Rvian

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What to do?

Poll ended at Fri May 31, 2013 1:29 am

Extend this game like it is
2
40%
Make a whole new RVIAN2 with more features and 16:9 resolution
1
20%
Make a new game
2
40%
 
Total votes: 5
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Blazeknight
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Rvian

Post by Blazeknight » Mon May 06, 2013 7:15 am

Well, I made this game in honor of my friend R.Vishal. It's a fun-platformer with action and puzzle.

http://sandbox.yoyogames.com/games/216516-rvian
Last edited by Blazeknight on Fri May 10, 2013 1:29 am, edited 1 time in total.
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md
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Post by md » Mon May 06, 2013 9:26 pm

Quick question, is this in beta, or is it the official release?

Anyway, this game has some really good gameplay elements, and some interesting ideas. I enjoy that music you used, it does suit the game and its theme. It is also quite fun to play.

Things that could be improved is adding a HUD rather than having the window's handle have the HUD, so then we can play it in full-screen. Also, a higher resolution would be good, maybe with an aspect ratio of 16:9. Some options would be nice, as I would prefer to use different controls. I also think checkpoints would be good, as it was annoying when you died, you had to start from the start (unless there are already some). The sprites were also a bit buggy (like how the players frames didn't stop when it wasn't moving). Some sounds and particle effects would also be nice.

I see lots of potential in this game. Maybe you could add an editor so we can make our own levels. Also, perhaps some better graphics and your own custom I/O system for game and player files?

Overall, this game has some really good gameplay elements and is enjoyable, but is washed away from some of the graphics. I recommend adding some particle effects, and fixing up some of the sprite's frames. ~ 6/10
Last edited by md on Mon May 06, 2013 9:29 pm, edited 1 time in total.
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Sammy_P
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Post by Sammy_P » Mon May 06, 2013 9:29 pm

Share your gams on epigam.prophpbb.com, they'll get more feedback.
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Blazeknight
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Post by Blazeknight » Tue May 07, 2013 2:22 am

This is the full version of my game. It has 17 levels including the bosses. I made the music using anvil studio. If it's good, thank you for praising my first own music track ever.

I remember placing a lot of checkpoints in the game. Those red boards that turn blue are the checkpoints. Is there any fault with it? Nope, it's perfect. I'll take care of that sprite sheet in the future.

First thing about level editors, I absolutely have 0% idea of how to make one.

And to Sammy, it's not about the number of feedback that matters to me. It's the fun creating and playing it, that matters. Anyways, I'll post it there soon. :D
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md
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Post by md » Tue May 07, 2013 6:08 am

Blazeknight wrote:This is the full version of my game. It has 17 levels including the bosses. I made the music using anvil studio. If it's good, thank you for praising my first own music track ever.

I remember placing a lot of checkpoints in the game. Those red boards that turn blue are the checkpoints. Is there any fault with it? Nope, it's perfect. I'll take care of that sprite sheet in the future.

First thing about level editors, I absolutely have 0% idea of how to make one.

And to Sammy, it's not about the number of feedback that matters to me. It's the fun creating and playing it, that matters. Anyways, I'll post it there soon. :D
So there are checkpoints... ok then. Also, it's a bit annoying how a message for the sign appears when you touch it (especially if you have already read it).

For an editor, there are some tutorials on how to make a level editor for Game Maker games. I can also give you an idea of how to make one.
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Post by Blazeknight » Tue May 07, 2013 9:36 am

A message can be read only once
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md
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Post by md » Tue May 07, 2013 9:21 pm

Blazeknight wrote:A message can be read only once
Yes, but if you die and restart, then you can still read it again (which gets a bit annoying). Also, if you want to start the game again.
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Post by Blazeknight » Wed May 08, 2013 2:37 am

... as expected
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Post by Blazeknight » Thu May 09, 2013 3:13 pm

Another question-option to people:
Should I?

1. Extend this game like it is
2. Make a whole new RVIAN2 with more features and 16:9 resolution.
3. Make a new game

Voting time till May 31st 2013. Wonder why, it's that long? Because I'm working on WA-TNPQ now
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md
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Post by md » Thu May 09, 2013 9:14 pm

I recommend just extending from Rvian (what you already have), adding the 16:9 resolutions and stuff.
I'm not sure if Game Maker supports 16:9, but you can try, or just use virtual resolution (only do this as a last resort).

