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Apr 28, 2010 | 1:07 AM EDT

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Author Comments

NOTE - THIS IS A DEMO FOR AN UPCOMING GAME!
there are bugs in it, I'm aware that it's not totally perfect. I'm here to take as many pies in the face as you can dish out, because i need feedback, including negative feedback.

I am gladly accepting more beta testers, especially if you have a lot of input or know a decent amount about AS. Please get ahold of me on AIM at GandoofTheWise.

Canthos is a showboating, thieving rogue who lives in a steam powered world in the clouds. This demo takes place right after the tutorial level, where he steals an artifact known only as the Compass of Fate and than makes his escape out of the city.

Control reference -
(you can hit esc in the game to bring up a menu to see the controls there as well)
RUN - left and right arrow keys
JUMP - Spacebar
GRAB / ATTACK - Ctrl. (you can grab cielings and walls using this button to reach otherwise unreachable locations)
DUCK - Down arrow - you can roll once ducked.
SLAM - Down + Jump

Interesting things to note:
I had been working on a game previous to this but I had no previous knowledge of coding and it got delayed big time. I started in on this thinking it'd be easier to make a platformer game rather than an RPG, oh how wrong i was.
This game is basically what taught me AS, and i'm even still learning. a lot of stuff in this feels like it's put together with crazy glue.
I've done all the art, coding, animation. Everything except the music, which hats off to Cazok for the fantastic job he's doing. I recommend all of you give this guy a listen, he does some good work!

Reviews


GodOfVideoGamesGodOfVideoGames

Rated 4 / 5 stars April 28, 2010

Sweet Game

It's like a mixture between Sky's of Arcadia and Prince of Persia.


Xiphon responds:

I actually took a lot of influence from Prince of Persia making this, I liked the acrobatic game-style.

I also took a lot from Sonic, it even shows through his spiky hair and all the rolling around


WallrossWallross

Rated 4 / 5 stars April 28, 2010

Good for an AS beginner

Just a few notes though:
1.When attacked in mid air, you stop falling

2. Don't use keys like ctrl, as when used in certain combinations, they can do stuff to certain programs and computers.

3. I find that your hitboxes are a little bit too low compared to your actual art.

4.Don't bag yourself out like that. The visuals are great. And the coding is fine.
If you fix the few things that I have suggested, I would give you a ten.

This game is actually quite good.
I could imagine it getting featured (possibly this demo could as well.)


People find this review helpful!
Xiphon responds:

We'll see if it does, honestly if i was going for ratings, i woulda released it around 7 PM, but I just wanted to get it out.

The controll scheme thing to me has always worked, I think it's because Tomb Raider was the first computer game I ever really played, and it had a nearly identical control scheme, and I just got used to it.
It's one of those things I don't know unless I release demos like this, so I'm glad info is coming back.


GorgonofGorgonof

Rated 3.5 / 5 stars April 28, 2010

Not bad.

The graphics where beautiful, the music was amazing, it looks and sounds really good, but as soon as you start playing it falls flat on it's face. It feels really slippery and the collision detection with walls and platforms doesn't work right, I haven't made a platformer before so I can't give any specific advice, but keep working on it.


Xiphon responds:

Yeah, unfortunately I couldn't figure out how to manage collision other than hit-tests, and I think the physics are to watery,

I've been debating re-doing a lot of the physics since I actually coded in the base over a year ago, and I've been tinkering with it since.
Things like variable speeds causing the walls to feel more squishy than they should, etc etc


eraptoreraptor

Rated 3.5 / 5 stars April 28, 2010

you have a lot of work!!

first it's good at first and stuff but when you really play it you see a llot of glitches like when i was hanging on a wal and i did graple the character turned so his sword was stuck in mid air and the graple sword went true a wal ... you habe a lot of those things
but with some more work this wil become a good game



GuitarmasterX7GuitarmasterX7

Rated 3 / 5 stars April 28, 2010

you've got something workable.

It definitely needs some polish in almost every aspect but the biggest overbearing flaw that would be easiest to fix is the control scheme. the three buttons for actions (space ctrl and shift) are placed extremely awkwardly in relation to each other, making gameplay difficult. A S and D are good choices for this kind of thing, or something like A,S spacebar. ctrl and shift are too far to the right, and shift is right above ctrl, meaning you either have to position your hand/keyboard sideways, use the same finger and hop between buttons, or arrange your fingers into a weird star trek salute type shape which is almost unworkable. otherwise, it's a decent test build. could be a great game.


People find this review helpful!
Xiphon responds:

I completely agree, and actually I'd like to just get rid of hit-test mechanics altogether. it not only makes things feel awkward, but it causes a lot of slowdown in the game. it's probably one of the biggest drains on things you see (including the graphics)

I'm hoping to get some insight on how to get around the collision mechanics,