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Feedback Sector | PlatformerShooter

Discussion in 'Work in Progress' started by jonjons, May 19, 2018.

  1. jonjons

    jonjons Member

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    May 10, 2017
    Posts:
    286
    Hello everyone
    I would like to show the game iam currently making, ive called it Sector for now.

    ****** - Sector v1.0 - ******


    Best gameplay test videos, from newest to oldest:












    and more on the youtube channel
    https://www.youtube.com/user/remuinho/videos?view_as=subscriber


    - feel free to comment or leave some feedback.-
    - Thanks -





     
    Last edited: May 16, 2019 at 2:23 PM
    Siavellez, FROGANUS, Amon and 5 others like this.
  2. jonjons

    jonjons Member

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    here are my personal thoughts about the game and whats troubling me.:D
    ___
    One of the biggest problems i have making the game is how iam going to build a city in a platformer game. Most platformers ive played that have cities, the player usual walks on the Floor or on a Roof Top with parallax buildings on the background, then they go into a tunnel or a building complex, that is ussually bigger than the city itself.... And this is when they start jumping, running, shooting, from platform to platform, and doing all kinds of stuff.

    The only thing that i can come up with for making a city in a platformer, and it can be noticed in the videos.

    Is: Making a bridge with buildings, then another bridge on top of that bridge with more buildings, then another bridge with more buildings.. and so on... and so on...
    Then of course its erasing everything and going back to zero.:D
    ___
     
    Last edited: May 19, 2018
  3. Gravedust

    Gravedust Member

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    Dang, impressive work. :) Watching your debug overlay is fun too. ;)

    Though for what it's worth I think I like your (older?) running animation from the video in the spoiler with more lean and arm-swing a little better than what seems to be the current one.

    Anyway. Assuming you are going for sort of a dystopian future setting, I don't think there would be any problems with just having buildings that are ten thousand stories high. ;) Just make sure to distinguish height visually, as in down near street level things are murky and dark because the sun never actually gets down that far between all the structures. Down low here is no actual skyline because it's all occluded by buildings, it's just structures parallaxing on top of more distant structures.

    Assuming the player's objective to go upwards, they may not even see the sky or sun or real horizon until near the end of the game when they've climbed high enough that they're not just completely surrounded by buildings. Could make for a nice indicator of progress, and maybe a cool moment or two.

    And if the buildings are huge you can alternate between indoor and outdoor segments. As in, you fight your way vertically through a couple floors of high-rise, emerge outside again for a section outdoors, head back in again, etc.

    As far as other things to climb on, I'd say have a look at some cityscapes in photos or movies and take note of anything you might see that's climbable. Construction cranes come to mind, elevated train ways, maybe even huge, Gotham-city style statues, etc.

    ...that might mean remaking the levels from scratch, admittedly. ;)

    Anyway. Hope that's helpful in some regard. Keep it up though, you are getting good results. :)
     
  4. jonjons

    jonjons Member

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    wow... really ?! i though the 1st running animation was awful... My brother told me the animations were good when he 1st saw the player running, and i didn't understud why, there must be something about it that make people like it, i might leave it in the game has a power up for extra running. ( like in circle of moon when the player picks up the boots and starts running )


    thanks for the review
    yeah, one of the movies that resembles a city with big buildings with shops, houses, etc... and sections to go up and down, is total recall 2012. The movie also ends with the actors reaching the skyhigh... The rest is almost to complicated to get refences, ghost in shell, blade runner... games like dex, flashback... dont quite fit in a castlevania platformer. :D
     
  5. pixeltroid

    pixeltroid Member

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    Looks fantastic op!

    Were you inspired by the classic SNES game "flashback"?

    Asking because your game really reminds me of that game

     
  6. jonjons

    jonjons Member

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    thanks
    yes, iam using flashback and other games has a reference.
     
  7. jonjons

    jonjons Member

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    Another Update
    Attempting to make a whole player gui like in castlevania circle of Moon...
    Using ds_grids, echoSystem, Pogaming and binary ++ things... this one is not going so well
     
  8. Kyon

    Kyon Member

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    my lord those sound effects.



    Looks very good though!
     
  9. jonjons

    jonjons Member

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    thanks
    iam using this app for testing
    BlastwaveFX_Free_Sound_FX_Download_Pack1
    it generates the sound effects automatically... its on one of shawns videos
     
  10. jonjons

    jonjons Member

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    Here an new update of what ive been making
    Ive added some very cool features.

    - weapons take only 1 very small sprite (image) - can be up 10000++++ totally diferent weapons in the game.
    - weapons have diferent autofire/fire delay / damage / atributes... OPs
    - items shop - sell / buy using XP
    - save / load game... still making/testing this one


     
  11. Edwin

    Edwin Member

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    That's freaking good! Good luck with development!
     
  12. jonjons

    jonjons Member

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    heres a new update, on the game, ive been trying to make a city in a platformer without much success..
    this time ive used some assets layer for shadows, to try to give the levels some depth, so it doesnt feel like the player is always walking agaisnt a flat wall, and to give the player a prespective of the platforms he can walk on.
     
  13. jonjons

    jonjons Member

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    heres another update, it still looks weird but its starting to look like platform city...
    all the levels are made with tiles and assets layers, except for 2 backgrounds

     
  14. Siolfor the Jackal

    Siolfor the Jackal Member

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    Damn, dude. That is looking good. Running animation looks like it could use some work though but overall this is very impressive looking.
     
    jonjons likes this.
  15. jonjons

    jonjons Member

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    wow thank you :D
    can you give a small detail on how the running animation would look better ?
     
  16. Siolfor the Jackal

    Siolfor the Jackal Member

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    There's no bounce to him, it almost looks like he's sliding his feet back and forward. This is because the head and body don't move.

    If you search "running cycle" online you'll see heaps of these kinds of things that may illustrate what I mean.

    [​IMG]

    That said, your animation still looks very nice and smooth so this is mostly a bit of a nitpick.
     
  17. jonjons

    jonjons Member

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    ha... now i see, thanks for the info
    although i think it might be hard to do. The character is very small and the pixels become to big..
     
    Siolfor the Jackal likes this.
  18. Siolfor the Jackal

    Siolfor the Jackal Member

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    Yeah, understandable.
    It still looks good though so I wouldn't really worry too much about it.
     
  19. NeZvers

    NeZvers Member

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    I'd say the only thing that jumps to me is your horizontal speed. It feels like your character doesn't have any movement friction that would happen in the real world and usually imitated with acceleration and deacceleration, plus movement in the air seems so surreal. Give limited acceleration/ deacceleration while not on the ground, meaning limited control in the air and more fun to the player because player needs to speed up on the ground before the jump.
     
    jonjons likes this.
  20. jonjons

    jonjons Member

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    yes i know... i just have to leave it for now, iam always deleting and rewriting the player code, making the acceleration now would problably get deleted in the future.
     
  21. jonjons

    jonjons Member

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    heres an update of a new section...
    after drawing and deleting 10/15 tile sheets over and over
    i might got one that actually looks good :)

     
    Last edited: May 16, 2019 at 9:10 PM
    Siolfor the Jackal likes this.

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