Platformer

Started by Vincent, Sat 10/08/2024 10:18:22

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Vincent

I have been working on this in my latest spare time, what you guys think?

AndreasBlack

 8-0 This is the kind of stuff i wished was available for sourcecode in AGS so one could learn how to do other styles of 2d games in AGS. I dabbled a little with a Streets of Rage rip off kind of a game some years ago, but since my coding is basic at best it didn't go anywhere. Great stuff Vincent!  :) 

Keep it up! (nod)

Crimson Wizard

Quote from: AndreasBlack on Sat 10/08/2024 12:14:22This is the kind of stuff i wished was available for sourcecode in AGS

There's a "Art of Dying" available with the source code:
http://gamejolt.com/games/the-art-of-dying/21047
Much simpler one room platformer:
https://github.com/VacaRoxa/dogfromhell
Taken from the list of opensourced AGS games:
https://www.adventuregamestudio.co.uk/forums/advanced-technical-forum/a-sticky-list-with-open-source-ags-games/

AndreasBlack

Quote from: Crimson Wizard on Sat 10/08/2024 12:36:43There's a "Art of Dying" available with the source code:
http://gamejolt.com/games/the-art-of-dying/21047
Much simpler one room platformer:
https://github.com/VacaRoxa/dogfromhell
Taken from the list of opensourced AGS games:
https://www.adventuregamestudio.co.uk/forums/advanced-technical-forum/a-sticky-list-with-open-source-ags-games/

Art of Dying would be a fantastic tool to learn from BUT it doesn't work with the later AGS versions. :~(

Crimson Wizard

#4
Quote from: AndreasBlack on Sat 10/08/2024 12:40:24Art of Dying would be a fantastic tool to learn from BUT it doesn't work with the later AGS versions. :~(

Which one? It must work in 3.6.1; perhaps turning backwards compatibility options in General Settings is required.
https://adventuregamestudio.github.io/ags-manual/GeneralSettings.html#backwards-compatibility
I mentioned this many times on these forums: 3.* versions are fully backward compatible and support importing and running games down to AGS v2.5.

EDIT: I just quickly tried it, and the only problem found is that it declares a "Camera" struct in script. This may be solved either by renaming this struct to something else (throughout the code), or setting "Script API version" to < 3.5.0 (this is where AGS introduced its own Camera).

EDIT2: anyway, this all is a wrong place to post this. I will stop here.

eri0o

Looking good @Vincent ! You can play with the camera for zooms if the flying thing is meant to be a partner, like hacking some algorithm that tries to keep both at the screen by zooming out and in the camera. I like you are already using juiceness with screenshake. Maybe getting hit shakes q bit too?

I think with tween you can flash tint for getting hit too - or blinking the transparency if going totally old-school. Maybe getting some bump back too.

Great work!

Overlays can


Vincent

@AndreasBlack Thank you so much I appreciate your kind words. 😊 Art of Dying is definitely the proper way if you want to learn about making a platform game in general, it helped me a lot to understand the basic.

@eri0o thank you I appreciate you like it😊Yeah the flying thing was meant to be some sort of partner, the camera zoom is such a great idea, i'd love to implement something like this. Also regarding the tween tint I was doing something like this lately, when you stand next to him, you'll get tint in red like he's scanning you. But it can be done also when you get hit of course. Thanks, I really appreciate all the input😊

lorenzo

#7
I think it looks already pretty awesome! The animations are smooth, and the platforming looks good with several movement options, it has already the basis for a fun game. It's hard to tell how responsive movement is without playing the game, but it seems to work very well in the video.

The combat, however, doesn't seem to have much impact. There's no response when the player gets hit (no flashing of the sprite, no getting knocked back, etc), nor when the player hits the enemy. You need to add more "punch" to the combat so that it feels impactful. Otherwise the player could not even realise he's getting hit.

Also, you need to add some sort of effect / sound effect to actions like picking up the keycard, the player might miss it otherwise.

Design-wise, I think that the stairs at 1:46 should be visible when the player jumps on the platform, otherwise he won't be able to understand the puzzle (i.e. there's a machine, but what does it do?). Alternatively, you could have something (cables that go up, etc) that makes the player want to look up, and shows the connection between the machine and the stairs.

Other than that, it's really promising!

Vincent

#8
@lorenzo Thanks, you are always so kind!! ❤️ And I am really glad to hear all your input which it's all this thread about. Definitely I have to work out more about the combat system and add a flashing for both character and enemies when they get hit, its indeed not much clear as it is right now. Also adding a sound when you collect items is a good idea. Regarding the design of the stairs, I wanted to have some sort of cutscene which the camera move up to show the stairs to the player (also liked the idea to let the stairs go down once you used the item) so I think I might go ahead and add some sort of cables or something that goes up to let the player want to actually look up. Btw I really appreciated all your thoughs they are really welcome to me, thanks a lot!!  :)

ps: I've seen you did such an amazing game with CaptainD, congrats!!! :-D  Sorry I am late but your graphics always looks so stunning, please keep it up!! ❤️

lorenzo

I'm always amazed when I see all the fantastic non-adventure games that people can create with the engine!
I forgot to add that the rain effect works nicely and creates a cool atmosphere. Also, the impact at 1.12: great stuff! Very punchy. Keep up the good work!

Quote from: Vincent on Thu 15/08/2024 20:54:56ps: I've seen you did such an amazing game with CaptainD, congrats!!! :-D  Sorry I am late but your graphics always looks so stunning, please keep it up!! ❤️
Thank you very much! Still some stuff left to do for that game, but we're slowly but surely approaching the finish line.

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