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Messages - Lympha

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16
Okay, so I'm not going to sugar-coat this for you, this is a pretty bad game. And I will tell you why. The game is basically just a variation of a standard level you automatically get with Stencyl anyways. All you basically did was stack some blocks on each-other for a level and call it a game. Another thing is the fact that there is no actual level selection, so you have to re-do levels, even though you keep the score, which grants you the ability to get an infinite amount of points. Lastly, you could have at least done the graphics yourself, but also this was just default stuff. All in all, I don't really see much good in it, I'm sorry.

Also, on your signature, let me fix that English for you:
I don't speak English well, if I write something wrong, please correct me. I'm Spanish and I am only 10 years old. Thank you.

17
Nice update, but once again, I do have some criticism. First of all, it's the fact that the progress-bar (which was uniquely done, I have to say) doesn't show up anymore after one round, I thought that was definitely one of the major issues.
Further more, some death issues; when you die and get a health pack (which brings your health back to one bar), you still die, this seems, even though logical, still bugging, it's be more realistic if your weren't actually able to pick those packs up anymore. My solution would be that upon death, you just fall down, as a death animation would be nice to have anyways, and go down as fast as the level; so characters, floor and more importantly, the medical-kit. Further, when you die, you still have the ability to shoot, it'd be better, in my opinion, if you couldn't shoot when you're health is zero. Lastly, it's dying when you have coins in front of you, this is extremely de-motivating, to have earned 10000 points and let them get shot away. I think it'd be better if there are; or more coins in throughout the entire stage with a higher prices; or coins being deposited right away. I'd definitely go for the first option as it seems a bit of a tedious work to get coins now, I'd recommend to have the prices go down anyways, and perhaps let them be higher on each upgrade.

Besides criticism, I do also have a request, which is pretty important, I believe. It'd be cool to have the game save your progress automatically and I think it's actually a really important feature for the game to have, I probably represent most gamers, musicians, animators, writers or whatever, when I tell you how much it can suck to lose progress.

Over-all, nice update, I don't really think the boomerang is that important, as it's, at least in my opinion, probably the worst weapon you can get, but if you'd be adding any movement to it, I think it'd be cool to have it going into a more circular motion.

18
The game is really great, haven't spotted any bugs yet, although I (again) have some criticism. I bought some upgrades from the shop, but it'd be nice to have some verification of your upgrades, like a bar-level system. Also a nice upgrade would be a better agility, as that's always a really nice thing to have.
Over-all, it's looking really good, I like how destroying the tank gives you a ton of points, even though it's not really a hard opponent.
I haven't defeated the end-boss yet, though, any hints on how to summon it?

19
Windows / Mac / Flash / HTML5 / Re: Renewal (WIP)
« on: May 13, 2012, 11:46:04 pm »
Those screen-shots are looking really good, so far, but I do have some criticism though.
The surrounding of the box to point out the selected item is really off, the sprite work just seems really sloppy. I have the same feeling with the wood sprites, it looks like they were cropped with MS Paint. The text saying 'Selected', exactly the same.
The return button looks, even though well-made, out of place, compared to the other, more pixelated sprites.
Also, on the screen-shot where the main character is standing in a room, it'd be nice to have some shades on the sides, like upper and left side, to give a little more depth. A bit like in here. Also in the room, I'd give the windows a full block instead of putting them in the wall block. It'd be cooler if you got some more transitioning blocks for wood and wall too, like hardwood or something.
The tree looks really awesome, great job on who-ever made that, but again, nothing goes without a flaw, it could really use some shade on the bottom. For the characters, I would give the shadow a lower opacity.
Anyways, all in all it's looking pretty great.

20
Windows / Mac / Flash / HTML5 / Re: Renewal (WIP)
« on: May 13, 2012, 10:20:07 am »
That's looking great, I love the cute style, mainly the regular zombies are a spot-on. The only thing that looks kinda ishy is the 'Gutted Zombie', even though it has to be skinny, it really takes away a lot of the cute style. Also the last potion (the dark purple one in a heart-shaped bottle), looks a bit weird, mainly because of it's shape, but I guess you guys are trying to keep the variation in there, which is good. I'm not sure what the blue potion is, but if it's mana (or stamina or anything similar), I recommend you to make it darker, as people don't associate cyan with mana as much as a more regular shade of blue. But if it's for something totally different, don't mind what I just said.
You could also center the objects in the inventory a bit more, as they are a bit on the bottom of their box now, which looks off.
Further, I really like the level logo's, especially the square one.

All-in-all, good job on the graphics so far, looking forward to the screen-shots.

21
Windows / Mac / Flash / HTML5 / Re: Renewal (WIP)
« on: May 13, 2012, 07:48:14 am »
Even though all you said sounds really promising, it'd be nice to have some visual back-up to support the text. It increases appeal of the thread and it gives a much better idea of what the game is like.
Anyways, all you guys have implemented in the game so far, sounds really nice, even though it'd be nice to get some elaboration on the "Renewal is a zombie survival game that will be completely different every time you play." Because that's quite a statement you're making.
Also, I'd like to give some suggestions for the World Beyond, but also this would require some more information about the world.

Nonetheless, it all sounds very promising, but it'd be nice to have some visual (and perhaps even playable) previews for the game.

22
Nice update, it's nice that you take criticism seriously, and actually listen to your audience, that's a really good virtue to have as a game developer.
The fact that the enemies with machine guns can now be dodged is probably the best thing of this update.
I'd like to give some criticism on the helicopter, but the game immediately froze as soon as the helicopter came in, this is basically what it got stuck at, tried pressing 'P', because maybe that was the problem, but it wasn't. Perhaps it's just my computer being weird or something, but I thought you might like to know this anyhow.
I'm not a fan of the fact that you get 1-4 coins randomly, mainly because of the 'randomly'-part. If I wanted to base my progress in a game on luck, I'd rather play a board game. I'd prefer, say 1 coin every 5000 points or so, or perhaps you could higher the prices for upgrades and give one coin for every 1000 points. Just some suggestions though.
I'm not quite sure which graphical errors you fixed, but I forgot to mention last time that the 8-bit pixel-art is extraordinary.

