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High-speed platformer indie
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Some of you may have seen the GIF and video I posted in the WIP topic, but since I added quite a lot of stuff, I think it's time for this project to get its own topic. Have a few screenshots to get the general concept:

















If you still don't get it: it's a high-speed platformer, so basically it's a Sonic-like game. Though, it'll be in no way a ripoff since I'll add my own elements to it (some of them are already done).


Like I stated above, I added a lot of features recently. Here's a list of all the features in this game):


-Smooth high-speed movement
-Slopes that will also effect your speed
-Wall and ceiling walking
-Speed boost
-Double jump
-Summersaulting (to hit enemies)
-In-game recoloring (using hue, saturation, value)
-Custom transition effects
-Enemies: walking robot, flying robot, shooting robot, flying shooting robot, tank
-Springs
-Signs
-Widescreen
-Smooth view: automatically moves forward when at high speed
-Screen lock
-Stage introduction
-Getting hit by enemies
-Being able to hit enemies
-Moving platforms
-More I forgot to mention


Here's a video of me playing the engine test (it also includes explanations on the new features, but it's mainly focused on the recolor feature):



And here's the actual engine test:
https://www.mediafire.com/?9w6hayup8v5qxs5


Read the controls before playing the engine test:
-Arrow keys - move
-Z - jump (in mid-air: double jump)
-X - boost (in mid-air: summersault, to hit enemies)
-R - enter/leave the recolor screen
-Page up/P - go to the next room (P doesn't have transition)
-Page down/O - go to the previous room (O doesn't have transition)


Any crits or suggestions are welcome, of course! Also, I need help on a name for the main character (the red robot). Do you guys have any ideas?
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Looks neat. The Sonic engine is a bit tricky to program than a Mario engine, so you're already off to a decent start. I can't offer too much feedback without playing the actual engine, but I do hope you keep going with this.
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Bibby
Looks neat. The Sonic engine is a bit tricky to program than a Mario engine, so you're already off to a decent start.

Thanks, and it was harder indeed, especially the wall/ceiling walking.

Bibby
I can't offer too much feedback without playing the actual engine, but I do hope you keep going with this.

I see. Do you want playable engine test?
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If you'd like to post a playable engine, I'd be happy to give it a try.
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Bibby
If you'd like to post a playable engine, I'd be happy to give it a try.


Alright, here's an engine test: https://www.mediafire.com/?tmcfgu4ebxuea8c . Unfortunately, it's an installer because this project is made in Studio.
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The engine is looking good. I don't like installers, but I was able to play it simply by extracting the files from the installer using 7-Zip. GM Studio has a bunch of different settings, and I know there's at least one option that doesn't require an installer.
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Alright then, I'll use a ZIP next time.
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I updated the first post with more relevant information, new screenies, a new video and a new engine test!
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New background, HUD, effect and a brand-new summersault move that replaces the old one. In this new move, you need to press Z in air to get either a horizontal or vertical boost, depending on what arrow key you're holding. It'll also set you in summersaulting state for an unlimited time, until you hit the ground.
Don't worry, these aren't the only features I've done, but these are the main things and the stuff I'd like to have some criticism for. So what do you guys think?


(BTW, an engine test can be found in the first post, though it lacks these features since it's the same one I posted a few weeks ago, that's showcased in the video. I'm just saying this in case someone missed it)
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The recoloring feature is pretty cool. I'd like to see more GM games with similar features.
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