• Ruins, a flash game that I'm working on.
    40 replies, posted
Here's the latest version. Tell me what you think. Nitpick the hell out of it. [url]http://megaswf.com/serve/1147091[/url] 14/7/11 [B][URL]http://megaswf.com/serve/1147499[/URL][/B] 15/7/11 (Newest version, you start off in a different location than you would, this is just to save time, because I haven't changed anything before this point.) Oh, and did I mention I'm doing the music for it, too? Because I'm doing the music for it, too. [url]http://soundcloud.com/bradmastah/the-wanderer[/url] (This one's a WIP, but more or less finished.) [URL]http://soundcloud.com/bradmastah/water-and-peace[/URL] [URL]http://soundcloud.com/bradmastah/sun-and-sky[/URL] (Haven't the slightest idea if I'm going to actually use this one) Here's some screenshots. [IMG]http://i.imgur.com/VWNrJ.png[/IMG] [IMG]http://i.imgur.com/g37vF.png[/IMG] [IMG]http://i.imgur.com/o4XzD.png[/IMG] Ruins is a flash game I've been slowly working on for the past two weeks. Even though the progress doesn't show it, it's meant to be an adventure game, where you play as a character going through 4 different lives, set in 4 different time periods and locations. The actions you make in one life affect all the ones that come after yours, and the game is going to branch off in many areas, leading to multiple endings. The characters are these four: [B]The wanderer[/B] [IMG]http://i.imgur.com/V8oni.png[/IMG] [B]The soldier[/B] [IMG]http://i.imgur.com/bAWxf.png[/IMG] [B]The fire commander[/B] not drawn yet [B]The water queen[/B] [IMG]http://i.imgur.com/eea7V.png[/IMG] They all live in different regions with their own element (Earth and Moon, Air and Sun, Fire and Anger, Water and Peace respectively) The main plot device is the fire commander attacking (or not, you have a choice in the matter) the other tribes, and what happens afterward. That's as much of the plot as I have as of now. There's going to be much more put into this game, you're going to discover ancient religions, fight (or run the hell away from) ancient sleeping beasts, and it's going to be a HUGE game. It's definitely going to take me a long time, so I decided to make a thread so that I could keep you all updated on the progress, and so that I could get some feedback as I go. [B] Main things I need to change so far:[/B] Collisions, I need to mess around with the hitboxes and the player coding until it feels solid. Adding more background stuff, just more art in general. Adding on to the air level, making it sort of a maze, until you're able to reach the water level. Make sure there's not any drop-offs before I export the game :downs:
Are you going to change perspective? Sounds like an ambitious game, even more so since it's a platformer.
Facepunch generally likes screenshots. This is an unofficial rule of the mapping forum and I think it would be a good courtesy if you gave us some here, considering it's a similar situation. It just helps to know whether it's worth clicking the links [editline]15th July 2011[/editline] Colour pallate is nice, but the character's movements are a bit stiff (no walking animation other than legs and redrawn outlines) [the redrawn outlines are a nice touch though, feels much nicer than a simple copy/paste of the body shape). The shape of the character is a bit bland as well - I can't tell what it is. If it's a cloaked figure then you need to be looking at reference pictures of people wearing cloaks.
The music is much better than what you have for the game so far, seems very fitting from what you've described of the plot. I've played what you have so far and the controls are clunky and I keep colliding with bits of background scenery, I think you should sort out the control system and make all the animations before working more on the levels. The jump animation for example is a bit odd right now (can't be any more specific, just odd...) I like the idea though, keep going, this should turn out pretty good if you do what you say.
I get a 503 Error, trying to go to that MegaSWF site.
You should fix the collisions, I went through the wall on the right and out of the map. It also seems to lag for me.
I got stuck on a wall covering the path
The coding right now is pretty buggy. I'm looking into partially, or completely rewriting it. [editline]15th July 2011[/editline] [QUOTE=Vita;31127514]The music is much better than what you have for the game so far, seems very fitting from what you've described of the plot. [B]Thanks! I was honestly worried the music wasn't that good.[/B] I've played what you have so far and the controls are clunky and I keep colliding with bits of background scenery, I think you should sort out the control system and make all the animations before working more on the levels. The jump animation for example is a bit odd right now (can't be any more specific, just odd...)[B]The clunky controls are probably going to be rewritten. The crappy collisions are just because of how I have hitboxes set up, and there's an invisible ground layer that's actually what you're walking on. All the scenery is either on top of or behind the character (or actually on the ground layer, but that's just puzzles you need to click.[/B] I like the idea though, keep going, this should turn out pretty good if you do what you say.[B]I feel like if the program doesn't shit itself by the time I'm finished with it, then this game should turn out quite nicely. Thanks for the feedback![/B][/QUOTE] [QUOTE=Maloof?;31127150]Facepunch generally likes screenshots. This is an unofficial rule of the mapping forum and I think it would be a good courtesy if you gave us some here, considering it's a similar situation. It just helps to know whether it's worth clicking the links [editline]15th July 2011[/editline] Colour pallate is nice, but the character's movements are a bit stiff (no walking animation other than legs and redrawn outlines) [the redrawn outlines are a nice touch though, feels much nicer than a simple copy/paste of the body shape). The shape of the character is a bit bland as well - I can't tell what it is. If it's a cloaked figure then you need to be looking at reference pictures of people wearing cloaks.[/QUOTE] I'll work on getting a few screenshots now. [editline]15th July 2011[/editline] [QUOTE=Parakon;31126567]Are you going to change perspective? Sounds like an ambitious game, even more so since it's a platformer.[/QUOTE] It already does. One thing that I forgot to mention in the OP, is that when you get to the end of the tunnel, with the little wall in front of you, you need to click the little orb thing to pass. I'll try and get a screenshot to show you.
