Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.23 / 5.00 3,881 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsHello! And thanks for the feedback!
Right, I've made it so that the thugs all look a little different now - you have white thugs, brown thugs and black thugs. they wear shirts. The sport beards, or mohawks. It's all rather funky.
I'm afraid there's nothing new as far as gameplay is concerned... but it'll be an opportunity to try to get onto the rankings page again!
Be sure to check out my game development blog: The Dregs of War
This seems like more of a Super Mario Galaxy Flash engine (you should do that)
Mario already has plenty of excellent games. Why make another?
It's time for Dreg to shine (have you read his comic? warning - some very modest, badly drawn nudity)
Be sure to check out my game development blog: The Dregs of War
I've made another update! Now Dreg is in a suit.
I also made this hilarious image:
http://tempupload.ngfiles.com/2217795_un ited.gif
Please let me know what you think!
Awoogamuffin
Be sure to check out my game development blog: The Dregs of War
That's really cool. I don't know how much I'd play it because I'm not a beat-em-up fan, but if you took the engine and made a platformer I'd be there in a SECOND. Not that you should, probably, because so many people love beat-em-ups. :)
One suggestion I have for you to try: Select all the lines in the background and change them to either a light brown, or remove them completely. I think that will up the style even more and make your characters "pop" very nicely, as well as offer even more dynamic shapes in the scenery. Just an idea!
Really nice job. Good luck with this!
Hey JKR
Though the demo on the latest update is very combat heavy, platforming is certainly going to play a major role in this game.
Try this post to get an idea of what to expect... though keep in mind it is just a demo, so very small.
Be sure to check out my game development blog: The Dregs of War
At 10/15/09 05:22 PM, Awoogamuffin wrote: Hey JKR
Though the demo on the latest update is very combat heavy, platforming is certainly going to play a major role in this game.
Try this post to get an idea of what to expect... though keep in mind it is just a demo, so very small.
Okay, now THAT has me super excited! Sweet! I can't wait to give it a go. If you need any play testing or something, let me know, I'd be happy to help if I can. Also another idea: Have a mode for those of us who don't want to spend as long on the combat end, like where you do more damage or something. Just another thought. I know I'd be pretty mad if I missed a later part that was like the link you just posted because I got frustrated with the beat-em-up stuff (as I often do).
:)
At 10/15/09 05:42 PM, JKR wrote: Okay, now THAT has me super excited! Sweet! I can't wait to give it a go. If you need any play testing or something, let me know, I'd be happy to help if I can. Also another idea: Have a mode for those of us who don't want to spend as long on the combat end, like where you do more damage or something. Just another thought. I know I'd be pretty mad if I missed a later part that was like the link you just posted because I got frustrated with the beat-em-up stuff (as I often do).
)
That's actually a really good idea. I could have a "easy-combat mode" and an "easy platforming" mode (where falling into lava and getting squished don't do any damage) for people who find one or the other frustrating. Good thinking! This is why I do the blog - I get great suggestions!
Be sure to check out my game development blog: The Dregs of War
Thanks again to all of you who have replied!
Well, I've made another update - I'm working on ways to "record" the movements I make (for cutscenes or chase sequences). The result is rather fun!
Be sure to check out my game development blog: The Dregs of War
Hello everybody, me again!
Anyway, I've been working on the level design aspect, and as a result, I have a new level for you to practise your funky acrobatics skills on - can you get to the podium at the end?
Though I obviously love the praise and want more, feel free to say what you're not so keen on. I think an issue the game has at the moment is that you can't see where you're going, for example...
Would love to hear what you guys think!
Be sure to check out my game development blog: The Dregs of War
Huzzah! I made it to the podium thing. Though I have to admit, I got stuck a few times and just started leaping around like a crazy person until I found an alternate gravity source to continue on my way. Did you mean it to be like that?
Here are my current suggestions:
1) Navigation. Something needs to be done so you know where you're even supposed to go. I'm sure backgrounds will help and such, but really if you want it to be non-linear at any point, you need some sort of map or something. Perhaps just a very vague "You are here" with a general direction if you bring up a map? Or you could zoom out to an overview of the entire level, that would just change the feel. I personally would like that more, probably. It would then feel like "Okay, I know where I need to go, now I have to put my skills to the test to get there!"
2) The edge grabbing seems a little funky. Sometimes it works, most of the time, but not always. Plus you can just leap from the edge and that can create issues with clipping I think. Maybe after you grab a ledge it could just animate to pulling up to the platform and you couldn't jump from a hanging position? Just a thought.
Anyway, great job so far and I can't wait to see more.
Hey JKR! Thanks for the input.
I agree with you on both points, and I'm current working on a map, as well as a "look around" feature. I'm going to make it impossible to go jumping right off ledges too...
No update yet, but I wanna point you guys to my final year university project which features Dreg (I studied 3D animation). You can view the film here.
Be sure to check out my game development blog: The Dregs of War
Yay! Finally an update!
