Designing a Jump'n Run: Consider my survey

Started by abstauber, Sat 24/04/2010 14:53:38

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abstauber

To be honest, I've only finished mouse aiming and then switched over to ledge grabbing. But thanks for the hint.

In other news: there won't be wall jumps. I've recently "imported" them from MariVania and unfortunately they totally oppose ledge grabbing. Okay, walljumps increase the pace, but on the other hand reduce the authenticity a lot.



Calin Leafshade

Wall jumps were actually surprisingly easy to code.

but then I made a change somewhere and completely fucked them up, stopping them working consistently... and never found out what i did wrong..

abstauber

haha.. that's what is happening all the time over here.

Like RickJ said: Fixing one thing and breaking two :)

I've managed to steal the code properly, so technically it worked quite good... but it's still awful. Ledge grabbing is way more fun and a bit more "dramatic" instead of just slipping down a wall.

Captain Ricco

gah... i hate mouse aiming.... totally NOT oldschool...

abstauber

#64
Of course it's not ;)

Let me put it this way: you pick up a free aim gun -> you gain mouse aiming, otherwise not. Please trust me, it's better than it sounds :)

DrWhite

Hey, I just love it everytime AGS games give me the chance of shutting down my brain and just jump and shoot stuff. As for the mouse aiming ... I don´t like it most of the time, cause games with mouse aiming seem to have very one-dimensional gameplay. On the other hand, I really loved soldat online. Depends on the game maybe.

An addition: my all-time favourite is Earthworm Jim 1+2.

Snake

Pretty cool, Abs. Maybe I could make another Castle of Fire game with it that people will actually like!

Although it is the game itself, not what it's made with ;)
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Dualnames

I said that element 'SEX' would boost up the experience, but abstauber didn't bother to post this. Why?! >:(
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

abstauber

#68
I hope a lot of you give it a try and then submit bugfixes :D


@Dualy
Someone else also voted for tits.
If you want to create e.g. "Humping Jackson", simply replace the close combat weapon with a penis :P

@DrWhite
I think so too. Mouse aiming doesn't automatically also mean mouse shooting ;)

Btw. I'm finally done with the player's movement.

Scarab

Quote from: abstauber on Fri 30/04/2010 08:14:24
@Dualy
If you want to create e.g. "Humping Jackson", simply replace the close combat weapon with a penis :P

You could remake Custer's Revenge as a full game!  ;D

Babar

Quote from: DrWhite on Thu 29/04/2010 22:20:21
An addition: my all-time favourite is Earthworm Jim 1+2.
That is a good example of a "whip" in-game. Used as a weapon, as well as to hook on to things. Although what I was remembering it from was the old Zorro platformer :D.

Also......ooooh......thwacking the whip with...mouse aiming?! :O
Hahahahahha

Lots of people here seem to be against mouse aiming. I dunno... for fast-paced platformers I´d think it´d be lots of fun.

Also, since you mentioned an RPGish platformer, maybe you could involve "power-ups" or "abilities" or something? I remember playing Pocahontas a long time ago, and while it was an otherwise very average platformer (but still fun), it had all these things you picked up during the course of the game (as prizes for overcoming an obstacle, or hidden away in places), that increased your abilities (making you able to swim underwater, making you able to run faster, jump higher, etc.). Another game I remember that had something similar was Empire Strikes Back on the gameboy (and maybe on something else?). You gained force powers throughout the game like force-push, jump, etc. But otherwise, that was the most impossible game in the universe. I still pick up my old gameboy from time to time to try it out, and rarely get past the first level.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Wonkyth

I'm for mouse-aiming, and I'm not a fan of fast-paced games, as I like a game if I can beat it easily.  :P
I think mouse-aiming would work very well in a slow-paced game, as it requires and allowes more precision.

Also:
To all you git who keep whinging about not being able to control both mouse and keys, try playing a few more PC FPSs, you wimps!
Quote from: DrWhite on Thu 29/04/2010 22:20:21
...games with mouse aiming seem to have very one-dimensional gameplay.
What the hell?  :D
"But with a ninja on your face, you live longer!"

HammerBlade

I'm filled with glee at the thought that a coherent module for an entire genre of games is in the works!   :D   I'll be looking forward to seeing how this progresses!

abstauber

@Babar
Cool idea using power ups in a RPG way.
and if anyone is willing to teach me, how whip swinging could be achieved, I'll put it in ;)

What's also bothering me: you'll still need an external map editor. I suppose Mappy and Tiled might work, but I haven't tested those.

Wonkyth

Whip swinging should probably be either like swinging in Tomb Raider, like using the ninja rope in Leiro or perhaps like the ninja rope in Worms.
Personally, I'd go for the TR option, as it greatly simplifies the way things would work, only requiring you to be able to swing in particular areas.
Also, this would simplify level design.
"But with a ninja on your face, you live longer!"

abstauber

Just took a look at Tomb Raider swinging on Youtube. It's indeed very slick and way better than ninja ropes at which I was thinking of. But maybe it's better to stay focused and first finish the basics.

If in the meantime anyone has a copy and paste solution, well that would be something else ;)

abstauber

#76
I'm done :)

Thanks for participating.


(and sorry for cross posting and digging this up :P )


edit: forgot to post the Link:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40922.0

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