheese man needs to be more obvious , i will find a way .
BackUpAndDown said: The Movement and controls look amazing and extremely polished. I'm sure if you made a tutorial video it would be very helpful to the community.
Keep up the good work.
Hey BackUpAndDown i will be doing some video tutorials for the community , i will start doing that after finishing the game mid September cuz i have really no time now since i'm working during the day and making my game at night , but it's a propmise i will do it , and also i will make a template and put it on sale with a "Pay what you want" model so you will be able to get it for 1 buck if you want .
Honestly, that's very impressive! Sincere congrats!
I noticed in the second level you showed, that you had to get the collectable item again after dying. Why not consider *not* doing that. If you've collected the item, and then die, the item *stays* collected.
It would make the game less 'laborious' (not that it *is* laborious, but having to collect something you've already collected can get tiresome in games!
Looks awesome though - a definite purchase from me
quantumsheep said: Honestly, that's very impressive! Sincere congrats!
I noticed in the second level you showed, that you had to get the collectable item again after dying. Why not consider *not* doing that. If you've collected the item, and then die, the item *stays* collected.
It would make the game less 'laborious' (not that it *is* laborious, but having to collect something you've already collected can get tiresome in games!
Looks awesome though - a definite purchase from me
QS
thanks QS you are for sure right , i was debating with myself if i should make the collectibles independent from finishing the level or not , but many people told me that it's frustrating to collect them once more after dying , especially since the levels are getting harder and harder
hich4m said: thanks QS you are for sure right , i was debating with myself if i should make the collectibles independent from finishing the level or not , but many people told me that it's frustrating to collect them once more after dying , especially since the levels are getting harder and harder
Hich
The other thing to bear in mind also, is that if you use the collectables as an unlock thingy, then people may just keep playing the first level to rack up those points and unlock everything :O
So yeah, I'd personally recommend them being independent of level completion
quantumsheep said: The other thing to bear in mind also, is that if you use the collectables as an unlock thingy, then people may just keep playing the first level to rack up those points and unlock everything :O
every collectible is level dependant , it's only counted the first time when you collect it , so to get more collectables you need to go to other levels (y)
i just hope it will increase the replayability of the game , there is a star system also .
Comments
Did you use the utopian games platform template?
and nope i didn't used any template , done everything
and the graphics looks very impressive , well done !
Roy.
i spend so much time for tweaking the controls and the movement, it's not as perfect as super meat boy, but i'm still polishing
i just hope that it will find success in appstore
i'm now trying to make a general rule for the boss fights(also super meatboy style) , and a better camera controles with more visibility , but at the same time i want to keep the game running fast , for now its 60 fps not sure it will stay that way after implementing the musics and sounds .
_______________________________________________________________________
Look at my new game Bouncing Birds! on iTunes
Here’s Gameplay Video of Bouncing Birds!
Cheers
TheBoss_123
for the wall jumping it's really not that hard , you just need to make a collidable actor with a different tag (let's say "wall")and then make a collision check with that actor and trigger with a button a different jump behaviour in the opposit direction of the wall. if you need help in it just let me know . anyways when i will finish the game i will put the template for sale with a Pay What You Want Model . i tried to do that but it harms so much the performance , so i skipped it until the end when everything is implemented(music , all graphics, sounds) and then if i still get some performance buffer i will definetly do it . and probably contact you before thank you , you know you e-pig games made me wanna use gamesalad looking forward for the next one , i love the new trailer epic.
first how long have you been using gamesalad?
and second how long have you been working on this?
i also want to say that your artwork is awesome. did you do it or pay for it?
Kipper
Keep up the good work.
i've been using game salade since 27 june 2011 , and since then i was working on my game , i was first using cocos2D which is really great and fast,my original work is game programmer , but the thing is i have no time to programme for a long time at home , so when i found gamesalad i jumped into it .
for the artwork i did it myself animations are flash , the tiles and backgrounds are in photoshop , unfortunately i have no drawing tablet , anyways i'm very bad in illustrations hey kipper thanks , i think also that the cheese man needs to be more obvious , i will find a way . Hey BackUpAndDown
i will be doing some video tutorials for the community , i will start doing that after finishing the game mid September cuz i have really no time now since i'm working during the day and making my game at night , but it's a propmise i will do it , and also i will make a template and put it on sale with a "Pay what you want" model so you will be able to get it for 1 buck if you want .
http://www.facebook.com/pages/CheeseMan/218324278205281
I noticed in the second level you showed, that you had to get the collectable item again after dying. Why not consider *not* doing that. If you've collected the item, and then die, the item *stays* collected.
It would make the game less 'laborious' (not that it *is* laborious, but having to collect something you've already collected can get tiresome in games!
Looks awesome though - a definite purchase from me
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
you are for sure right , i was debating with myself if i should make the collectibles independent from finishing the level or not , but many people told me that it's frustrating to collect them once more after dying , especially since the levels are getting harder and harder
Hich
- Alex
So yeah, I'd personally recommend them being independent of level completion
Very much looking forward to its release!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
actually i don't give you enough credit...its pretty hard to implement everything on your own so you've done really well.
i just hope it will increase the replayability of the game , there is a star system also .
really love this community