Merlin Platformer
How good will this game turn out? (No ending time set) |
1 - Horrable, stop now |
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10% |
[ 1 ] |
2 - Probly won't be good |
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0% |
[ 0 ] |
3 - Might have a chance... with lots of work |
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40% |
[ 4 ] |
4 - Will still need work |
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50% |
[ 5 ] |
5 - Excellent, keep up the good work |
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0% |
[ 0 ] |
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Total Votes : 10 |
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Author |
Message |
iker
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Posted: Sun Jan 15, 2006 8:51 pm Post subject: Merlin Platformer |
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Here is a demo version of an uncomplete game. Was wondering if anyone wanted to help me with sprites and/or level design. Also was just wondering if anyone liked the game aswell (as in tell me what you do or don't like about it)
Controls
Arrows : move
Z : fire attack
X : lightning attack
ENTER : jump
Current abilities
[1]Collision detection (against walls, enemies)
[2]Attack (but not kill) enemies.. when the attack hits the enemy, it registers as a hit, reduses enemies health, but does not kill them
[3]Move to next level (go to top right of screen).. but only two second part of the first level
[4]Your own death (game will close when hp is done)
[5]A secret debug mode (try diff 2 button combinations to find it... ooh, secret)
Wanted abilities/updates to come
[1]Leveling up system
[2]SPRITES that look good (I used paint for those ones)
[3]More levels and types of levels (i think 10 in total<- not guarentied(spelling?))
[4]Boss levels (the skeliton guy is supposed to be a boss, i just put him randomly in there so you could see him)
[5]More enemy types
[6]Music (i have the music that I want selected, but the files are too big and when i decrease the size any more, the quality just completely sucks)
Description: |
Don't have winrar?
http://www.download.com/3000-2250-10007677.html
download it :) |
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Download |
Filename: |
merl.rar |
Filesize: |
276.81 KB |
Downloaded: |
195 Time(s) |
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Sponsor Sponsor
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Delos
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Posted: Mon Jan 16, 2006 7:31 pm Post subject: (No subject) |
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Hmm...
code: |
setscreen ("graphics;nobuttonbar")
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Your transitions are buggy from one screen to the next. Looks like you're using Pic.Merge or Pic.UnderMerge and some areas are left transparent.
Movement is *very* slow.
I'm not sure if I like the idea of using whatdotcolour for your collision detection, but since you're in a free roaming environment, perhaps it's best not to complicate matters too much using maths instead. You could, of course, create an engine based on objects, areas, coords, and the like - but that might be a little beyond the scope of what you're look for.
Good job otherwise. The first working platformer in quite a while (but them I'm not really in a position to be saying for sure - since I've been away for most of that time).
If you drew all of that in paint - good stuff. Quite a bit of realistic detail. As far as paint can take it, at the very least.
+bits for the effort. Still a ways to go on improvement though. Keep at it, it looks promising.
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MysticVegeta
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Posted: Tue Jan 17, 2006 3:19 pm Post subject: (No subject) |
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I couldnt even kill the first monster
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Delos
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Posted: Tue Jan 17, 2006 3:27 pm Post subject: (No subject) |
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MysticVegeta wrote: I couldnt even kill the first monster
iker wrote:
[2]Attack (but not kill) enemies.. when the attack hits the enemy, it registers as a hit, reduses enemies health, but does not kill them
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blindy
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Posted: Sat Jan 28, 2006 10:24 am Post subject: (No subject) |
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if ur still working on it i have a file for a level up system. just need to edit it to the way you want and it goes up to level 100.
Description: |
Level up system set up with if statments. Just basically have and enemy give you experience and then run the .t file to check if you leveled up |
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Download |
Filename: |
experiencesetup.t |
Filesize: |
7.72 KB |
Downloaded: |
173 Time(s) |
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