project time (test levels!)

fillergames

  • Posts: 771
http://www.stencyl.com/game/play/26563

Made the first enemy AI test, the jumping and clawing zombie. Graphics are just a placeholder square, currently

Alexin

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  • Posts: 3132
You should seriously focus on improving the player's movement first instead of adding more weapons, enemies, AIs, etc. Simply put, it's unplayable.
"Find the fun"
alexin@stencyl.com

fillergames

  • Posts: 771
You should seriously focus on improving the player's movement first instead of adding more weapons, enemies, AIs, etc. Simply put, it's unplayable.

I spent a bit trying to redo the walking and jumping movements. Does it feel more solid now?

Also, there seems to be a bit of choppy movement when jumping on the web browser flash version, never happens in the testing flash window, but might be my computer.

Alexin

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  • Posts: 3132
It feels like the character weighs a ton - it takes too long to accelerate, then it moves too fast and won't stop. Perhaps you don't notice because you're used to it by now, so you should play other platformer, to get a feel of the movement, and then play yours and compare.
"Find the fun"
alexin@stencyl.com

fillergames

  • Posts: 771
It feels like the character weighs a ton - it takes too long to accelerate, then it moves too fast and won't stop. Perhaps you don't notice because you're used to it by now, so you should play other platformer, to get a feel of the movement, and then play yours and compare.

Well, I just realized the acceleration code was broken. So I tried to fix it.

I've also merged the 2 game test into one, which complete in a level-like fashion.

http://www.stencyl.com/game/play/26583

Alexin

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  • Posts: 3132
It's much better now. The screen shaking effect is exaggerated though, a displacement of one or two pixels should be enough.
"Find the fun"
alexin@stencyl.com

fillergames

  • Posts: 771
http://www.stencyl.com/game/play/26583

Too much updates to list. Just find them.

Also, working on the 1st level soon.

merrak

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  • Posts: 2480
Looks good. It feels like the enemies are too hard to dodge. I don't think this would be a bad thing if it were easier to shoot from above (level 2, for example). When the gun is pointed downward, the bullets seem to disappear into the floor

fillergames

  • Posts: 771
http://www.stencyl.com/game/play/27432

Massive new update.

-Add new enemies: Stray landmine, grenade spawner.

-Added new hud, weapon fire modes, and put controls in-game.

- Some corruption happened to the game, so weapon graphics (shotgun) are back to their older form.

-Nerfed enemies, buffed rocket shooter.

-New weapons. Landmines, MAR (Camo or grenade launcher), and old fashioned assault rife.

-Logo screen time reduced.

-2 new levels, others redesigned.



fillergames

  • Posts: 771
More updates!

-Changed enemy AI slightly.

-Added graphics to enemies.

-Fixed a few bugs/glitches.

-Added an experimental arrow key aiming control mode. If flash games are acceptable with controllers with duel control sticks, is there any way to set this to a 2-stick shooter type game?

-Added the most complete game mode, survival. press X on the controls screen to activate! (FYI I made this out of boredom)

fillergames

  • Posts: 771
So. I lost most of the original game work (Forgot to back up the later version) but I'm trying.

http://www.stencyl.com/game/play/27432

I've added weapon fire sounds and such (And may make a single player story)

fillergames

  • Posts: 771
http://www.stencyl.com/game/play/27432

Quite a few updates done.

-The first level is complete. Showing game design mechanics.

-Most of the object pick-ups have their graphics correctly finalized.

-Some place holder menu graphics (Final ones will be sprites, rather than cheap drawings)

-Changed a few sounds and graphics

-Added menu text for events happening.

-Added health pickup

-You can now attack when not holding anything, it's short  direct attack.