It's either really laggy or just a really low framerate. There's not really much in it yet, I'm not sure why you've bothered releasing it until you've got more content, but hey ho. Collisions need a lot of work too. It looks fairly interesting though, I guess.
[QUOTE=chaz13;31134165]It's either really laggy or just a really low framerate. There's not really much in it yet, I'm not sure why you've bothered releasing it until you've got more content, but hey ho. Collisions need a lot of work too. It looks fairly interesting though, I guess.[/QUOTE] The framerate's at 18fps, let it load. It's not "released", really. More of just putting it out there so I can get some suggestions on where to take it, so everyone can help me shape the game.
I fell of the edge of the world. The graphics are a bit poor but I really like the game idea and the music.
[QUOTE=Nyaa;31136282]I fell of the edge of the world. The graphics are a bit poor but I really like the game idea and the music.[/QUOTE] At which area did you fall off? The cloud area you play as the soldier is far from finished. I'm putting a lot of effort into the graphics, it's going to have around the same quality for the whole game as the point you start out at.
[QUOTE=Bradmastah;31136306]At which area did you fall off? The cloud area you play as the soldier is far from finished. I'm putting a lot of effort into the graphics, it's going to have around the same quality for the whole game as the point you start out at.[/QUOTE] I think the surroundings have much too little detail. even the beginning. [editline]15th July 2011[/editline] Here is where i fell off. [url]http://dl.dropbox.com/u/1275475/Posts/1.png[/url]
[QUOTE=Nyaa;31136398]I think the surroundings have much too little detail. even the beginning. [editline]15th July 2011[/editline] Here is where i fell off. [url]http://dl.dropbox.com/u/1275475/Posts/1.png[/url][/QUOTE] Oh, right. Forgot about that bit. :downs: That's going to end up leading to the water area. But for now, just jump over that pit if you want to see the rest of the progress. Thanks for taking the time to take a screenshot and remind me that I need to finish that area!
[QUOTE=Bradmastah;31136480]Oh, right. Forgot about that bit. :downs: That's going to end up leading to the water area. But for now, just jump over that pit if you want to see the rest of the progress. Thanks for taking the time to take a screenshot and remind me that I need to finish that area![/QUOTE] Yeah I just gave up, since it doesn't seem to register the W key if I'm pressing the A key and I didn't feel like trying to jump that hole 23054 times from the beginning of the level.
[QUOTE=Nyaa;31136509]Yeah I just gave up, since it doesn't seem to register the W key if I'm pressing the A key and I didn't feel like trying to jump that hole 23054 times from the beginning of the level.[/QUOTE] Hm, that's odd. An issue I've found is you'll need to be standing on solid ground for it to register, and most of the time need to be running if you need to cross a gap. I really don't know how else to write it, whether to tweak the ground hitbox, or the coding itself.
I don't know, I usually google code solutions when I'm stuck at programming... [editline]15th July 2011[/editline] [url]http://www.flashgametuts.com/tutorials/advanced/how-to-create-a-platform-game-in-as3-part-1/[/url]
[QUOTE=Nyaa;31136610]I don't know, I usually google code solutions when I'm stuck at programming... [editline]15th July 2011[/editline] [url]http://www.flashgametuts.com/tutorials/advanced/how-to-create-a-platform-game-in-as3-part-1/[/url][/QUOTE] I use actionscript 2.0 D: I will be looking at that website for some tips, though. Edit: Found the 2.0 version, there are a few things I don't like with that tutorial. I doesn't support more than one movieclip (jump,run,stand, etc.) It also requires you to "code" the ground, rather than drawing it. Though, that would be a lot less buggy with this game, I just don't have the time for it, and it doesn't work for inclines, either Thanks, though. I'll be looking more into tweaking the code and messing with hitboxes. If I need to, I'll talk to some of my friends who also work with flash. [editline]15th July 2011[/editline] Okay. I think the main problem here is that I'm drawing the ground (The part that actually collides with the character, you can't see it when the file is exported.) a bit off. As in, it cuts off before you'd expect it to, because what you see over-hangs off of the ground. The solution to this is just draw the levels out a bit differently. [editline]15th July 2011[/editline] Okay. Fixed the drop-off. Uploading the new version.
The water queen's character animations are all done, working on the first water level now.
Well if you ever need help, you can always pm me a function or a part of the code, I'm glad to help. I absolutely love this kind of stuff!
