Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Link:
V2:
https://www.dropbox.com/s/cqnyt58t8kjmn … rio_V2.exe
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Bytheway... Enjoy
Last edited by Gamer1120 (Dec 14 2012 4:50:34 am)
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Nope,. cannot find any bugs. Good game! Maybe add some colour though.
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It was meant to be in black and white
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It just doesn't work for me. It is Game Maker, not a recommended tool but an amazing start to game making.
It was meant to be in black and white
So why didn't you make it in black and white if that was the intention? The dog you play has uses colors that isn't black nor white.
The game is also glitchy and a bit of a chore to play. It seems you try to make it into something similar to "I Want To Be The Guy" in terms of game-design and difficulty. You add in a bunch of random obstacles that the player would have no idea to know that it's there, and the only way to beat the game would be to replay from the start several times. That could be fun and all, but I personally found this particular game to be a bit too slow-paced for such a design to work properly. It feels lazily made, especially when you consider these few other things.
The collision detection is awful. Whenever you land, you get slightly stuck to the ground for a frame or two, which disrupts the flow of the gameplay ever so slightly. The same thing happens when you jump up into a platform, and you get pushed out of it. I recognize this problem as inherited from Gamemaker's official tutorial on platforming, which doesn't do it properly either. It makes me think you copy-pasted parts of the tutorial into this game of yours.
The two faces that slides towards you at the beginning isn't re-sized properly. They're pixelated, and you might actually need to use different art for it.
The dog you control plays an animation in a loop. Despite the fact that you're not moving at all, the dog animation indicates otherwise. The animation only moves the leg of the dog, which I think looks really unnatural. The hitbox of the dog-sprite isn't good either, as it detects me hitting the roof when I am about 10-15 pixels away from it. The sprite is also in isometric view, in an otherwise 2D world. That's a bit of a huge inconsistency, and it doesn't look good. I think that's a huge mistake, given that you spend nearly all of the gameplay-time looking at said sprite, and it is fairly important that it looks good and that it appears to be a part of the world it is in.
It doesn't look like there is anything to stop the faces/enemys to move forward. I had the game open in the background while typing out parts of this post, and when I tabbed back there was suddenly a new one, right behind the pipe that the plant pops up from. There clearly shouldn't be one there. I also found myself looking at four faces floating through the sky at the very beginning once. I think they are supposed to appear later, but they moved there because there is nothing stopping them. They also aren't transparent and when they move over other things you will see a big white box around it. They're also not properly re-sized, like I mentioned earlier.
I'm not sure if this is a bug or not, but when you jump off the second platform, the game resets to the beginning. I found it a bit annoying, personally, but that could be passed off as yet another obstacle that the player would have no idea was there.
Gamer1120 wrote:It was meant to be in black and white
So why didn't you make it in black and white if that was the intention? The dog you play has uses colors that isn't black nor white.
See FAQ.
The game is also glitchy and a bit of a chore to play. It seems you try to make it into something similar to "I Want To Be The Guy" in terms of game-design and difficulty. You add in a bunch of random obstacles that the player would have no idea to know that it's there, and the only way to beat the game would be to replay from the start several times. That could be fun and all, but I personally found this particular game to be a bit too slow-paced for such a design to work properly. It feels lazily made, especially when you consider these few other things.
It was made for IT class, and the teacher said we had to use Game Maker. It's not done yet.
The collision detection is awful. Whenever you land, you get slightly stuck to the ground for a frame or two, which disrupts the flow of the gameplay ever so slightly. The same thing happens when you jump up into a platform, and you get pushed out of it. I recognize this problem as inherited from Gamemaker's official tutorial on platforming, which doesn't do it properly either. It makes me think you copy-pasted parts of the tutorial into this game of yours.
I haven't even done the tutorial. All figured it out by myself.
The two faces that slides towards you at the beginning isn't re-sized properly. They're pixelated, and you might actually need to use different art for it.
I know, we made all the sprites 50x50. I realise that's a low quality, but we added the trollfaces later after we decided to make everything 50x50.
The dog you control plays an animation in a loop. Despite the fact that you're not moving at all, the dog animation indicates otherwise. The animation only moves the leg of the dog, which I think looks really unnatural. The hitbox of the dog-sprite isn't good either, as it detects me hitting the roof when I am about 10-15 pixels away from it. The sprite is also in isometric view, in an otherwise 2D world. That's a bit of a huge inconsistency, and it doesn't look good. I think that's a huge mistake, given that you spend nearly all of the gameplay-time looking at said sprite, and it is fairly important that it looks good and that it appears to be a part of the world it is in.