It'll be easier since you already have the code and stuff.
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Post by LittleZbot » Thu May 09, 2013 9:29 pm

I vote for that, too.

Also, you should make a poll here about that so people don't have to post when they vote.
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Blazeknight
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Post by Blazeknight » Fri May 10, 2013 1:30 am

md wrote:I recommend just extending from Rvian (what you already have), adding the 16:9 resolutions and stuff.
I'm not sure if Game Maker supports 16:9, but you can try, or just use virtual resolution (only do this as a last resort).

It'll be easier since you already have the code and stuff.
4:3 resolution means 320:240 pixels
16:9 resolution means 384:216
But, the thing is I need to remake every level with -24 vertical placements. That'll be a lot tedious
:(
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Post by StinkerSquad01 » Fri May 10, 2013 1:35 am

It's a lot more tedious when you're actually making the entire game.
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Post by Blazeknight » Fri May 10, 2013 2:00 am

StinkerSquad01 wrote:It's a lot more tedious when you're actually making the entire game.
That's exactly what I wanted to prove. But I'm flexible with the audience :wink:
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md
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Post by md » Fri May 10, 2013 4:37 am

Blazeknight wrote:
md wrote:I recommend just extending from Rvian (what you already have), adding the 16:9 resolutions and stuff.
I'm not sure if Game Maker supports 16:9, but you can try, or just use virtual resolution (only do this as a last resort).

It'll be easier since you already have the code and stuff.
4:3 resolution means 320:240 pixels
16:9 resolution means 384:216
But, the thing is I need to remake every level with -24 vertical placements. That'll be a lot tedious
:(
No, you don't have to. Just set the resolution to say 1920x1080 and Game Maker should automatically scale it for you.

Also, 320x240 is an extremely low resolution, and don't use 384x216.
You don't even have to use a 16:9 resolution. You can just use a 4:3 resolution (say 800x600) and actually change the resolution to that, and most computers/monitors should stretch it automatically.
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Post by Blazeknight » Fri May 10, 2013 9:51 am

You mean the screensize? Okay, 640x480 will do?
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Post by md » Fri May 10, 2013 12:00 pm

Blazeknight wrote:You mean the screensize? Okay, 640x480 will do?
Screen Size - This is the size of the actual game space. The resolution still remains at that of what the monitor is set to.

Resolution - The actual width and height of the amount of pixels displayed on the screen.

Game Maker automatically stretches the screen size to match the resolution, but does not actually change the resolution, nor the aspect ratio, unless done so manually.

640x480 is a bit small, I recommend at least 800x600 (you can scale the sprites up if it's any hassle). If it's too difficult to make a larger resolution, than just stick to a low resolution.
You can also keep the screen size at 640x480 and change the resolution to something else (although it may look a bit distorted).
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Post by StinkerSquad01 » Fri May 10, 2013 8:50 pm

Blazeknight wrote:
StinkerSquad01 wrote:It's a lot more tedious when you're actually making the entire game.
That's exactly what I wanted to prove. But I'm flexible with the audience :wink:
No.
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Post by Blazeknight » Sun May 12, 2013 3:52 am

Okay, I'm going to make it a 40 tiles into 20 tiles long view. That way, players can see more while playing
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Post by Blazeknight » Sun May 19, 2013 6:17 am

NEW VERSION RELEASED

1. Screen view size is 400x240
2. Scenery and decorative stuff
3. Improved physics
4. Enhanced sprite animations and transformations
5. New powerup and 3 bonus levels
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md
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Post by md » Sun May 19, 2013 7:59 am

Yeah, there are some really good new graphics in this.

However, can you please implement an in-game HUD, rather than using the window border. That way we can have it in fullscreen. Maybe you could make the health into a bar (rather than numbers).
Also, where did you get the resolution 400x240 from? That doesn't fit any standard display (4:3, 16:9 or 16:10).
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Post by Blazeknight » Sun May 19, 2013 8:45 am

md wrote:Yeah, there are some really good new graphics in this.

However, can you please implement an in-game HUD, rather than using the window border. That way we can have it in fullscreen. Maybe you could make the health into a bar (rather than numbers).
Also, where did you get the resolution 400x240 from? That doesn't fit any standard display (4:3, 16:9 or 16:10).
I used 400x240 because it fits the screensize of my laptop which is 1280x768 pizels long.
I'm having some trouble with the hud. So, I'll work on it after watching tutorials and stuff.
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