[QUOTE=Nyaa;31159181]Well if you ever need help, you can always pm me a function or a part of the code, I'm glad to help. I absolutely love this kind of stuff![/QUOTE] Okay, cool. I might just take you up on that! :) [url]http://soundcloud.com/bradmastah/water-and-peace[/url] New music for the water levels. I just threw this together, and I think it works really well.
Holy hell man you're really good at making music for games. I like them both. Maybe the second one a bit more, but probably because I've already listened to the first one like 75 times.
[QUOTE=Nyaa;31159922]Holy hell man you're really good at making music for games. I like them both. Maybe the second one a bit more, but probably because I've already listened to the first one like 75 times.[/QUOTE] Haha, really? Man, that means a lot, thanks :D This is my first time trying to make music for my games, and I've only really been making music digitally for a few months, on and off. The thing I'm doing right now is making a preloader, to get rid of lag. After that, I'll be putting both pieces of music in the game. Then, tweak the code, work on the levels.
[B]I've been developing flash for about 6 years now and have gotten several awards in it, so if you want some advice i'm your guy.[/B] Whatever code you are using, is awful. The game lags so unbearably, and if you've set the fps to anything under 30fps you need to get it back to 30 atleast. I presume you are coding it so whilst the player hits the floor their y position is negated from the gravity (cause the player bobs up and down a couple of pixels. If you just set the gravity to 0 whenever it touches the ground it should fix this. Not trying to be a detterent, this has a lot of potential, but there are a lot of things you'll need to fix. Best of luck with it all, pm me if you have any questions and i might be able to help. Edit : Music is great. [QUOTE=Bradmastah;31160534]The thing I'm doing right now is making a preloader, to get rid of lag. [/QUOTE] The preloader wont help in-game lag whatsoever.
[QUOTE=Occlusion;31160594][B]I've been developing flash for about 6 years now and have gotten several awards in it, so if you want some advice i'm your guy.[/B] Whatever code you are using, is awful. The game lags so unbearably, and if you've set the fps to anything under 30fps you need to get it back to 30 atleast. I presume you are coding it so whilst the player hits the floor their y position is negated from the gravity (cause the player bobs up and down a couple of pixels. If you just set the gravity to 0 whenever it touches the ground it should fix this. Not trying to be a detterent, this has a lot of potential, but there are a lot of things you'll need to fix. Best of luck with it all, pm me if you have any questions and i might be able to help. Edit : Music is great. The preloader wont help in-game lag whatsoever.[/QUOTE] A friend helped me develop the code, and he explained it to me along the way. I don't know much, but I do have a pretty decent understanding. For the tougher stuff, I'll talk to you. Well, I guess the first question I should ask, is it the code that's making it lag, then? I'm mainly putting a preloader in so it won't freeze up when the first frame of music starts playing.
Being a good programmer doesn't really work that way... You can't just get a guy to explain it to you a bit to make things work well and also not clutter up the code you kind of have to practice and at least learn the very basics. I don't want to be mean, I'm just saying...
[QUOTE=Nyaa;31160817]Being a good programmer doesn't really work that way... You can't just get a guy to explain it to you a bit to make things work well and also not clutter up the code you kind of have to practice and at least learn the very basics. I don't want to be mean, I'm just saying...[/QUOTE] No, I get exactly what you're saying. I am very far from being a good programmer, coding things from scratch frustrates me a lot. When I was transitioning from animation to game design 2 years ago, a friend wrote this code with me, and it's worked for the small projects I've been doing. Now that I'm doing a larger one, I realize it's not going to really work.
Well I think you're very lucky that Occlusion wants to help you. This can turn out great! I guess I'm not needed on that part now, since I don't have any awards yet :P No but srsly, he's more experienced in flash so you've got better help now.
I'll respond to your PM here cause it's good, general advice. [B]DONT USE ACTIONSCRIPT 2[/B] Seriously, get a trial of the newest flash and use actionscript 3.0, it's faster, easier to use, and if you ever need it, it's easy to learn C# from it. Rather than putting things on movieclips you put it all on one frame and go from there. The code you're using atm is pretty basic, standard platform tutorial stuff, it'll work for now but if you ever want to expand it you'll be fucked. I can send you a few of my platformers (in as3 i'm afraid), then have a go at picking them apart and seeing how each bit of the code works and what it does. Gotta get some sleep now, but i'll do that tomorrow and see if i can find any other helpful things. And to prove i'm not bullshitting, here's a [B]unfinished[/B] demo for a shooter i did a year or so ago. Give it time to load [url]http://www.newgrounds.com/dump/item/dda438f6cc3b5424b28d90b4d5e75533[/url] [img]http://fc02.deviantart.net/fs71/i/2010/103/d/6/Pico_by_OcclusionDesign.png[/img]
Okay, I'll bite. I've been looking at downloading one of the newer versions of flash, but I've just stuck with Flash 8 because it's what I've been using for a while. Well, looks like it's time to completely legally acquire the newest version of flash. I'm betting it's a pain in the ass to port from as2 to as3 and still have it function, but I guess it's better to do it now than later.
Sorry, you need to Log In to post a reply to this thread.