ButterBall's Adventure (Mech Test) WIP

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Soldier Test
$9.99 USD
A Construct version 2 & 3 "Stand-alone" RPG game with "In-Game Module" (IGM) integration.
  • Another Performance and bug check test, as I get closer to final code I need to know if any bugs and stuff, since I have over 600 events. It's getting a bit harder to check everything. I think i'm done adding game mechanics and will just work on levels and enemies/bosses after this test.

    NEW lvl im working on.

    New lvl start by N7Effect, on Flickr

    vlcsnap-2012-06-28-19h43m31s141 by N7Effect, on Flickr

    vlcsnap-2012-06-28-19h43m47s84 by N7Effect, on Flickr

    vlcsnap-2012-06-28-19h44m07s48 by N7Effect, on Flickr

    <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley2.gif" border="0" align="middle">

    Thank you Spriter.

    Up Arrow = Jump

    Left = Left

    Right = Right

    WASD = same as arrows

    (Car not in Beta)

    Down Arrow = Sit (while in Car)

    *Mouse Aims Laser/Turret (Player in Car)(Car not in Beta)

    Left Click (HOLD) Silver-bullet machine Gun (Not in Beta)

    Right Click / Space = Pistol Fire (10 Shots)

    "Shift" or "R" Reload (Pistols) *unlimited Ammo for now

    , and . to Holster and Draw Pistols.

    ESC = Pause and Options screen

    F1 = Full Screen

    Mouse Scroll Down = Zoom out and shift screen

    Mouse Scroll Up = Normal zoom

    <font size="2"><font color="red">SLOW MOTION CONTROLS</font></font>

    Hold Shift + Jump = Jump back shoot

    Hold Shift + Forward x2 + Jump = Dolphin Dive

    <font size="3"><font color="red">PLAY HERE</font></font>

    <font size="6">Play Game Here(update 12) WIP Beta11</font>

    (Update 9)

    Capture Options screen BBall by N7Effect, on Flickr

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • Update 2: now 2 stages, fixed a few glitches, and added a new enemy. (WIP)

    Edit

    railslave

    my layouts are as big as 5120, 1638 and my sprites are all drawn in 1024,1024 layouts and shrunk down, for more detail.

    I manually program my scroll to behaviors.

    scroll to by N7Effect, on Flickr

    I also animate everything using Spriter so I save alot of Vram can have unlimited frames on sprites no impact to performance. Just very large game 30Mb so far. ouch.

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  • i really like the colors you use, howd you get the screen that big ?

  • Yes it's me again Erndog2k ! (the jazz jackrabbit fan) ;-p

    So i see many improvements in your game since the first release .. you bring more life to the character (sleeping when doing nothing) ... seems that sprites are better too ... but really you can change the "hearts" sprite for something more beautiful now ;-p ... ground too ... but it's better ... the trees move seems really good, sound part too ;-p the game concept isn't very clear ... a shooting games or a mario coins game ? ... perhaps try changing coins for something else ... that give a strange feeling as if your put in this game everythings you are already done or use in others ;-( ... i think there is perhaps something to change with this huge pixel clouds in the tiledbackground ... something more blurry as smoke and only from the top most part of the sky. i like some little details such as the skeleton in the ground ;-p

    Another thing ... zombies are sometimes in "alert" mode even if you don't see them ... and even if looking in the opposite direction ... it's quite strange ... perhaps this new "slinter cell" like stealth game feature is a good new way that bring something new to your game ?

  • naelian

    thanks again for your detailed feedback, your input made me aware of my many mistakes in my earlier iteration. I've been experimenting with many different backgrounds just haven't made one I like yet. I will do another detail pass on the top of the ground maybe some little twigs and rocks?

    The Metal gear solid/ Splinter cell awareness still has a few bugs to iron out, but so far so good. It seems to be very erratic when enemies are bunched together.

    When I get the Splinter Cell thing down I will upload a capx of it.

  • Ok i wait the next release ;-p

    About "alert" mode ... use a very classic system used to make ennemy shoot at players such as drawing a line (limit in range) from zombies eyes toward the character ... if the line "touch" nothing or something which is not the character (the zombie himself or something else) the player can be seen so no alert ... if so "alert". Sure there is many example of this system on the forum, simply search "shoot / line of sight".

  • Ok i wait the next release ;-p

    About "alert" mode ... use a very classic system used to make ennemy shoot at players such as drawing a line (limit in range) from zombies eyes toward the character ... if the line "touch" nothing or something which is not the character (the zombie himself or something else) the player can be seen so no alert ... if so "alert". Sure there is many example of this system on the forum, simply search "shoot / line of sight".

    naelian

    I think I fixed my A.I system as far as line of sight goes. It's the same system except wen in range enemy spawns an object/vision. Also changed my background clouds and harts.

    if you hold / you can see everything in action.