I'm sure of all of you have been getting really worried about the fact that I haven't updated lately, but don't worry, I'm back!
So now the game has the ability to look around and it has a map - hopefully that should make JKR happy, no?
In any case, check it out
Be sure to check out my game development blog: The Dregs of War
Ok, another week, another update
Dreg can have conversations now!
check it out
Tell me what you think!
Awoogamuffin
Be sure to check out my game development blog: The Dregs of War
Oh well, me again!
I sort of took a step back this time to work on collision detection again, but I'm very happy with the results, which you can ready about here.
If you find any bugs please let me know!
Awoogamuffin
Be sure to check out my game development blog: The Dregs of War
Hello everybody!
I'm sure you've all been really worried about progress on the game, seeing as it's been more than a month since the last post, but never fear, the next post is here!
There have been several more additions. Can you find all the pointless collectibles?
Be sure to tell me what you think!
Be sure to check out my game development blog: The Dregs of War
No takers? Has anyone found all 10 pointless collectibles?
All criticism welcome!
Be sure to check out my game development blog: The Dregs of War
At 12/19/09 08:20 AM, Awoogamuffin wrote: No takers? Has anyone found all 10 pointless collectibles?
All criticism welcome!
Check out the game
Awesome engine, only one problem, don't make the look k "L" its quite far from everything, make it CTRL or something near the left side of the keyboard.
Also, if you press L and just hold it, it spazzes out after a while (you should make a boolean to tell if you pressed or held L so it doesn't do that).
Besides that, its looking really good :)
cool, it's like super mario galaxy or gravity man in mega man 5.
Hello Again!
The project still hasn't died, though the Christmas holidays did represent something of a hiatus.
Anyway, I now have (crappy) music and a couple of (crappy) sound effects. Have you found all of the pointless collectibles yet?
Be sure to check out my game development blog: The Dregs of War
Incredible, simply incredible! So rarely do you find a game that focuses so much on game mechanics, and putting in fun features for the players. I really enjoyed playing around with the whip, swinging across, and hanging onto edges. This will make one heck of an epic game! Really look forward to seeing it done. And I hope there's more features soon to come in the game engine.
Thanks for the feedback (especially for your kind words 4urentertainment)
Anyway, it's been a while, but I have a new update - I've added a way to see how much health enemies still have, as well as giving the main character health. I also made a couple of updates to the map.
Be sure to tell me what you think!
Check it out here
Be sure to check out my game development blog: The Dregs of War
Hellooooo!
Me again. Anyway, Dreg has grenades now, and they are awesome.
Be sure to check out my game development blog: The Dregs of War
Where be all the feedback?
Anyway, now I have a funky mini-map and some ugly armour and all is fun and bubblegum
Be sure to check out my game development blog: The Dregs of War
Helloooo!
Ok, we now have a shop where you can buy stuff from a man who's just a head with tentacles that flies! Wooot!
Check it out
Be sure to check out my game development blog: The Dregs of War
Be sure to check out my game development blog: The Dregs of War
I don't understand how to buy anything in the shop or make him shut up.
Also I can just keep beating on the guys (when they're all standing on top of eachother), my punches hit all of them and none of them have a chance to fight back. The fighting needs to be a little bit more complex.
MSN/Email-> kevin.stubbs@live.com -Need artists!
The 9th Legion
(Looking for somebody to create the site for $$$).
Hey there admittingZero
As for the shop, the first "item" explains you press E to buy something, and ESCAPE to leave, but you're not the first person to mention the problem, so I think I'll put the instructions somewhere more visible
as for this part:
"Also I can just keep beating on the guys (when they're all standing on top of eachother), my punches hit all of them and none of them have a chance to fight back. The fighting needs to be a little bit more complex."
My question is - do you actually kill the guys like that, or do they just keep on blocking? In theory, you have to vary the fight moves to keep them from blocking you. It's true that they don't have a chance to hit back, but I'm thinking of adding functionality to them to make them flank you if you do it for too long.
Thanks for the feedback!
Be sure to check out my game development blog: The Dregs of War
Right, sorry about being defensive about the fighting earlier - you were right - I realised you could just spam A and they'd never fight back. It would be a very slow way to kill them, but it'd work eventually.
Now, whenever they block, there's a chance they'll do a quick counter - if you just spam A you will certainly die before they do, so you need to vary your attacks.
You can learn Dreg's different attack moves on this post.
Try it out now, is it better?
Be sure to check out my game development blog: The Dregs of War
Oh nice job, yeah its much better, much more interesting.
About the shop though, I'm not really one to read instructions on a flash game. And I especially wouldnt be expecting there to be some instructions from the shopkeeper, so maybe make it a little more obvious about how to go through the shop. I saw that you said you would, but please dont hide it in the conversations because they personally bore me (just my opinion though).
MSN/Email-> kevin.stubbs@live.com -Need artists!
The 9th Legion
(Looking for somebody to create the site for $$$).