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Al The Game Maker

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A member registered Aug 15, 2019 · View creator page →

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I wonder if you could make enemies notice you from further away? When you have to approach so close to the enemies before they start moving, it makes it hard to react quickly when they start moving. If they start moving from further away, then you will have more time to react.

Not too bad for starters! I would just suggest making the collision masks smaller (so it is less awkward to get around and easier to tell if enemies will hit you / be hit by your sword). Also, when I go down to the room below the beginning, I often get killed instantly, before I have a chance to see the enemy. Perhaps make that room longer, so the enemy doesn't get to you as fast?


Good luck!

Congrats on getting rank #1!

Now I updated it to have an option to turn on 3D cues to help with shooting. Player speed has also been increased. Hopefully this will make it easier to hit enemies and survive.

(Duplicate of a comment on the game page) 

I agree. I don't think we can make changes right now. But for the future, it will make the game even better!

Looks great! I look forward to seeing what you do with this!

Good! So I would put the link I shared in your description, until you have your own graphics, sound, level design, etc.

I would say that the programming from the tutorial  is optional as to whether or not to cite it (it is kind of open source after all), but the graphics, sound, and level design, I would pretty much say are a must to cite.

Yeah, you could space the blocks apart by a few more pixels, or you could make the collisions slightly smaller. You will probably have to wait until the jam is over, since the submission period is done, though.

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I understand that. But when I hear Unity Base, it sounds like you mean base Unity features, not based on an Unity tutorial. I have done this same tutorial myself, and I can say that this is very similar (almost exactly the same) as the tutorial setup, graphics, level design, and the way that the game works.

Don't get me wrong; I think it is great to be working off of the tutorial to make your own game, but as long as you are using the graphics, sound, and level design from the tutorial, I would suggest citing it. Latter when you make your own levels, and own graphics, then you won't need to cite it anymore.

Here's a link to the tutorial, in case anyone is interested: https://learn.unity.com/project/john-lemon-s-haunted-jaunt-3d-beginner

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This is the Unity John Lemon Haunted House tutorial with some color modifications, a menu and one sound effect change, right? I do like the fog color change to green, by the way. It looks nice!


I would suggest mentioning / citing the tutorial you got the models and base game programming from.

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Very cool game! It seems a little more advanced than an Intellivision game. More like a Commodore 64 game or something like that, but very nice! I like the sword slashing.

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Trying to visualize the 2D graphics sizes as representing 3D can be difficult. It is something that players had to deal with in the 70's - 80's (and part of the 90's). I added the 3D cues (numbers representing the depth) to try to help with the difficulties, while still remaining something that could be done on the Intellivision.

I still seem to be experiencing tearing. Perhaps v sync isn't on? However, some older games had visual artifacts like that (especially scrolling games), so you may not need to worry.

I just did. I got a score of 7664.

Now I updated it to have an option to turn on 3D cues to help with shooting. Player speed has also been increased. Hopefully this will make it easier to hit enemies and survive.

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It is difficult for me as well. The idea is that it is shooting in "3D" like a real On Rails Shooter, but since there is no scaling and no real 3D, it is difficult to see. I also thought about coloring the sprites to represent the depth, but then I realized that couldn't be done on the Intellivision.

As far as shooting the enemies goes, I would only go for shooting enemy ships when you are in a good position to shoot and get away. Shooting asteroids is less dangerous. I usually get up close because it is easiest to hit them when they are on the final level of depth and are right in front of you. I got the mass majority of my points by using bombs once a large number of enemies appeared.

This game is pretty good! Kind of reminds me of Pitfall with some latter Side Scroller elements added. I think I would have played this a lot as a kid!

By the way, I did experience some screen tearing for some reason.

Feels a lot like Adventure!

I just played some more, and I like the background color changing every 1000 points! It feels crisp.

Looks like the tie works. Cool!

This game is pretty good, given the one button requirement! Pretty creative! I will note that red will lose of exhaustion by default when both red and blue use up their energy. Perhaps they should tie in those cases?

This game is hard! I like the sword guys' design.

I like the rock and grass sprites. I also like the acceleration. It adds an unexpected, but good difficulty to the game!

Thanks. I think the hardest thing is to remember that the bullets will only hit targets at the same "3D" level. I'd suggest prioritizing survival over shooting enemies (and then using bombs once too many enemies start appearing on screen), but go ahead and shoot them if you have a good, safe chance.

By the way, my highest score is 394. See if you can beat it! Tip: Save your bombs for when enemies really start appearing quickly, because that is when large numbers of them can be on the screen at once, giving you more points!

By the way, my highest score is 394. See if you can beat it! Tip: Save your bombs for when enemies really start appearing quickly, because that is when large numbers of them can be on the screen at once, giving you more points!

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Sounds good. I don't know how strict the rules are going to be on the font. I am just trying to be as safe as I can. Perhaps try the 10 size Trebuchet MS font I mention in my comment below? It isn't completely accurate to the Intellivision, but it looks fairly close to me. I'm not sure if Unity will actually lower the resolution when setting the size of the font down like GameMaker does, however.

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You're current text has an opaque (non-transparent) white or black portion, with a transparent portion behind it, making the text look 3D. This effect is great looking, but isn't possible on the Intellivision (as far as I know).

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The closest I could find (as far as common fonts go) to the original Intellivision font was using Trebuchet MS and setting the size to 10 (to lower the resolution) and turning off anti-aliasing. There may be other potential choices as well (including downloading the actual Intellivision fonts). I wasn't able to find any way to download the actual Intellivision font without registering with a new art website.

Looking more like it! I think the two tone text might should be single tone as well (since Intellivision objects are mono-color).

Intellivision On Rails

Great! I did like the transparency though, so perhaps you can make it optional after the jam is over (I would completely take it out while the jam is on).

This game is pretty good! Under normal circumstances, I would also say I really like how the text and game over screen look. However, I don't think transparency (as seen in the font and the game over screen) was possible on the Intellivision? I may be wrong, however.