ButterBall's Adventure (Mech Test) WIP

Show us your completed creations made in Construct 2

Post » Fri Jun 15, 2012 6:38 am

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



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

SLOW MOTION CONTROLS

Hold Shift + Jump = Jump back shoot
Hold Shift + Forward x2 + Jump = Dolphin Dive


PLAY HERE

Play Game Here(update 12) WIP Beta11



(Update 9)

Capture Options screen BBall by N7Effect, on Flickr


Erndog2k2012-07-07 20:40:09
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Post » Sat Jun 16, 2012 11:39 pm

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.Erndog2k2012-06-17 00:07:09
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Post » Sat Jun 16, 2012 11:50 pm

i really like the colors you use, howd you get the screen that big ?
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Post » Sun Jun 17, 2012 12:24 am

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 ?
naelian2012-06-17 00:59:02
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Post » Sun Jun 17, 2012 1:50 am

@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.


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Post » Sun Jun 17, 2012 3:03 am

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".
naelian2012-06-17 03:06:42
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Post » Sun Jun 17, 2012 9:01 am

[QUOTE=naelian] 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".
[/QUOTE]

@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-
@nealien

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. Erndog2k2012-06-17 17:14:44
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Post » Sun Jun 17, 2012 10:25 am

;-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 ....
(i try to keep your sprite spirit for design).naelian2012-06-17 10:26:36
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Post » Tue Jun 19, 2012 11:46 pm

[QUOTE=naelian] ;-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 ....
(i try to keep your sprite spirit for design).[/QUOTE]

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. lolErndog2k2012-06-20 00:01:29
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Post » Wed Jun 20, 2012 1:52 am

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++naelian2012-06-20 02:19:37
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