Platform game demo (not AGS)

Started by Bernie, Thu 21/04/2005 14:41:00

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Bernie

I made this game engine quite a while ago, and now it's just sitting there on my hardrive, being useless. So I thought I'd upload it so people can try it.

Screenshot:



Controls:

Arrow keys - > Move
Shift -> Jump
Ctrl -> Hit stuff
Enter -> Call menu, use arrow keys to navigate through collected items, press shift to use.
Alt + Enter -> Switch to Fullscreen/Windowed mode

To access all the moves, press 1 on the keyboard. Press E to level up your character to get more HP and MP. You can use the save altar to heal up and save progress.

The available moves after pressing 1:

Down while walking: Roll

Up + Ctrl:
Supar Hit!1 (Jumping while performing a Supar Hit!1 lets you jump longer.)

Running up walls:
Just jump at a wall while walking. You can jump from walls by pressing Shift.

Double Jump:
Press Shift while in midair.

Magic attacks:
Hold Ctrl until character flashes. From that point on, you can shoot fire by releasing ctrl, or perform a radial fire attack by releasing ctrl by pressing up - works with 15+ MP only.

Supar Jump:
Duck until the character flashes, then jump. This move can break blocks and hurt the baddies.

Okay, that's all I can remember for now. Please let me know what you think! :D Ideas and crits are always welcome.

At the moment, I don't know if I'll ever go anywhere with this small idea. Probably not before finishing Hero Theorem, City of Fortune or Skyhammer (see www.origamihero.com for more info).

The game:
http://www.origamihero.com/files/game.zip

Thanks~

Helm

This is excellent work. I have a similar project lying around on my hard disk :P

Nice graphics, smooth gameplay, pretty music, lovely aesthetic. Do something with this at some day.
WINTERKILL

mätzyboy

There is only this one screen right? And you kind'a fall off the edge and run under the screen when you exit to the right or top left, innit?

If not how do I get further?

If so then this is nice! Very easy to get into, sweet graphics and sound. Kept me wanting to explore the place more, but I kept falling of the edges... Why the need to press 1 to get full functionality?


Bernie

Thanks for the comments! :D

This is still very early in development. The moves would be unlocked while the game progresses, pressing 1 merely is a debug function for me to test out all the bugs the moves may cause. So is pressing E to level up and placing the character by holding the mouse button.

mätzyboy:
There's only this small test area. In Multimedia Fusion (the authoring app the game was made with), it's a bad idea to make multiple levels this early in development because of the way it works. Basically, I'm creating all aspects of the game on one screen, then I copy and paste the basic level to produce new areas. The code of the game is not global. (It could be, but it's such a pain in the butt in MMF.) I didn't even bother to add borders at the end of the level yet... :)

Adamski

#4
I've dabbled with MMF before and I'm always amazed when i see someone actually make something that breaks free of all the niggling stupidities the program has when trying to make games with it. Awesome stuff so far, it must have taken a lot of effort to get to the point it's currently at (parallax scrolling must have been a nightmare).

Bernie

#5
Parallax is really easy.
Just add a Background System Box, edit it and paste a picture in it. They're treated like backgrounds, but can move about. Now just tell it to always position its x coordinate at, for example, left frame border / 2 and its y coord and top frame border / 2. That'll make it scroll half as fast. This method is quite speedy, works on 300 Mhz comps, too.

The rest of the game wasn't too hard to do. I used older character/enemy/dialog engines from other games I made and put them together to a game engine.

In MMF, if you want your game to play without flaws, you need to code your own movement engine. It'll give you complete control over your movement, too. With a good grasp on that, you could make a Super Mario World clone in it if you wanted, or a RPG at PSX quality.

EDIT - I didn't make the music for this game; I can't do music at all. It's a midi from www.vgmusic.com.

TerranRich

Hmmm...somebody mind explaining what MMF is? I'd like to take a look at it.

Oh, and Bernie, did you mean "game" as opposed to "game engine"?
Status: Trying to come up with some ideas...

Gilbert


Igor

Quote from: TerranRich on Fri 22/04/2005 06:28:00
Oh, and Bernie, did you mean "game" as opposed to "game engine"?
He did mean game engine.. MMF is very open ended, so you can program almost any type of game in it as far as it's 2d (platform, fighting, racing, adventure, etc..). The downside of this is, you must first code basic engine for the type of game you are after.. which can be quite hard.

And Bernie, fantastic work! Love the look and feel of it :)

Helm

In that sort of game making, I'd suggest Game Maker over MMF any day. But this is very competent in every respect.
WINTERKILL

Bernie

Thanks for the comments!

Helm - I disagree, but I guess everyone should use what he feels comfortable with. So far, I was able to do everything I want in MMF, so it's just fine for me.
In the end, only the result matters. :D

MMF is a more powerful version of Clickteams The Games Factory, and I love it. :)

If you're interested in MMF games and want to try some, you can go to www.faind.com and try the free games we offer. Streambolt (made by my friend gustav) and Douglas Circumstance are great platformers, as well as Commando.

Helm

oh, didn't know you knew Gustav. Say hello from me. He's one of the best pixel artists I've ever seen.
WINTERKILL

big brother

I love it, but how do you quit?
Mom's Robot Oil. Made with 10% more love than the next leading brand.
("Mom" and "love" are registered trademarks of Mom-Corp.)

Bernie

big brother - press alt + f4, the good, old quit-any-app key combo. :)

Helm - Will do! :)

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