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Post by bdk336 on Sept 4, 2009 15:45:21 GMT -5
I just looked at the arcade and found the blumbear game, no fair I was going to make a game like that after I got back.
Anyway I have a couple suggestions; one is to make a more extensive demo (of course you could already be working on one, I don't know) and the other is to make the two streams of bullets closer together so that you can focus them on one enemy.
I also have some suggestions for other stuff to build into the game simply from thinking about how I would make it but I'll only share if you want to hear them. Mostly they are about enemy and level design.
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duo
Gorubeshu
Posts: 261
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Post by duo on Sept 7, 2009 21:15:04 GMT -5
I'd love to hear them. Even if they're not used for this game, I'm sure your ideas will come in handy in someone else's projects.
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Post by bdk336 on Sept 7, 2009 21:21:17 GMT -5
actually I just thought of something. Do you know if there is an easy way to share game maker files with eachother (the editable not the executable)? If so I could make a brief demo (minus graphics) to show you some of them. I can even work on actual game mechanics/programming if you want since I've made myself familiar with GM and the only place I'm not great is creating good graphics.
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Post by mirak on Sept 7, 2009 21:44:13 GMT -5
1.- Open Game Maker. 2.- Make the demo. 3.- Save the demo. 4.- www.mediafire.com5.- Upload. 6.- Share the link in a post or PM.
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Post by bdk336 on Sept 7, 2009 21:45:14 GMT -5
thanks mir@k
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Post by mirak on Sept 7, 2009 21:59:12 GMT -5
Also...
*slaps*
I told you i'd help you in the art of making sprites, yet you totally tossed me out. :<
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Post by bdk336 on Sept 7, 2009 22:03:27 GMT -5
sorry I left for 3 months, and in the time leading up to it I was kind of busy getting the arrangements for my job in order. Plus I haven't quite gotten to the point where I have what I need for art figured out due to said 3 month absence.
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Post by fAB on Sept 7, 2009 23:41:12 GMT -5
Suggestions are always welcome. Even if they aren't used, it doesn't hurt to have another opinion to consider. Fire Away.
Sorry I beat you to it? This game has been around in a cruder form since 2005 though. You shouldn't abandon your plans just because I finally put out a new demo.
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Post by fAB on Sept 9, 2009 18:05:49 GMT -5
Just lettin' everyone know, the new Megaman Digger demo is out!
I think everyone will find this one infinitely more exciting than the last and more along the lines of how the finished game will feel. Normally I'd make a big release post about it, but I think I'm just gonna let it speak for itself this time...
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duo
Gorubeshu
Posts: 261
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Post by duo on Sept 9, 2009 19:12:44 GMT -5
JUST AWESOME!!!!
...but, the screen is blank. I'm using wine on ubuntu linux. Can you make a linux version, or not really?
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Post by bdk336 on Sept 9, 2009 19:51:32 GMT -5
GAAH!! the frustration! I like how it looks but I still haven't gotten through the first area. The enemies are too large compared to megaman and, more importantly, megaman's JUMP height. I can't jump over most of them when I really need to and the combination of the size of the shots and the fact that he only fires one at a time (instead of three) makes it very hard to hit some of them.
I had to zenny farm for 15 minutes just to get through the first area (that gorubeshu's fireballs are HARD to dodge if you actually want to damage him) and I didn't like how everything (except megaman) goes through solid ground.
In conclusion: I liked the interface but the game balance needs some work.
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Post by Pitch on Sept 9, 2009 20:16:13 GMT -5
duo I've looked into trying to run GameMaker games in Linux before, and unfortunately there isn't (or wasn't at the time..) any solution. (for the user or the developer) Sorry. I believe you're supposed to do the zenny farming. I did, and after I had the Power Raiser it was a piece of cake. Gorubeshu is supposed to be hard, too. But you can get the timing down to take him down without getting hit at all. (I've done this a few times, with and without the Power Raiser) It's not that difficult, really. My only complaint about him would be that it maybe ought be possible to sneak up on him from behind. You would be surprised. Take a look through some of the screenshots from the actual games. Even the small reaverbots are huge. @__@Couldn't possibly suggest Jump Springs will be an available in the future to replace the "Shin Guards," could it? lol --- Anyway, I would've commented sooner, but I ran off to play, and well.. yeah, here I am. I managed to make it to the actual ruin (which I'm assuming is the "end" of the demo). I had to blast through the stage baddies a couple times to gather Zenny for the buster upgrades, which were very helpful. Love the Jet Skates, too.. The lines from the people in the houses were a nice touch. And I <3'd the intro a lot too, and the music in the intro. It made me lol a little. Loved it. Can't wait for the full version.
