Dream Journey (platform)

Show us your works in progress and request feedback

Post » Sat Mar 08, 2014 2:20 pm

http://dreamjourney.hol.es/

Hi everyone!

This is a platform like Wonderboy!
It's playable a small part of the first level..... now i'm working to the first level Boss, but i don't know where to start! :D

Image
Image


http://dreamjourney.hol.es/
Last edited by argail on Thu Apr 02, 2015 3:56 pm, edited 2 times in total.
B
9
S
2
Posts: 108
Reputation: 991

Post » Sat Mar 08, 2014 2:41 pm

Nice graphics and smooth gameplay. All I can say for your end boss it make it HUGE, BIG with lots of shooting guns ;-)
B
20
S
5
G
1
Posts: 148
Reputation: 1,736

Post » Sat Mar 08, 2014 5:53 pm

Hi argail,

that is really good pixel art u got there. I especially like it with the parallax effect. To be able to walk around the moon is an cool idea.

Here a few things I would change:
- Change volume of music/sounds. the music is a bit to loud for my taste.
- The moon, the font, the jewels and the coins doesn't fit to the pixel art. They have to many details. Especially the jewel is to 3d-ish.
- Collected jewels/coins fall somewhere down. That was a bit confusing like what is it going to do down there. I would just let it pop up a bit and dissapear or if you like it flying I would recommend to let it fly to the counter in the top left (like donkey kong country does it with bananas ^^)
- Lifebar could be bigger
- You should make it more clear when the player got hit. Maybe the sound could fix it or you let him bleed or flash or something.
- Moving objects should look diffrent to solid rocks.

Hope this feedback helps you. I am curious about your boss.

Cheers,
Marco
B
33
S
9
G
3
Posts: 206
Reputation: 7,821

Post » Sun Mar 09, 2014 12:46 am

MACPK wrote:Hi argail,

that is really good pixel art u got there. I especially like it with the parallax effect. To be able to walk around the moon is an cool idea.

Here a few things I would change:
- Change volume of music/sounds. the music is a bit to loud for my taste.
- The moon, the font, the jewels and the coins doesn't fit to the pixel art. They have to many details. Especially the jewel is to 3d-ish.
- Collected jewels/coins fall somewhere down. That was a bit confusing like what is it going to do down there. I would just let it pop up a bit and dissapear or if you like it flying I would recommend to let it fly to the counter in the top left (like donkey kong country does it with bananas ^^)
- Lifebar could be bigger
- You should make it more clear when the player got hit. Maybe the sound could fix it or you let him bleed or flash or something.
- Moving objects should look diffrent to solid rocks.

Hope this feedback helps you. I am curious about your boss.

Cheers,
Marco



- Change volume of music/sounds. the music is a bit to loud for my taste.
- Yeah, the sounds were taken around the internet and they aren't normalized!
- The moon, the font, the jewels and the coins doesn't fit to the pixel art. They have to many details. Especially the jewel is to 3d-ish.
- This is true! Of course i must change all the graphics due the copyright.....
- Collected jewels/coins fall somewhere down. That was a bit confusing like what is it going to do down there. I would just let it pop up a bit and dissapear or if you like it flying I would recommend to let it fly to the counter in the top left (like donkey kong country does it with bananas ^^)
- i work hard to get this effect that i like so much! :D
- Lifebar could be bigger
- Yes, it's very small!!! Maybe i will change the life bar with something like the original Wonderboy, so with heart!
- You should make it more clear when the player got hit. Maybe the sound could fix it or you let him bleed or flash or something.
- This was made a long time ago, now that I have more experience with Constructor2 i will change it, fixing the animations and the sounds.
- Moving objects should look diffrent to solid rocks.
- I don't understand what yo mean......:D
B
9
S
2
Posts: 108
Reputation: 991

Post » Sun Mar 09, 2014 5:21 pm

Hi it is great game keep improving ;) I am making platformer too and I want to ask you what condition do you use for walk sound of character? Thank you for share.
B
11
S
3
Posts: 37
Reputation: 999

Post » Sun Mar 09, 2014 7:09 pm

Ubru wrote:Hi it is great game keep improving ;) I am making platformer too and I want to ask you what condition do you use for walk sound of character? Thank you for share.



Image

Hi friend!! This is the part regarding the walking sound fx.... i don't know if there's a best way to do this, but in this way it works!

Global variable : passi = 0 (passi means steps)
Animation "spadadx" and "spadasx" are the animations of the sword on the left and the right side.
Stopmuro is a global variable that check if the player is near a wall or not.
Pgmorto is a global variable that check if the player is dead or not.
B
9
S
2
Posts: 108
Reputation: 991

Post » Mon Mar 10, 2014 10:24 am

Thank you for sharing it is interesting system I will try it and compere with other one.
B
11
S
3
Posts: 37
Reputation: 999

Post » Mon Mar 10, 2014 10:54 am

Here is my version (inspired by example project Neon-platformer).
You do not have the required permissions to view the files attached to this post.
B
11
S
3
Posts: 37
Reputation: 999

Post » Thu Mar 13, 2014 9:40 pm

Ubru wrote:Here is my version (inspired by example project Neon-platformer).


Cool! Do you have a demo to test ? :D
B
9
S
2
Posts: 108
Reputation: 991

Post » Tue Mar 18, 2014 6:00 pm

Build 0.004
Added the possibility to shoot arrows.
Addes boss (beta).
(shoot or hit the head of the minotaur)
Last edited by argail on Thu Mar 20, 2014 12:20 pm, edited 1 time in total.
B
9
S
2
Posts: 108
Reputation: 991

Next

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: MadSpy and 1 guest