Forum Topic: Test This Demo!

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squidly

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Posted at: 11/11/09 10:59 PM

squidly EVIL LEVEL 20

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This game which isn't named right now (although I called the .swf "Adventure") is made to mimic older game systems, mainly, the original Game Boy and the Atari, it's kind of a merge between both, leaning towards Atari.

Anyways, playing "adventure" on my school's afterschool program's atari inspired me to make this "tribute" to the games of old.

You play as Heroman (he's got a sword) who is on an awesome adventure to do awesome things, like the story?
I do too :D

So yeah, tell me your oppinions thus far, too hard, too easy, how many times did you die in your path to get to the end of the demo? How long did it take? Seen any bugs? Think the princess babbles too much? Don't like the sounds?
TELL ME, I MUST KNOW!

General instructions are:
Right and Left = What you think they do.
A = Sword Attack
S = Bow and Arrow
D = Bomb

There's three ways to view this, each is bugged in some way...
Sucks, dimensions are 800 x 600, are those too high?

Anyways:
Regularly
In A Light Box
In Retarded Fullscreen

When the full game is released, I'll put the .swf for download.

It's the only way out!
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Gustavos

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Posted at: 11/11/09 11:18 PM

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I am digging this awesome game.

Just one bug I experienced. The super awesome easter egg I learned through being a total creeper, did not give me lots of bombs as well as everything else. Lame.

Brawl code: 2622-0996-2698 Wii number: 2433-8179-9118-1625 Mario Kart Wii code: 1590-7151-3046
Join the RE Collab 2!
PS3 username: Gustavos4.

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YoinK

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Posted at: 11/11/09 11:21 PM

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I like the game. It's neat

Kanye West Did What??????
They should make a black guy the manager, they know how to run shit!
2 Girls 1 Cup .... THE SONG!!!!


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YoinK

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Posted at: 11/11/09 11:25 PM

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hmm... I wish there was a way to jump so that I could jump over those arrows shot by the enemies.

Kanye West Did What??????
They should make a black guy the manager, they know how to run shit!
2 Girls 1 Cup .... THE SONG!!!!


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Fion

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Posted at: 11/11/09 11:27 PM

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There's perhaps a bit too much dialogue from each person, try and simplify what they say I ended up skipping it all and not paying too much attention. Also the inability to get past the signs at the start quickly was annoying.

Another thing is if you are using keyboard to control then all of a sudden need to use the mouse to talk to people that's a bit inconsistent and annoying. Maybe use space to talk or something to that effect.

I got to the part where there was some guy standing there, is that the end of the demo? I couldn't talk to him or get passed him so I assumed it was.


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Treerung

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Posted at: 11/11/09 11:27 PM

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Good but I suggest you include a jump button.

:'(

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squidly

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Posted at: 11/11/09 11:39 PM

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At 11/11/09 11:18 PM, Gustavos wrote: I am digging this awesome game.

Just one bug I experienced. The super awesome easter egg I learned through being a total creeper, did not give me lots of bombs as well as everything else. Lame.

That's because of the way the bombs are setup as of right now, they won't work in the first levels, however, that'll be changed by the time the game comes around. Oh, and thanks for calling this game awesome :D

At 11/11/09 11:25 PM, YoinK wrote: hmm... I wish there was a way to jump so that I could jump over those arrows shot by the enemies.

I think I should put a long delay before they first fire, since the idea is that you kill them before they fire at you, it's hard, but that's also the point.

At 11/11/09 11:27 PM, Fion wrote: There's perhaps a bit too much dialogue from each person, try and simplify what they say I ended up skipping it all and not paying too much attention. Also the inability to get past the signs at the start quickly was annoying.

Aww... You don't like the signs? They've got humor, I mean, are they really THAT MUCH of a problem?
Anyways, you don't HAVE to read the text, but its got some jokes if you like that sort of thing, the princess even has a secret.

Another thing is if you are using keyboard to control then all of a sudden need to use the mouse to talk to people that's a bit inconsistent and annoying. Maybe use space to talk or something to that effect.

Well, that was the original idea, but I learned that didn't work at this frame rate because by the time you got your finger off the space bar you had skipped like 50% of the text or so, I couldn't find a workaround either...

I got to the part where there was some guy standing there, is that the end of the demo? I couldn't talk to him or get passed him so I assumed it was.

Yeah, it is, sorry, that guy was supposed to be talkable to, but I missed it on my playthrough before I uploaded it, I actually noticed it right after I made this topic, it was one of those "oh shit" moments.

At 11/11/09 11:27 PM, Treerung wrote: Good but I suggest you include a jump button.

I'm trying not to, since, well, first of all, it would be pretty useless, there aren't any real pits, and that's not how you're supposed to defeat the archers...

Anyways, the views here are quite mixed, I'll address problems as I see fit, but still, comment away!

It's the only way out!
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Fion

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Posted at: 11/12/09 12:08 AM

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At 11/11/09 11:39 PM, squidly wrote: Aww... You don't like the signs? They've got humor, I mean, are they really THAT MUCH of a problem?
Anyways, you don't HAVE to read the text, but its got some jokes if you like that sort of thing, the princess even has a secret.

