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I have made another flash game - Printable Version +- The VG Resource (https://archive.vg-resource.com) +-- Forum: Archive (https://archive.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://archive.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://archive.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://archive.vg-resource.com/forum-22.html) +----- Thread: I have made another flash game (/thread-24797.html) |
I have made another flash game - Runouw - 04-10-2014 Hello, I've been working on this flash game on and off for a few years. It's a magic themed platformer game in which the protagonist has a special ability to morph blocks of ground into or out of existence. I also have a feature-packed level designer which I am trying to build to go with the game. With the level designer, what I am really trying to do with this game is make a spiritual successor to the level designer in my old game, Super Mario 63. ![]() ![]() ![]() ![]() ![]() ![]() ![]() I have it out as a pre-release on my website here: http://www.runouw.com/games/lastlegacy_nullspace_rc1/ I'm trying everything that I can to make this game as great as possible. I think I am getting really close to calling it done. But first I want to see what other people think about it. RE: I have made another flash game - E-Man - 04-10-2014 Well, I find it a bit of an honor to more or less be in the presence of the creator of a relatively respected Mario fan game. Anyway, to comment on your game, I say what you have is pretty cool. My only two concerns are that the background elements look almost too similar to Mario ones and I think that you could do better than just a medieval fantasy setting. While there is nothing wrong with the latter concern, all I'm saying is that it has been done nearly to death and maybe you can rack your brain to think of something even more interesting. RE: I have made another flash game - TheShyGuy - 04-10-2014 I only played the first Dimension so far. I wrote down whatever came to mind as I played. Quote:slow the camera movement more because it's too hectic. The game is alright, but there's nothing immersive about it yet. It felt like I was "just playing a level", ykno? Runouw Wrote:In the storyline, the main character travels through a series of levels that challenge the player's combat, platforming, and puzzle solving abilities.Soo I'm guessing the game isn't really story driven and I'm experiencing what you want me to experience (challenging levels)? RE: I have made another flash game - Runouw - 04-11-2014 Thanks for the comments so far. I'll focus a lot more on the camera now since I've been really lazy about figuring out how it should work. I'll also consider the other suggestions. (04-10-2014, 08:50 PM)TheShyGuy Wrote: Also, the player rotates on a slope when running or sliding, but not when idle, or standing attacks.This was intentional. I decided to do this after studying how Kirby games and Smash Bros handle slopes. (04-10-2014, 08:50 PM)TheShyGuy Wrote: The game is alright, but there's nothing immersive about it yet. It felt like I was "just playing a level", ykno?Is there any way I can make the game more immersive? RE: I have made another flash game - TheShyGuy - 04-16-2014 Sorry for not replying quicker. I wrote an essay about immersion a year or so ago for Psychology. Quote:To summarize, immersion depends on the richness and consistency of a chosen media. It also depends on the individual and their mood- some just want to believe.[spoiler] Quote:Psychology of Immersion[/spoiler] _______________ *I didn't mean to post right now. I wanted to actually give feedback on the game too and not just post my essay =/. I'm playing atm and will edit this when I'm done. Here it is raw and non-editted because it seemed like a bit and scared me =/ sorry. If you want to make the game more immersive through story, welp I dunno how to help do that. However for gameplay, just make sure things are filled with sfx and visual cues/effects. The menu is a good counter example of this. There are no sound effects at all. Thus it feels unfinished and empty. [spoiler] Dimension 2: The background clouds don't move at all. It would help if they scrolled subtlely independent of the camera. A better cloud background without an outline would help too. There's no sfx for light landing.-breaks consistency. - The landing roll is nice and helps the richness. - You can move as soon as you "Heavy" land. How about experimenting and momentarily disable movement for a few frames? --that should complement the idea that you landed 'Heavy". That "Well, here's some smooth jazz until you decide" message doesn't help at all. -Theres no death sound when falling off stage Ghost enemies are terrible. They don't give off any intention of actually being dangerous. The way they move towards the player also doesn't make it seem dangerous at all. They're "attack" is simply touching me. I knew it was an enemy, but theres nothing that sells it as one. A ghost is literally just moving in circles around me. -it might help to fade in "battle" music when enemies come near? However, that might not work out if enemies are generally around in a small game. The player can hold a pretty large and long Halberd with one hand? How about making 2 handed weapon animations? If you can't, then how about limiting weapons to look like they're able to be held with one hand? The change to delta mode is pretty good. The background music volume decreases. The ambient delta mode sound comes up. Background fades. When you place blocks, theres visual effects + sfx. Pretty good. oo I just noticed that animations don't stop, they slow done.-Nice. Maybe add in alternative sound effects. For example, the sword slash is quickly getting tiring and repetitive. You might have a memory leak? The game began running really slow. It might just be my computer tho. This was during the first segment of the 2nd dimension. No enemies, just me and some tiles. I did place tiles and died a few times previously tho. When I restarted, the game ran fine again. I noticed that there are no sound effects at all for menus which gives off an empty unfinished feeling. For the inventory, it might help if there was a sfx tied with hovering your mouse over items. Yeap, delta mode starts to noticebly slow down after placing tiles. You might have a memory leak or something. I dunno how it works internally, but you can try to cache instances of delta mode tiles. *Note* make sure actions and triggers have more depth to them than just the action result. -Add sfxs and visual effects to add more depth to them or something It might be a bug, but you can ledge grab onto contingent blocks if they are different (grass/metal? blocks) [/spoiler] |