Just putting this here for now.
Needs a little more polish, including some more sfx here and there.
Momentum beginning to fade though. Not really sure where I'm going any more.
Any feedback welcome. I've a few hundred tokens left to play with IIRC.
Controls should be easy to work out, except ⬇ (down) which will throw grenades (unlimited right now).
Edit 1: Used existing sfx where there were previously none in place. Could do with some slight variations for hits and explosions.
Edit 2: Added slight delay to secondary damage giving a chain reaction effect.
Edit 3: Increased smoke when crates and barrels explode.
@StinkerB06 The difficulty should ramp up linearly.
What was it that you didn't like? Too many exploding barrels or were the enemies too hard?
I'm actually just quite pleased that you persisted that far. :)
EDIT: Perhaps the player's maximum health should increase before then, or the medkit pick-ups should increase in frequency.
So make the yellow guys start to appear on level 10, NOT level 6.
OK, thanks!
Yeah the different grunts (I think there's 5 or 6 types with subtle differences) could possibly do with tweaking. The guys with yellow helmets, as you are no doubt aware, shoot explosive bullets.
There are 4-6 attributes that can be adapted per enemy, like how likely they are to shoot, what they shoot, whether they can jump, etc.
Not bad at all! Somehow could be a companion game (cave?) to Nuklear Klone :)
Couple of comments:
- I like your coding style.
- true games are in 60fps :)
- jump particle effect is overdone! I had expected my jump to be able to blast stuff (it can't)
- too easy to zip until level 6/7 by simply staying on ground while auto-firing :/
- it is impossible to dodge bullets (cause platforms). Yellow dude feels overpowerd (faster than me)
@freds72 Thank you!
The jump (from high) effect is a bit over the top - my wife said the same thing. I was toying with the fact that a high fall could damage enemies. I need to either reduce the effect or make it cause damage.
OK, definitely sounds like I need to tweak my level progression from feedback so far. I must admit I hadn't spent much time tweaking/testing it.
Dodging bullets: I did wonder about a shield ability, maybe by pressing up. It's a good point that you can't dodge if you have a roof above. Needs consideration.
Thanks again. :)
Edit: I had thought a little about players just staying on the ground. There needs to be some mechanic to encourage them to climb. Maybe jump damage would do that. At the moment there is no score; if I did add a score perhaps there should be special items to shoot that would get you more points. The medkits will encourage climbing but that's probably not enough.
Hmm.. I see I am posting from two different accounts.
There is nothing nefarious about this: I ended up having to create a second to attach my purchase to an account (Or at least that was the conclusion I came to).
Does this game take place on Jupiter ? Every time he jumps he crashes down very quickly and heavily BOOM !
Every step he takes or when he shoots the gun he's bleeding hard radiation (random sparks constantly).
Might also use BTN() instead of BTNP() for both jumping and shooting.
@dw817 I'm not using BTNP() AFAIK, I'm using my own code to restrict both actions accordingly.
Shooting has a counter that counts down every shot before the button can be checked again. You can still hold down fire, it just won't shoot every frame.
Jumping is also not so simple: I've implemented both cayote time and pre-jump to try to make it feel nicer. Guess I failed. XD
You can't hold down jump to just keep jumping (intended) but the pre-jump check will mean that you can hit it around the time you're about to hit the ground and you should jump again immediately.
EDIT: It is set on Jupiter and it's very dusty on Jupiter.
Here's the code for shooting. The code for jumping is way more complex and not worth getting into. This is pretty self contained so hopefully you can see my intention.
-- fire if btn(pad.btn2) and self.shoot==0 then bullet:create( self.x+(face==dir.left and 0 or 8), self.y+5, face, self.weapon.bullet_type ) shells:create( self.x+(face==dir.left and 2 or 4), self.y+4, 1, {col=9} ) self.shoot=self.weapon.rate sfx(self.weapon.sfx) end if self.shoot>0 then self.shoot-=1 end |
Well if it =IS= Jupiter then this game is quite original ! The Jovian gravity is just about perfect.
Jumping shouldn't be that difficult. Let me see ... Don't want to hijack your thread. Think I'll post a cart to demonstrating at least one correct way to do this.
I was going to call it run.jump.die.on.jupiter but unfortunately a high token count forced me to reconsider.
I've yet to work out exactly what your issue is with the jump. You obviously can jump because you're complaining about the gravity. Your suggestion of using btn() suggests that you want to be able to hold down jump, and have the player jump again when you hit the ground. I've stated that this doesn't happen by intention. If you time your press right you can jump as soon as you hit the ground with a second press (demonstrated below).
I very much look forward to seeing what a "correct" jump is.
OK. I think I'm happy being incorrect to be honest.
I have no major issue with your implementation, I just find mine more enjoyable and dynamic, which is completely what I'm after. I agree that gravity feels high, but that choice was made to let the player quickly move from one level to another (see screenshot). I'm not after Earth-realistic settings (I get enough of that in real life) and would point out that he also jumps about five times his own height and fights giant spiders.
I will concede that it's by no means perfect, but it's as close to what I want for this game as I got.
Of course the majority - like you - may disagree. :)
EDIT: Is it worth pointing out that Super Mario Bros does not let you hold down A to jump continuously, and also uses a pre-jump mechanic to help the player jump a second time?
To anyone who is interested in this discussion, I found this article (or it may have been a similar one) useful. When I use the term "pre-jump" above I mean "Jump Input Buffering" discussed here.
https://www.gamasutra.com/blogs/LisaBrown/20171005/307063/GameMaker_Platformer_Jumping_Tips.php
The video below also discusses these topics.
I'm not a fan of 'hold jump' to auto jump next time your feet touch the ground. This seems very PC/repeated-key bug to me rather than intentional operation.
@hseiken Agreed. It just looks so wrong and also I think it can lead to "overbounce" - if the player hits a roof before they release the button for example.
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