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Work in Progress / Adventure Game. Demo online!

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mYsT!C
19
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Joined: 7th Feb 2005
Location: Germany
Posted: 5th Oct 2009 16:21
Hello there,

since some months I am creating an adventure game.
Last month I finished the first chapter.
Now I translated it into english so you can test it, too.

The Game:
The game should be a little like zelda, but more crazy.
In the first chapter the aim is to find three shrub kids.

The controls:
Arrow Keys to move
Space to attack, talk...
Shift for the inventory
If you press 1 or 2 while playing, you can change the control mode.

Tip:
At the mini game you need money. You can find some at the screen with the bear...there is a treasure.

Download:
http://home.arcor.de/giogiogio/game/adventure_(chapter1)_by_mystic.zip

Screens:


Dreamsenshi
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Joined: 4th Sep 2009
Location: USA
Posted: 5th Oct 2009 20:51
Looks interesting! I will check it out when I've got a free moment.

Your error is my treasure. =^--^=
Virtual Nomad
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Location: SF Bay Area, USA
Posted: 5th Oct 2009 21:11 Edited at: 5th Oct 2009 21:12
very fun, mYsT!C! nice puzzles, style and quite a little adventure in the demo

everything seems pretty solid but i was able to get lost in the forest, here:



it seemed like a path to explore so i ventured in. once reaching the far left of the screen, i was able to move up 1 or 2 regions (other parts of the map), tho my character wasn't really visible (was just pressing keys, trying to find my way out).

also, you might want to run a check on where the monsters start out as the player enters a new area. once or twice, the baddies killed me as i was entering without being able to do anything about it.

1 suggestion, in case you don't already have it planned:

show some progress of the level on screen (or atleast after a "level" is complete) so we/the player know whether or not we've found everything there is to find or do. ie:

Areas Explored: 3/20
Items Found: 1/2
Quests Completed: 3/5
Secrets Discovered: 1/2

some of us like to find and do everything the programmer/author has in a level and this would let us know how we're doing. again, this can be during gameplay or after the level is complete (which would give us reason to replay the game ).

overall, very fun. looking forward to more!

and, here's some gameplay footage i posted on youtube if anyone wants to view:



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Drew Cameron
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Joined: 30th Jan 2004
Location: Scotland
Posted: 5th Oct 2009 21:43
This is great and only needs a few changes to be AA+,

1) It flickers when you go to the white screen with the view - rearrange your code or do a CLS or something or skip "sync" for a loop so the transition is perfect. I hate that in games when stuff flickers, even for one frame, when camera moves or a new mode loads.

2) Shadow for main character, even just a dark ghosted plain

3) The talking shrub should look like the other shrubs but a diff. colour

4) Smidge more variety in ground texture. Even if one tile every 10 tiles had a bit of mud on it.

If anyone jumps on me for criticizing, it's more useful than "that was great" etc. Hope the above helps. Shadows are probably the most important

Zeus
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Location: Atop Mount Olympus
Posted: 5th Oct 2009 22:30
Drew Cameron has some great CC there and I agree with him. The game was great though.

mYsT!C
19
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Joined: 7th Feb 2005
Location: Germany
Posted: 6th Oct 2009 08:30
Thank you for your feedback!!!

@Virtual Nomad:

I like your video ! I did not thought about a progress screen yet but it's a good idea. I think it will look good on the inventory screen.
And you are right, I have to fix the starting positions of the monsters. Some of my friends got scared by entering a new screen and getting attacked immdediately ^^!

@Drew Cameron:

Thought about shadows yet, I think I will try to put in some for the next chapter.
I don't know what you mean with flickering. Everywhere I tested the demo it was fine !


Yesterday I began creating the second chapter. Put in a function to create paths, a savepoint and a first version of grass:

mYsT!C
19
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Location: Germany
Posted: 6th Oct 2009 08:34
Thank you for your feedback!!!

@Virtual Nomad:

I like your video ! I did not thought about a progress screen yet but it's a good idea. I think it will look good on the inventory screen.
And you are right, I have to fix the starting positions of the monsters. Some of my friends got scared by entering a new screen and getting attacked immdediately ^^!

@Drew Cameron:

Thought about shadows yet, I think I will try to put in some for the next chapter.
I don't know what you mean with flickering. Everywhere I tested the demo it was fine !


Yesterday I began creating the second chapter. Put in a function to create paths, a savepoint and a first version of grass:

Drew Cameron
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Posted: 6th Oct 2009 19:37
Quote: "I don't know what you mean with flickering. Everywhere I tested the demo it was fine "


Go on Youtube and watch the video carefully. When you go into the foggy area, there is one frame where the sprite of the wood behind the text isn't in place, and the camera is in the wrong position etc for one frame. Go back and watch that bit till you notice, it IS there.

Fixing that can be the difference between a good and highly polished game! Can't stand that flickering in games - so irritating cause it's like a seam in an otherwise smooth fabric!

