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my newest game in development (a cute platformer game +vid) feedback is appreciated :)

CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
edited November 2013 in Announce Your Game!
hey everyone for a while now iv been working on this project, along side some others. please watch the video below and tell me what you think, i am planning on releasing this game in January and also sorry the vid isn't the best quality.


this game storyline is basically;
the evil queen takes your princess away from you, you go through levels and levels to get your princess back dodging many enemies, jumping on there heads and shooting spells at them. (these spells are what you can buy in the shop for the coins you collect during the level)


Comments

  • SocksSocks London, UK.Posts: 12,822Member
    Looking pretty good so far :)>-

    I'd align all the righthand side buttons (the jump button is very slightly off), there also seems to be a resolution issue with the 'A' button.

    What would be cool is if the pink slug enemies went along the platform to the end then around the side and along the bottom in a constant cycle.
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    Wow that would be awesome that's something I'm defently going to add! Thanks @Socks
    And yes I'll have a look at the A button and the alliances.
  • mataruamatarua Auckland, New ZealandPosts: 854Member
    edited November 2013
    It's looking good but... those buttons, at the start - they are --- 'not it' 'too hard' when they should be 'that's it' 'too easy' if you know what I mean? So you need some nice friendly flat buttons that don't look like they are are from circa 1991 - realy nice cute 'flat' characters, 'flat' background, but then... 'bevelled bright red marbled outlined inlined highlighted with bevelled highlighted inset type' buttons.

    Bit of a mismatch there and just having some across the Tasman fun with ya ;)

    Hehehe :)>- hope you like my making fun post - nice to see more from Australasia doing good stuff :)
  • SocksSocks London, UK.Posts: 12,822Member

    Wow that would be awesome that's something I'm defently going to add! Thanks @Socks
    And yes I'll have a look at the A button and the alliances.

    The idea of the pink slug going around like that reminds me of a conveyer belt, maybe you could have one platform as a conveyer belt, you land on it and are immediately carried along towards the edge (and a certain death), so you have to walk just to keep your position.
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    @matarua thanks. I will change my main menu big red buttons to something like the actual game graphics.

  • SocksSocks London, UK.Posts: 12,822Member
    edited November 2013
    Also . . . . if the slug is directly below you on the underside of the platform and you jump up and down you can dislodge it so if falls off, might be a good way to kill them, especially if there is more than one slug on a platform and they are causing you problems.
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    @Socks ah yet another great idea. Thanks heaps, will add that in
  • mataruamatarua Auckland, New ZealandPosts: 854Member
    Manic Miner comes to mind - ah yeah.
    Socks said:

    Wow that would be awesome that's something I'm defently going to add! Thanks @Socks
    And yes I'll have a look at the A button and the alliances.

    The idea of the pink slug going around like that reminds me of a conveyer belt, maybe you could have one platform as a conveyer belt, you land on it and are immediately carried along towards the edge (and a certain death), so you have to walk just to keep your position.
  • SocksSocks London, UK.Posts: 12,822Member
    Salt !

    Salt is kryptonite to slugs, you need to get some salt in there somewhere, maybe that could be your in-app-purchase, buy salt to kill the slugs.

    :D
  • mataruamatarua Auckland, New ZealandPosts: 854Member

    @matarua thanks. I will change my main menu big red buttons to something like the actual game graphics.

    Totally - it's looking really nice - so keep it up - I let the fine tuning get to me a bit too much at times - but it must be done, but then, like drinking, it's knowing when to say when ;)
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    Aha! That's something I will add when I buy gamesalad pro which is soon hopefully!
    @Socks

    And yeh haha @matarua
  • SampleTestSampleTest Posts: 26Member
    TIPS AND TRICKS:

    lol destroy some object to avoid lags (constructor/distructors)

    Add collision on the top of the monster (an invisible line on the top)(add a rule - if player.x and player.y is on the top then monster/collide on the invisible top portion then, monster would be distroy and some jump animation by changing actor.x and actor.y position)


    FLAG: If player.x player.ycollides with the actor flag to go to the next level

    Nice sprites btw. im still looking for sprites on my projects
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    Hey thanks @SampleTest yh I am still adding in those features with head collisions and scene change. And which objects do I destroy to remove some lag? The only objects I can think of are boxes and enemies.
  • SocksSocks London, UK.Posts: 12,822Member
    edited November 2013
    @CodeMonster

    Aha! That's something I will add when I buy gamesalad pro which is soon hopefully!@matarua

    Lol ! Have all the kids buying vast quantities of salt on their parent's credit cards ! :)

    Here's a quick demo (attached) of the kind of conveyer-belt style path I was talking about (two interpolates for the straight bits and two circular interpolates for each end), obviously I've thrown a bunch of 'links' on there, but you'd basically only need one, which would be the slug.
  • SocksSocks London, UK.Posts: 12,822Member
    . . . . here's just the single object path . . .