It's not so much the problem of needing to read them or not liking them as some people may enjoy them, but for others who do not just being able to get passed them faster somehow would be helpful.

Well, that was the original idea, but I learned that didn't work at this frame rate because by the time you got your finger off the space bar you had skipped like 50% of the text or so, I couldn't find a workaround either...

Look up keyboard listeners, you need to run the action either once when the key is pressed or don't run it until the key is released. Seriously this needs to be looked into I don't think the mouse and keyboard combination is good for your game at all.

Other thing you should consider revising is going backwards. If I head left at this point I can just keep going and going to no prevail yet with no objections. Either allow the player to go back a screen when they head left or have them stop once the hit the left boundary not allowing them past.

If you plan for this game to be particularly large the option to mute the walking sound may be beneficial to you as it would get pretty annoying after playing for a long time.

Overall I just think at this point the game moves along a little too slowly to keep some people entertained. Quickening the pace would just make it that little bit better and have it reach a slightly larger audience. Still good game, keep working hard and I'm sure it will come out great.


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Nayhan

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Posted at: 11/12/09 03:19 AM

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At 11/11/09 11:39 PM, squidly wrote: Well, that was the original idea, but I learned that didn't work at this frame rate because by the time you got your finger off the space bar you had skipped like 50% of the text or so, I couldn't find a workaround either...

I fix that problem by using a variable timer. It works something like this...

talkNum = 0;
talkReset = 20; //how long it takes before btn will work again
onEnterFrame = function() {
     talkNum--;
}
if (talkNum < 0 && Key.isDown(Key.SPACE)) {
     //talking script
     talkNum = talkReset;
}

So when talkNum is higher then 0 the you can't skip or talk. This script may execute the script only once when the button is pressed but I haven't ever used it so I'm not sure if it works.

on(keyPress "<Space>"){
	//talking script
}

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squidly

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Posted at: 11/12/09 06:10 AM

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At 11/12/09 12:08 AM, Fion wrote:
At 11/11/09 11:39 PM, squidly wrote: Aww... You don't like the signs? They've got humor, I mean, are they really THAT MUCH of a problem?
Anyways, you don't HAVE to read the text, but its got some jokes if you like that sort of thing, the princess even has a secret.
It's not so much the problem of needing to read them or not liking them as some people may enjoy them, but for others who do not just being able to get passed them faster somehow would be helpful.

Hmmm, I don't know how I could do that...
Maybe I'll give the option at the beginning.

Well, that was the original idea, but I learned that didn't work at this frame rate because by the time you got your finger off the space bar you had skipped like 50% of the text or so, I couldn't find a workaround either...
Look up keyboard listeners, you need to run the action either once when the key is pressed or don't run it until the key is released. Seriously this needs to be looked into I don't think the mouse and keyboard combination is good for your game at all.

Oh cool, I don't like the mouse and keyboard combo neither, I'll look into this.

Other thing you should consider revising is going backwards. If I head left at this point I can just keep going and going to no prevail yet with no objections. Either allow the player to go back a screen when they head left or have them stop once the hit the left boundary not allowing them past.

Ok, I will.

If you plan for this game to be particularly large the option to mute the walking sound may be beneficial to you as it would get pretty annoying after playing for a long time.

Eh, after this is just more of "the outside" and later you'll get into the evil dragon's cave.

Overall I just think at this point the game moves along a little too slowly to keep some people entertained. Quickening the pace would just make it that little bit better and have it reach a slightly larger audience. Still good game, keep working hard and I'm sure it will come out great.

Increase the frame rate even more?
It was originally at 40, I bumped it to 50 for this demo, and now 60?
Eh, I'll try...
Or I can just make "the outside" shorter.
I thought the bombs were enough...
I mean, they wtf pwn EVERYTHING, maybe I should make money more easily accessable, like make people drop two coins instead of one.

It's the only way out!
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squidly

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Posted at: 11/12/09 06:18 AM

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At 11/12/09 03:19 AM, Nayhan wrote:
I fix that problem by using a variable timer. It works something like this...

Is there really not an "key.isReleased" command?
Seriously?

It's the only way out!
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Nayhan

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Posted at: 11/12/09 06:46 AM

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At 11/12/09 06:18 AM, squidly wrote:
At 11/12/09 03:19 AM, Nayhan wrote: I fix that problem by using a variable timer. It works something like this...
Is there really not an "key.isReleased" command?
Seriously?

There probably is, go into flash then push F1 then search it, report back if you find anything.


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squidly

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Posted at: 11/12/09 06:56 AM

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At 11/12/09 06:46 AM, Nayhan wrote: There probably is, go into flash then push F1 then search it, report back if you find anything.

There isn't, but I got an idea on how I can do this.

Sigh, Adobe...

