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Nothing much has changed, but i wouldn't say its coming out this winter. If i make a release date, that'ld make me want to rush it to get it out on time. Plus it would make it more of a suprise when it comes out.
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You've definitely got some artistic talent there man. ^^ The gameplay looks great too...
Mod Edit: Removed Spam
Last edited by Kstar08 (2011-09-29 17:10:58)
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Hate to break it to you, but that was a spammer copy/pasting Jinroh from the first page of your topic. 
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lol
Last edited by JamesLeonardo (2011-09-30 09:32:05)
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Woah, I thought I replied to this topic. I have a small bit of criticism (I think its constructive, but I'll leave that for you to decide ^^)
When the player is in the air, there only appears to be one image. You should make it so when she's moving down, her hair goes up, and when she's moving up, her hair goes down. Also some slight movement in the hair (from wind) and arms will make her look less robot-y (I think, it may also make her look like someone with Restless Arm Syndrome XD).
Alot of places have the same tile repeated over and over. While there isn't anything too bad with that, making some variations of the tile and using those will make them really stand out, and make the player wonder how much work the artist must've put into it, to have multiple tiles for the same thing! I also found the repetitive trees a tad annoying, so some variation in them would be awesome 
Some parts seem to be drawn worse then other parts, I'm guessing they were older and when you weren't as good as you are now, so you may just want to rego over those. IMO, the dirt is too dark in some places, it looks more like void then dirt XD Another tip for the dirt one is to make them more tilable, there's kinda these black areas between them.
Also, a final one, this is just from what I've seen, is the players motion seems a bit sharp. The moment you press left she seems to start moving at her full speed. There should be a small bit of time while she's still building up the speed. And then there could also be like a 'jog' button, which she'd also build up momentum for (If 'jogging' would break the game (E.G. she could easily outrun an enemy or something) then don't do it). When when you release, she'd slow down. Not a really long speedup/slowdown, just maybe 1/3 of a second. And that amount would increase alot when underwater (Maybe a whole to two seconds?)
Even though that may seem like alot of criticism, I actually quite like this. I can't really comment on the coding (Videos don't show enough) much, however, the graphics look awesome (They'd look epic with just a few fixes
) Also, if you made the music, congrats, because its awesome too ^^
Last edited by mattt360 (2011-09-30 15:59:16)
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Why thanks kur.
(Its an honor sir
)
--
Oh hi Mattt! I didn't see you there!
I understand about how there should be a lil momentum when moving, that shouldn't be too hard to code.
Same goes for hair falling stuff.
Tiles, not a problem to edit. And there have been some drastic changes since these videos. But theres some areas I intend on changing!
The music is by DST, a guy known for cool game coding and stuff on Game Editor forums. All his music is free and can be found here: http://www.nosoapradio.us/
Other tracks I found on Mod Archive, I may need to negociate using them other wise Ill swap them for DST's stuff.
I hope to have a new video out soon! ^^
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--Update for Mattt--
Tiles Fix
And there is some more changes like less trees and much more detailed areas, but i'll leave that till the new video! Plus the screen above looks different from the current version!
Jumping animation
While falling her hair moves to.
Im yet to make it so she starts walking when you press the key. Won't be long though!
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Thats... Beautiful
Can't wait to see it finished!
Also, something no-ones asked yet:
What do you plan on releasing this for? Amiga? Windows only? Linux, Max and Windows? Android?
Also, how are you making the game (Coding wise)? C++? Java? OpenGL? XNA?
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C++ Coding on Game Editor, and for Windows.
If I could test them on a Mac and Linux, I'd release it to those platforms to.
I imagined later porting to iPhone and Android to (Since the screen res. fits for iPhone!).
I don't know how I would be able to make a game on the Amiga, but it would be neat to see a new Amiga game!
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I know this is double posting, But I just wanted to inform I plan on having a demo released 20/12/11!
2 Stages!
EverGreen Gully & Diamond Alps!
These are the first two and most interesting levels! There rest will be locked for the demo!
I hope not to dissapoint!
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Woah, I like that 3D shot at the end. Too bad you couldn't get a demo out today (11/11/11).
Looking good. Just my opinion, but the leaves in the bottom left of the first shot look kinda flat.
Also, the dark green blurry lump in the top left looks like it should be infront of the mountain, not behind it. Or just not there at all, as it looks slightly out of place.
And in the bottom shot, the ground's repetition looks bad at a distance. It feels like there should be some rocky mountains with snowy peaks off in the distance, too.
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Understandable. I wasn't thinking of keeping two or so layers of the background anyway, and i plan of having more vaired layers in the snow stage.
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I have returned. AXRIA is finally available... as a demo.
Download: AXRIA.webs.com/download (Handbags not included)
Well i know this place is kinda empty now, but hope atleast one person plays it 
Working box art...
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40 Frames per second.
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I was testing the fps once, and found that running the game at 60 fps would on average constantly drop to around 40, plus the animations were obviously slower. Since in my perspective it seemed smoother at 40 (than 30), i stuck to 40. 
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It seemed fine on the ones i had tested at college & home, exept on the really slow 'family' computer.
Can i ask how well does it run on your PC?
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Alright, managed to have a quick go, I think it's safe to say that the frame rate should be set back up to 60FPS. This should make those awesome visuals animate a lot more slicker and it will also make the game play "appear" a lot quicker. Also, is there a reason why this game is forced to be played in full screen? Trying to see how much CPU Usage it uses and it's next to none on my 2.2GHz Dual Core. So it should be fine on single-core machines too when it's set to Windowed mode.
I personally think that because the game itself is designed to be played at such a small resolution (Really gone for the retro feel, I see!) then windowed mode would be better suited. Especially if you look at these statistics:
http://www.w3schools.com/browsers/browsers_display.asp
As of the start of this year 0% of users were running at 800x600 or below monitor resolution, the other category is probably Netbook users who have a 1024x600 display. So Windowed mode would be much better than forced full screen.
Anyway that's the only issues I've come across. I'm not too sure if the program you've used to create this game can allow you to use external data but splitting your music in a separate folder instead of compiling it all into one executable would give you a performance boost when starting the application.
Can't wait to see how this developers and I hope my feedback is useful and constructive!!
...Now I best get back to revision...
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the backgorund dsitracts me, i don't like playing in a window
so why not regular fullscreen? i mean more resolutions
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