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Post by bdk336 on Sept 9, 2009 20:35:24 GMT -5
ok edit only the first area was tougher than I felt it should be but the other stuff still holds true.
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Post by Buster Cannon on Sept 9, 2009 21:06:18 GMT -5
Played the new demo (with my PS2 controller no less), and I'm thoroughly impressed!
I honestly didn't worry too much about Gorubeshu; i just decided to take the 1 hit of collision damage and keep going. The Jakko's Nest annoyed me at first too, but I eventually got the pattern down. Miitan was an interesting one for me, as you have to shoot from a safe distance in order to safely dispose of it. Frongel was pretty well represented as well; I have to wonder how you got the sound effects so perfectly, as it actually felt as if I was playing MML2 when I heard that oh-so-familiar croaking.
Zenny farming was annoying at first, but the Jet Skates make movement between areas better at least. Jakko's nest is actually a good spot once you upgrade your buster.
Drillman's pattern wasn't hard to figure out, and I toasted him one I got the timing down for his dash attack. I can't wait until I'm able to actually save, though, as I was pretty blown when I died after zenny farming a decent amount. Also, the Jet Skates are nice, although the lack of a jump feature kind of hurts it a bit in a 2D environment. It is an accurate translation of the way they work normally, though, so they're nice in that regard.
I am especially looking forward to seeing how you bring the Legends series' weapons into a 2D environment. Your 'Elecman' bot seems interesting as well, as well as the classic MM wall-sticking enemy you drew up. Also, the 'boss-selected' screen involving Topman was pure genius, especially with the System logo in the background.
Overall the demo was pretty nice, and I'm looking forward to seeing where you take it from here!
It's hinted at in the video on the website, so they'll probably be there.
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Post by in·clover on Sept 10, 2009 13:03:54 GMT -5
I wanted to play through this demo before commenting, so sorry I didn't say anything earlier. You know I was on. Watched the video. It's good to know there'll be grinding and item development. As relentless as this demo was, I liked struggling to push my way through enemies and being beaten within an inch of my life. It gives the grinding much more purpose, like you have to actually earn what you spend. Very satisfying. Never change that, no matter what criticism you get for it. There didn't seem to be any save function for the demo (which makes sense, seeing as it's merely for demonstrative purposes), but given the difficulty I would have at least liked a check point, if only for the demo. I never made it past the boss. I'd get there with next to no health and get drilled in the face the very moment I'm given any control over Megaman, so... Yeah. Checkpoints and stuff, plox. I liked it. A lot. And I can't wait for the full version. It's brilliantly executed and genuinely challenging for a Megaman game, let alone one that's fan made. The enemies are too large compared to megaman and, more importantly, megaman's JUMP height. I can't jump over most of them when I really need to and the combination of the size of the shots and the fact that he only fires one at a time (instead of three) makes it very hard to hit some of them. You would be surprised. Take a look through some of the screenshots from the actual games. Even the small reaverbots are huge. @__@ Their models are very big in the game, but I think that's more for the sake of making out what's what from long distances (most of MM's weaponry is projectile), because it's only really obvious when you get within close range and can actually compare. In MoTB, Servbots are like, what, a 4th the size of the Gustav? Some things are just not to scale. Played the new demo (with my PS2 controller no less), and I'm thoroughly impressed! I can't get my XBAWX controller to work with this. I thought joypad config' was standard in most of yours and Blyka's games, fab... That might be another feature you'd wanna add, if it's easily implemented.
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