  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    edited November 2013
    Hey thanks heaps @Socks for those templates and all the help so far I am going to download them and continue on my project once I'm home after ice hockey. And haha yeh hopfuly the salt in app purchase works well :D
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    @Socks unfortunately when i open your project file, i cant open any actors/there names and rules are missing and when i click play, well i cant click play, thats not there either :( so im just really hoping they fix this soon because im making my whole game on a pc and im going to convert it to mac to publish so it will be a great disappointment if i cant publish my game! :(
  • FallingBoxStudiosFallingBoxStudios Freelance Graphic Designer Posts: 822Member
    @CodeMonster Game is looking brilliant so far ;) good luck with it :D
  • SocksSocks London, UK.Posts: 12,822Member

    @Socks unfortunately when i open your project file, i cant open any actors/there names and rules are missing and when i click play, well i cant click play, thats not there either :( so im just really hoping they fix this soon because im making my whole game on a pc and im going to convert it to mac to publish so it will be a great disappointment if i cant publish my game! :(

    Oh well ! Here's a screen capture . . .

    image

    I could take a screen shot of the rules if you want ?
  • Thunder_ChildThunder_Child Posts: 2,343Member
    I think it looks very nice...I love the cartoony look to it...and actually is insightful for me...I also am new to GS...my apps are very arcade looking...this looks top notch...good luck on January launch
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    edited November 2013
    Hey @Socks yes please that would be great. I tried for a very long time trying to do that with the slimes haha. It would be great if I could get a screen shot of the rules.

    And thanks guys @ictc @RockitGames
  • SocksSocks London, UK.Posts: 12,822Member

    Hey @Socks yes please that would be great. I tried for a very long time trying to do that with the slimes haha. It would be great if I could get a screen shot of the rules.


    @ CodeMonster

    Hey @Socks yes please that would be great. I tried for a very long time trying to do that with the slimes haha. It would be great if I could get a screen shot of the rules.

    And thanks guys @ictc @RockitGames

    Overview: 4 basic rules:

    one to move across the top left to right
    one to rotate around the righthand side
    one to go along the bottom right to left
    one to rotate around the lefthand side

    And in between each rule there is a switch that basically checks whether the previous rule has been completed.

    image

    . . . . . . . . . . .

    The rules in full:

    image
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    Hey thanks heaps @Socks well atm I'm at school so I can't do anything atm. But my guess is you have created self attributes? If so what are those attributes so I May be able to create them and apply this code when I'm at home

    But yeh thanks heaps for the screenshots :)
  • SocksSocks London, UK.Posts: 12,822Member
    edited November 2013

    Hey thanks heaps @Socks well atm I'm at school so I can't do anything atm. But my guess is you have created self attributes? If so what are those attributes so I May be able to create them and apply this code when I'm at home

    But yeh thanks heaps for the screenshots :)

    Whoops! Yeah, forgot to mention the attributes !!!

    A real attribute called 'Angle 1'.
    Set its default state to 90

    Four boolean attributes called A, B, C and D
    Set A's default state to true (tick the box) and the rest to false.


    image
  • SocksSocks London, UK.Posts: 12,822Member
    @Codemonster another idea, undulating / wobbly platforms . . . . (code in Spare Code thread).


    image
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    That's so cool @Socks ;) after dance I'm going to add to add the slime moving around the platforms

    And later on when I get around to making world one level 5 I will add those wavey platforms
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    Ah but then again I most likely won't be able to open the project because it was converted So it might be like your other project not being able to open on windows :/
  • FajlajpFajlajp Posts: 666Member
    Tip. Change the buttons on the menu to the same style as jump,walk etc. Or at least have cartoonish buttons so it interacts with the background.
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    edited December 2013
    Features added:
    1) skip level display thing
    2) inventory
    3) power ups. Become very small. Higher jumping. And run faster
    4) store power ups in your inventory
    5)level select/world select
    6)custom loading screens and load complete screens
    7)flash when you lose a life.
    8) instant reset a scene
    9) cut scenes before levels
    10)made it have less load times.
    11) added abity to shoot fireballs/ice bursts
    12)made each character have different abilities and buttons
    13)salt for slimes almost added!
    14) added Falling platforms
    15) fixed up enemies
    And more!
    Still adding more features/tweaks.

    Any more advice/help is great. Thanks all so far
  • CodeMonsterCodeMonster ACT, AustraliaPosts: 1,078Member
    features added:
    1)more levels have been added
    2)put a cool effect in the cut scene
    3)working on more cut scenes
    4)shop fully functional
    5)lots of sound effects and awesome new addictive music
    6)many more tweaks and bug fixes!

    *i have added alot more little features aswell but they are for you to find out if you decide to play the game once its finnaly released ;)

    almost added:
    1)iphone 5 support is taking a while but is working very well, everything is moved around to fit with the iphone 5 aswell as 4
    2)money curreny with custom font not working properly so im trying to fix it

    *app release has been delayed till late January/early feburary
    *app will have 20 levels, 1 world on first release with constant updates
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