Also, I know you didn't want to implement moving forward or backwards, but I thought, perhaps you could implement a forward jump/roll, where you evade by going in front, after that you just return in your current position. This could be an easier way for dodging, but more importantly, it could give some variation in movement. Something I always noticed in games, is the more actions or movements you have, the more variation the game has, hence making the game more fun.

But the again, these are just suggestions, the game is great, nonetheless.

23
Chit-Chat / What's your favorite game?
« on: May 12, 2012, 04:48:53 pm »
We all have those previous games that stand out for you. This can be any kind of game; a Flash game, a game you bought on Steam, perhaps a classic from your NES.

Mine would probably be;
For Flash-game: Random Heroes by Wobly.
- A nice adventure platformer where you have to choose out of several random heroes, me being the sire I am, chooses for 'the Gentleman'. The graphics are pixel-ated, which is Wobly's tour-de-force.
For Computer-game: Terraria by ReLogic.
- A great indie-game that's often referred to as the 2D version of Minecraft, only this game has a lot more features, and is visually much more appealing, in my opinion. There are a lot of unique mobs and bosses and contains hours and hours of game-play.
For Console-game: Pokémon Leaf Green by Nintendo.
- The classic Pokémon games (yellow, blue, red) in a new, modern, more colorful jacket. This game, originally for the Gameboy SP has made my childhood with all the great Pokémon you can catch with it and the many challenges, it's easily one of the best games ever.

So what are your favorite games, share it with the rest and describe why you like it so much, perhaps you will show the light to others.

24
Chit-Chat / Re: Just Installed Ubuntu;
« on: May 12, 2012, 10:17:52 am »
I used Ubuntu, but I really didn't have a good experience with the OS, perhaps it had something to do with my computer, but it ran a lot slower than Windows.
Besides that, it was really nice in use though, customization is great and it has a lot of nice applications. And let's not forget the fact that it comes with LibreOffice, which is a really nice feature, considering Ubuntu is free.
I'm not saying Ubuntu is bad, it has really nice features, but I still prefer my Windows 7 (Home Premium), although, if my computer ran on Vista or lower versions of Windows, I would probably take the step to Ubuntu again.

25
Chit-Chat / Re: Gameplay questions
« on: May 12, 2012, 09:10:47 am »
I'm personally more of a keyboard fan, but that's probably because my mouse often is over-sensitive or is acting annoying in general. Besides that, keyboards are also a more reliable mechanic in my opinion, as not everyone is using a mouse (like laptop users) and you can't really play games with a touch-pad.
Nonetheless, I think you should use whatever you think suits the game best, but for a platform-game, I don't think it's a good idea to implement a mouse, unless you feel like it's necessary.


26
Windows / Mac / Flash / HTML5 / Re: Super Rocketeer Devlog
« on: May 12, 2012, 04:25:10 am »
Wow that's looking really great so far, I love the art and the whole concept seems really original.
I'm really hoping this will be released soon, I think you could probably put this on Steam if you're done.
It's also kind of de-motivating to hear how you fix problems, especially for a newbie to the whole game industry like me.
Anyways, keep it up, is there any chance of a preview to be released soon?

27
Chit-Chat / Re: It's hard to make a good/fun game [Discussion]
« on: May 11, 2012, 04:23:55 pm »
We all have times where we suck at something, but later on, as we get more experienced, it's all getting much easier. But that's no reason to give up so soon. Keep in mind that everything takes effort, you can't make a character in a minute and call it an object. Try to visualize what you're going to create, once you know exactly what you want, draw it. This should take time, no matter how skillful you are.
And if you really think the problem lies in your drawing skills, well, I guess you should do some practice, but abandoning something completely, just because stuff doesn't work out in the beginning is, excuse my French, plain idiocy.

28
This is a really great game so far, all the animation is smooth, I'd say it's looking good. My only suggestions or criticism would be the fact that you're unable of walking around, I'm sure this is no surprise to you, but it makes it really hard to dodge the artillery from the sides if you haven't shot them yet. Besides that, it's not really obvious how to get coins, I played one run and I wouldn't say I did that bad, but I still didn't get point, it'd be nice if there'd be some in-game elaboration on that.
Further though, it's a great game, the art isn't flawless, but still really good.
Keep it up, I'd like to see what this could evolve to.

29
Chit-Chat / Re: How did you find out about us?
« on: May 11, 2012, 04:02:28 pm »
I found Stencyl through Newgrounds, as they were hosting the Stencyl Jam, before that I also saw it mentioned in the description of a game for the Ludum Dare (also on Newgrounds), but I didn't really check the program out before the Stencyl Jam and I got kinda hooked on it immediately as I always wanted to do something with game-design and creation, but I hate nothing more than coding, plus I'm really bad at it too.

So yeah, that's how I found out about this place.

30
Chit-Chat / Hello everybody.
« on: May 11, 2012, 01:15:05 pm »
Hello guys, I am Daniël, I'm a Dutch aspired animator who's trying to get into game-creating. I found this place through Newgrounds, a place I like to visit often and I'm working on a game right now, although it's in a very alpha-stage, to the point where we're still only brainstorming.
I'm a big fan of pixel-art, which you shall notice if I actually manage to finish a project.

Anyways, I'm hoping to enjoy my stay here, perhaps I'll get active as well, we'll see.

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