Virtual Nomad
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Posted: 7th Oct 2009 07:00 Edited at: 7th Oct 2009 07:09
i've noticed it, too (text in place before wood-panel background). in the vid it's apparent @ ~48 second mark. otherwise, it's obvious/repeating anytime you initiate dialogue in the demo (go to joe on the first screen and watch the bottom-left corner when you hit the space key). and, here's a frame from the raw video of the gameplay footage:



granted, it's a small issue but, as drew said, it can make a difference and, frankly, should be easy to remedy.

add: i wanted to comment on the new paths. one thing i really appreciated from the initial demo was a true sense of wandering in a forest (and into "clearings", etc). the sometimes subtle paths where trees were lining the "way" (like otw to joe's cabin home) i thought really aided with this "forest" vibe. my point here is, and i don't know if this is the case at all, i would only place paths where "civilzation" is what you want to portray, (ie, not in the middle of a forest). also, i'd like to see paths (if they are, indeed, going to wind through forests) blended in much more with some of the forest grass, etc, showing through it. a more natural, un-kept way. anyway, i think you get my point. i really appreciated the initiable "vibe" offered and look forward to more of what you have to share


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mYsT!C
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Posted: 7th Oct 2009 12:01 Edited at: 7th Oct 2009 12:46
I set the sync rate to 10 and went into the foggy area. you're right. but what can be done to remove that? is the screen refreshed although the camera isn't in position yet? how can I understand the problem?

/EDIT: I think i fixed it. Moved the code into a better order.

@ Virtual Nomad:
don't worry paths are really only in the near of villages !

here a new screen:

NeX the Fairly Fast Ferret
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Posted: 7th Oct 2009 19:45
Are those... rabbits... with AK47s?

Dreamsenshi
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Posted: 11th Oct 2009 17:14
Finally got to play it! Didn't see the flashes some other folks were talking about. Was pretty fun for as short as the demo was.



Your error is my treasure. =^--^=
Drew Cameron
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Posted: 11th Oct 2009 17:25
Quote: "Didn't see the flashes some other folks were talking about."


You did, you just didn't pick up on them.

Dreamsenshi
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Posted: 11th Oct 2009 18:54
Quote: "Quote: "Didn't see the flashes some other folks were talking about."

You did, you just didn't pick up on them."


No, really, I didn't. Had two sets of eyes looking at it, and it just plain wasn't there. It could be a hardware difference, but it wasn't there when we ran it on our computers. * shrug *



Your error is my treasure. =^--^=
David R
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Posted: 11th Oct 2009 21:52
The flickering is probably made visible by a certain threshold of FPS, which is why it may not show up on some machines (may be high fps/low fps, hard to tell without seeing code)

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
Drew Cameron
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Posted: 11th Oct 2009 21:59 Edited at: 11th Oct 2009 22:00
It stems from code organised badly and it'll be visible no matter what FPS. It may be less OBVIOUS at a higher FPS but it'll still show up.

But the game DOES look great man, don't think I'm putting you down over this tiny issue, but I just want to get the record straight !

David R
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Posted: 11th Oct 2009 22:18
Quote: " and it'll be visible no matter what FPS. It may be less OBVIOUS at a higher FPS but it'll still show up"


No, it most likely won't, because the frame causing the flickering will be drawn and 'replaced' so quickly (at a high enough FPS) that it is impossible to perceive the change.

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
Drew Cameron
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Posted: 11th Oct 2009 22:26
When you call "sync" I'm pretty sure it draws to the screen whatever is in that loop. There is one loop where the camera isn't positioned correctly and wood image isn't in place. You might not notice it every time, but that loop IS still being drawn.

I'm fairly sure this game is capped at 60fps anyway isn't it?

I noticed it when I played the demo.

mYsT!C
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Posted: 12th Oct 2009 08:17
in the next demo you will see it is fixed !

It was because of a bad code order. The level was built, then a sync and then the camera was put in the right position. My fault !
Drew Cameron
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Posted: 12th Oct 2009 14:41
Haha cool, I hate to go on and on about it, sorry!

mYsT!C
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Posted: 18th Oct 2009 19:30
did some work at the weekend:

- new screen "mysterious cottage"
- first swimming animation is ready
- new item "the half life". player has to collect two to get an extra life

But there is still a lot to do till chapter two will be finished !

Virtual Nomad
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Posted: 20th Oct 2009 05:53
is that a "simple" shadow that i see?


Diggsey
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Posted: 20th Oct 2009 12:39
@Drew
If you have VSync off, then directx allows you to update the screen faster than the monitors refresh rate. If you have 120 FPS and the monitor refreshes at 60Hz, then half of the frames will not be shown. Therefore, half the time, the flash will not be visible.

Butter fingers
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Posted: 20th Oct 2009 16:21
*Hugs Diggsey*
Thanks dude, I've been wondering how to get around that for ages!

I want robotic legs.
Vues3d on Kalimee
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Posted: 23rd Oct 2009 16:55
Hi Not yet tryied it... but looks quite accurate.
I'll have a try tonight!

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