We have to work on the animation. Thanks for saying that. We're not sure if we'll do anything about the sprite, but I do think we will. The sprite will, most likely, remain colored.
It doesn't look like there is anything to stop the faces/enemys to move forward. I had the game open in the background while typing out parts of this post, and when I tabbed back there was suddenly a new one, right behind the pipe that the plant pops up from. There clearly shouldn't be one there. I also found myself looking at four faces floating through the sky at the very beginning once. I think they are supposed to appear later, but they moved there because there is nothing stopping them. They also aren't transparent and when they move over other things you will see a big white box around it. They're also not properly re-sized, like I mentioned earlier.
I totally agree on this. For the floating trollfaces: we hadn't coded that part of the game yet. It's a bug.
I'm not sure if this is a bug or not, but when you jump off the second platform, the game resets to the beginning. I found it a bit annoying, personally, but that could be passed off as yet another obstacle that the player would have no idea was there.
If you get out of the room, you die.
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See FAQ.
Sorry, but where can I read the FAQ?
It was made for IT class, and the teacher said we had to use Game Maker. It's not done yet.
What sort of IT class requires the participants to use Game Maker, of all things? Is it an introduction to game design, or an introduction to programming? I'm curious since I don't think I've heard of any school which have used it.
I haven't even done the tutorial. All figured it out by myself.
Fair enough. I shouldn't have been so quick with my accusations. Getting collision detection to function properly in Game Maker can be a bit of a hassle from my experience, and especially so if you use nothing but the drag-and-drop controls. But my suggestion to redo it without the chunkiness still stands.
If you get out of the room, you die.
Alright, I think I get it. But I don't think that ought to happen when you get outside of the room in the upward direction. It makes the game feel as if you're playing inside of a box rather than in the huge world it's supposed to be. That's the biggest reason why I don't think it works here, but there is another one:
If you fall down a pit; you die. That makes sense. You naturally fall down due to gravity, and you can't jump out of a hole that is too deep, so the game is kind enough to let you know that you screwed up and resets you back to the beginning. But the same reasoning doesn't work out when applied to getting too far up. Despite how far up you go you always fall back down*. You can still get back to the tracks, and you can still proceed to victory. But the game doesn't let you, strangely enough!
*Unless you're so far up that the earth can't pull you back down, but I don't think that applies here.
I also have a thing to say about the "trollfaces" you use. They're overdone, and unoriginal. It's a popular picture on the internet, and it feels a bit cheap for a game to use. Then again, this is a game which is entirely based on one of the worlds most selling game ever (It's even in the name!), so I don't think complaining about unoriginality will have any effect. And it doesn't matter if you're in this too just learn Game Maker/general programming concepts.
What sort of IT class requires the participants to use Game Maker, of all things? Is it an introduction to game design, or an introduction to programming? I'm curious since I don't think I've heard of any school which have used it.
In retrospect, Game Maker may be poor quality/horribly inefficient, but it's good at testing how well you can follow directions on something you've never done before while introducing you to common elements to computer programming, such as constant rendering, tweaking, scratching your head with no idea what that problem is (shortly followed by frustration... wondering what you've done with your life... then wanting to throw the computer into a cannon to see how far the pieces can fly).
Yeah. Not about the IDE, more about the nature of it all.
Yeah, well, you know that's just like, uh, your opinion, man.
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Where's the website to play it? Is it the dropbox? Well, I don't have a dropbox account
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In retrospect, Game Maker may be poor quality/horribly inefficient, but it's good at testing how well you can follow directions on something you've never done before while introducing you to common elements to computer programming, such as constant rendering, tweaking, scratching your head with no idea what that problem is (shortly followed by frustration... wondering what you've done with your life... then wanting to throw the computer into a cannon to see how far the pieces can fly).
Yeah. Not about the IDE, more about the nature of it all.
No doubt about that. I used Game Maker quite a bit when I was younger, and I picked up a few general programming concepts from there that were useful when I started programming for real several years later. I'm just surprised to find Game Maker to be used in any professional environment. Not that it's necessarily a bad thing. If you study game design, for instance, Game Maker could be useful to get a quick prototype or a proof-of-concept out without getting too deep into the more difficult programmy stuff.
Where's the website to play it? Is it the dropbox? Well, I don't have a dropbox account
Just follow the link in the OP. No account required.
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