It's the only way out!
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Fion

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Posted at: 11/12/09 08:48 AM

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As I said earlier, listeners. Place the following code in a new document on a frame then hold down space then let go of space then be amazed.

var listener:Object = new Object();
Key.addListener(listener);
listener.onKeyUp = function() {
	if (Key.getCode() == 32) {
		trace("the magic of listeners");
	}
};

More info


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squidly

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Posted at: 11/12/09 03:19 PM

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At 11/12/09 08:48 AM, Fion wrote: As I said earlier, listeners. Place the following code in a new document on a frame then hold down space then let go of space then be amazed.

Now THAT'S cool, I'll try implementing that.
Where'd you learn to do that?

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Fion

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Posted at: 11/12/09 06:23 PM

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At 11/12/09 03:19 PM, squidly wrote: Now THAT'S cool, I'll try implementing that.
Where'd you learn to do that?

I've been using flash for 5-6 years and have also learned multiple other languages, you just tend to pick up on these things. Still if you're in need of learning some extra actionscript techniques check out AS:Main, the link is in my signature.


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squidly

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Posted at: 11/12/09 06:46 PM

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At 11/12/09 06:23 PM, Fion wrote:
At 11/12/09 03:19 PM, squidly wrote: Now THAT'S cool, I'll try implementing that.
Where'd you learn to do that?
I've been using flash for 5-6 years and have also learned multiple other languages, you just tend to pick up on these things. Still if you're in need of learning some extra actionscript techniques check out AS:Main, the link is in my signature.

Hmm, cool.

I'm actually trying to lay off AS: Main in any department except the more informational areas, this is my first actual game that I've completely coded from the ground up since a Blobwork Orange, Electoral Brawl was using somebody else's platforming engine, however, everything else was done by me.

However, this game, is all by me, I figure out how to do things myself, I don't need tutorials telling me anything.

It's the only way out!
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Fion

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Posted at: 11/13/09 07:13 PM

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At 11/12/09 06:46 PM, squidly wrote: However, this game, is all by me, I figure out how to do things myself, I don't need tutorials telling me anything.

I'm sorry to burst your bubble but clearly you do need some help on coding. There is nothing wrong with getting help here and there, even the best coders cannot remember the syntax for every code or can immediately come up with a solution to their task. The internet is an amazing thing and it brings together many minds, it's stupid to waste what resources are out there just for the sake of "I don't need tutorials telling me anything", sure if you can do it yourself do it. But your game shouldn't suffer in quality because you can't bring yourself to look to the internet for some guidance.


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Greg-SKA

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Posted at: 11/13/09 07:23 PM

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Thats a Pretty Good Game you got There! Just 2 Things

1. Add a Sheild so you can Block the Arrows

2. Fix the Sword Attack(you can just Hold "A" and never get hurt except but archers

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cool154

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Posted at: 11/13/09 08:52 PM

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It was a fun game, but the lack a a jump button made it feel slow. I also feel like it got very difficult very fast immediatly after you talk to the princess. Other than that, it's a good concept, and I hope to see it finished!


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squidly

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Posted at: 12/6/09 04:57 PM

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Hey Fion, exactly how do I shut off these listeners?

It's the only way out!
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tankbuster781

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Posted at: 12/6/09 05:51 PM

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Damn this game is fun. The only thing that sucked is that I got my ass handed to me by the archers


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squidly

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Posted at: 12/6/09 08:20 PM

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Guys, I really need help on turning off listeners, if ANYONE knows how to, help me out!

It's the only way out!
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squidly

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Posted at: 12/6/09 09:22 PM

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No, seriously, somebody help me out here, I want to finish this game before Wednesday so I can show it to a friend of mine that I can only see on that day.

It's the only way out!
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4urentertainment

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Posted at: 12/7/09 12:36 PM

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At 12/6/09 09:22 PM, squidly wrote: No, seriously, somebody help me out here, I want to finish this game before Wednesday so I can show it to a friend of mine that I can only see on that day.

What's the problem? Turning off listeners? There are two ways that I know of.

Either put all the code inside the listener inside an if statement. For example:

if(CodeReady == true){
//All Code here
}

So that when you don't want anything to happen, just set CodeReady to false. Another way would be to actually remove the listener. I'm not sure of the exact syntax. I think it was something like removeEventListener();

Hope this helped.

"When you look at yourself from a universal standpoint, something inside always reminds or informs you that there are bigger and better things to worry about. "- Einstein


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BabiesAteMyDingo

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Posted at: 12/7/09 01:12 PM

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This game is fun, I also love the Easter Egg, made things much easier!

Great job. Would be better if there was a jump, but I can live without it.

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BloodSucker150

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Posted at: 12/7/09 02:13 PM

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its ok-even decent i guess but if you wil have some good arts it might get a good score...cause right now the maximum score can be 3...
sorry

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squidly

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Posted at: 12/8/09 07:33 AM

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At 12/7/09 12:36 PM, 4urentertainment wrote: Hope this helped.

I'll figure if it helped or not later.
I have school right now.
Thanks anyways.

It's the only way out!
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