    -Edit-

    thanks I have to create a real actual Gui anyhow so I have alot to think and work on. Plus pause screen, loading screen etc etc. I'm gonna play a plethora of Snes games now for some inspiration.

  • ;-p sure you really love pixels ;-p

    so perhaps i will try too give you more details now about my feelings

    I think the hearts take too many place on top of the screen ... the size is good but too many space is lost between each heart ... i think it could be better if with max # of hearts (9?) ... the hearts never take more than 50% of the screen width ... hearts could overlap each others too it's not a problem at all ... for me a beautiful heart is something like that ....

    <img src="https://dl.dropbox.com/u/74282909/heart.png" border="0" /> (i try to keep your sprite spirit for design).

  • ;-p sure you really love pixels ;-p

    so perhaps i will try too give you more details now about my feelings

    I think the hearts take too many place on top of the screen ... the size is good but too many space is lost between each heart ... i think it could be better if with max # of hearts (9?) ... the hearts never take more than 50% of the screen width ... hearts could overlap each others too it's not a problem at all ... for me a beautiful heart is something like that ....

    <img src="https://dl.dropbox.com/u/74282909/heart.png" border="0" /> (i try to keep your sprite spirit for design).

    I have uploaded a small updated ver. Trying something different with the health and HUD. Also I think the A.I is perfect and ready for more complex functions later on. Fixed a few layer problems to also.

    Edit

    uploading proper ver. lol

  • No more reload on Shift+R bug ? ;-( ... ... auto reloading 1 ammo when firing "without ammo" could be cool. Finding ammo in the game could be cool too in future releases (no unlimited ammo in this case) ... good too have now ammo # more visible ;-p ... no more comment about pixel art i think we could never be on the same "wave" about that but it's your game ;-p

    Try thinking a different keyboard mapping ... "," ... "shift-R" ... obviously it's not simple to use these keys ;-( ... (i'm on a french keyboard so it's worse !)

    Last thing ... zombies are slow ... but jumping over them is not so easy when a box is over ... so if player is not reaching the top of the box is killed after several bumps on the zombies head/helmet ... it's very frustating ... could you consider that touching zombies helmet don't do damage or force zombies to knee and after, bump the player so it will be possible to avoid be killed.

    Never look at fps before ... 120 fps on my pc !, it's good ! ... ;-p

    A++

  • naelian

    yeah I still have alot of things to touch up, and replace, ex: those "?" boxes are not mine I got em from Google so I have to make my own plus the coins can look better or be changed like you said to something more suitable of mood/Character.

    Ground also is bothering me will be changed many times before I like it.

    and what to you mean about French keyboards, do you have arrow keys? WASD etc..

    What is the General layout you are comfortable with. thx <img src="smileys/smiley1.gif" border="0" align="middle" />

  • lol sure arrow keys are not a problem ;-p and it's also a good way to help people using mouse with left hand because on the right side of the keyboard ...

    English keyboard is "qwerty" so you use "WASD"

    French Keyboard is "azerty" so we use "ZQSD"

    In all my game i put support of this 2 keyboards settings so "W/Z" must have the same behaviour and "A/Q" too.

    But why "shift+R" ? why not only "shift" or "R" or "space" it's more simple and your game is not a "ARMA 2" with 250 keyboard shorcuts so it's possible to don't have to use 2 keys for reloading ! ;-p

    Thinking about people using arrow keys with right hand and mouse with left they can't reach some keys to do some actions ... so having a way to reload with mouse is good (for example using the mouse wheel)

  • naelian

    ? Sorry I'm confused, You don't have to press Shift+R together to reload, its always been Shift/R (Shift or R) independently.

    I should make that more clear in options and controls etc... screen and faq.

    "Arrows" you cant reach "R" so "Shift" is available for left hand/Arrow users.

    I will also Add ZQSD. For international users. Thanks for heads up.

    I'm gonna add change weapons to numbers 1,2,3 etc. and keep , . just incase.

    I feel the more way's people can control the game the better.

    I'm going to add Gamepad support in soon also.

  • hummm sorry but it seems that for me "shift" will have never work alone but perhaps it's because it will take some time to reload ammo .... so i try always "shift" and if i don't see any action i try "shift+R" just after ;-p... can you verify you put a "or" statement between the 2 events ? ... in fact actually no way to reload ammo in your last release so there is a big problem with this feature ...

  • hummm ... seems that for me "shift" will have never work alone but perhaps it's because it will take some time to reload ammo .... so i try shift and if i don't see any action i do shift+R just after ;-p... can you verify you put a "or" statement between the 2 events ? ... in fact actually no way to reload ammo in your last release so there is a big problem with this feature ...

    Really hmmmmmmmmmm......????? my first Real Bug kinda cool. lol

    What Browser are you using. Maybe its the keyboard diff? Weird. I wonder if its global?I only have to press either "R" or "shift" to simply reload?

    What's this about an "or" function, I will add one between the two events. Then Re-Up.

    edit

    For some reason sound wont work on Chrome properly or IE WTF.

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