Dernier Cadeau Demo

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Post » Thu Jan 01, 2009 3:29 am

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Through the Veil Productions presents:
Dernier Cadeau Demo
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Here is a demo of our Game Dernier Cadeau.
This Demo was made using a Custom Level Builder built in construct.

Hope you all enjoy and please leave your thoughts, comments, and Questions. Feed back is appreciated.

Controls:
AD moves the character Left and Right
W Creates a platform at your feet
Hold S to charge a Jump and release to Jump.
Click the left mouse button to create a platform at the mouse pointer.
Hold Right mouse button to Draw in the platforms Aim and click again to throw them at your enemies.

There are no enemies in this build we are still working on the AI.

Known Bugs:
-Sometimes Crashes when you close it.
-Platforms Do not collide with the ground (This is a bug in construct)
-You can Jump though Walls and platforms sometimes.
-He floats over some objects, Masking system is in the works.

Hint:
- Go to the left at the beginning not the right.

Link:
[url:io0lzn34]http://www.mediafire.com/download.php?uyyago3mxok[/url:io0lzn34]

Credits:
Music By Andrew Allanson
Sprites By Brian Allanson
Coding Done By Tyler Steele and Brian Allanson
Level Design By Tyler Steele.
Level Builder Built By Tyler Steele.
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Post » Thu Jan 01, 2009 12:20 pm

Damn...Pixel Shader 2.0 :? :/
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Post » Thu Jan 01, 2009 1:44 pm

i like the atmosphere, the graphics and the character. The idea with the platforms is all right, but mana is recharging to long. But i hate the controles. They to clumsy.
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Post » Thu Jan 01, 2009 2:14 pm

[quote="megatronx":1v27dd8p]i like the atmosphere, the graphics and the character. The idea with the platforms is all right, but mana is recharging to long. But i hate the controles. They to clumsy.[/quote:1v27dd8p]

The mana recharging will get faster and faster as the game progresses and you grow in level.

As for the controls what would you suggest we set them up as? This is one of the most important part of the games and we really want to get it right so please if you say something is wrong and have an idea on how to fix it/ make it better let us know.
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Post » Thu Jan 01, 2009 3:51 pm

F[quote="Aeal5566":19vao72a][quote="megatronx":19vao72a]i like the atmosphere, the graphics and the character. The idea with the platforms is all right, but mana is recharging to long. But i hate the controles. They to clumsy.[/quote:19vao72a]

The mana recharging will get faster and faster as the game progresses and you grow in level.

As for the controls what would you suggest we set them up as? This is one of the most important part of the games and we really want to get it right so please if you say something is wrong and have an idea on how to fix it/ make it better let us know.[/quote:19vao72a]

Mana should recharge fast no matter which lvl is the character. what you could do is make him lose mana slower with every lvl up. With this solution he will be able to fly further latar in game and player will avoid frustration of waiting for it to charge.

If you want to keep mosue+kb controles, you should make jumping by pressing space, left mouse button for attack and left for platform appearing. instead of charging the jump, height of it should be controled via how long jump button is pressed. You should highlight the platform with "magic light" or something, so they will be better visible.
My professional Royalty Free Music at Scirra Assets Store
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Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
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Post » Thu Jan 01, 2009 4:33 pm

[quote="megatronx":naudm65g]instead of charging the jump, height of it should be controled via how long jump button is pressed.[/quote:naudm65g]

Its already setup that way.

[quote="megatronx":naudm65g]
Mana should recharge fast no matter which lvl is the character. what you could do is make him lose mana slower with every lvl up. With this solution he will be able to fly further latar in game and player will avoid frustration of waiting for it to charge. [/quote:naudm65g]

You have a mana Pool you can make up to 10 platforms at the beginning. I dont know if you knew that, but he dosent loose mana in time based way. he has ten mp if you make a platform he loses one and he starts to recharge. I really don't see the need to make it recharge super fast when you have a pool to draw from, it makes you think and use the power wisely.
[quote="megatronx":naudm65g]
If you want to keep mosue+kb controles, you should make jumping by pressing space, left mouse button for attack and left for platform appearing[/quote:naudm65g]

we have to keep the M+KB controls. Attack and jump have to be kept on the Keyboard. The mouse is going to be use for your powers. and Left what for creating the platforms?
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Post » Thu Jan 01, 2009 8:42 pm

[quote="Aeal5566":1urpfngu][quote="megatronx":1urpfngu]instead of charging the jump, height of it should be controled via how long jump button is pressed.[/quote:1urpfngu]Its already setup that way.[/quote:1urpfngu]

I think he means sustained jumping... like pressing causes the character to instantly jump, but the longer you hold down the key the higher he goes. Like Mario.

For charged jumping, I think you should have the charge separate. It's important to be able to jump quickly at all times. Jumping when letting go of the key is the exact opposite of most games, it doesn't feel natural. Here's how I would do it:

1. Make the default height for the smallest jump a little tiny bit higher, so jumping without charging has more usefulness.

2. Make the character jump on pressing jump, not releasing it.

3. Have a separate charge control. I recommend ducking. When ducking, your charge meter rises. If you stand up or move left/right, your charge meter goes back down to zero. If you charge up and press Jump while you're ducking, you get the boost to your jump.

Just my two cents.
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Post » Thu Jan 01, 2009 8:47 pm

[quote="deadeye":1k7vqbs0]
For charged jumping, I think you should have the charge separate. It's important to be able to jump quickly at all times. Jumping when letting go of the key is the exact opposite of most games, it doesn't feel natural. Here's how I would do it:

1. Make the default height for the smallest jump a little tiny bit higher, so jumping without charging has more usefulness.

2. Make the character jump on pressing jump, not releasing it.

3. Have a separate charge control. I recommend ducking. When ducking, your charge meter rises. If you stand up or move left/right, your charge meter goes back down to zero. If you charge up and press Jump while you're ducking, you get the boost to your jump.
[/quote:1k7vqbs0]

This sounds like a good alternative to have a quick jump button and a charging button. Ill see what I can do with it.
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Post » Thu Jan 01, 2009 8:49 pm

[quote="deadeye":3im4pdiw][quote="Aeal5566":3im4pdiw][quote="megatronx":3im4pdiw]instead of charging the jump, height of it should be controled via how long jump button is pressed.[/quote:3im4pdiw]Its already setup that way.[/quote:3im4pdiw]

I think he means sustained jumping... like pressing causes the character to instantly jump, but the longer you hold down the key the higher he goes. Like Mario.
[/quote:3im4pdiw]


yes. like mario.
My professional Royalty Free Music at Scirra Assets Store
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Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
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Post » Fri Jan 02, 2009 12:40 pm

Ah like Jazz Jackrabbit 2 when you controlled jazz. If you jumped, you did a small bunny hop, if you jumped and held jump you did a higher jump, and if you pressed down and then jump you did a massive jump. Games lookin pretty good although the rain is a bit heavy looking :O
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