It's ok :)
Can't wait for the next pack and the updates!
Thanks! Actually I've been modifying them using TileSetter to do autotiling in GameMaker Studio 2. It works very well so far
EDIT: the skeleton and the zombie have part of their legs cut off in the animations. I can fix it on my own but I thought I'd let you know
Edit2: the goblin as well. The three of them have that issue with both the walking and the idle animation
Hey I have a little question - I don't know if this is the difference in GMS2.3 versions, I'm with the latest version as of today (December 18). There seems to be a distortion when we get very close to a wall or look at the floor, here's two pictures about it:
Know that I'm not expecting you to update this quickly or even at all, and if I fix it I'll let you know how I did it - however the problem is an easy fix please let me know :p
EDIT: You answered me on the Discord channel, I'm leaving the solution here for others:
Hey so just letting you know you should add more tags to this, I was searching for something like it (directly from the itch.io search function) and didn't find this until I searched for "gms 3d".
gms2 3d, gamemaker 3d both didn't work and I may have tried some others. I recommend you add "gms2 3d" and "gamemaker 3d" as tags to the tags you already have. Maybe "gamemaker studio" without the hyphen as well.
I bought it for 5.60 USD because I thought this was probably worth more than 3.60 :)
Also, would you recommend I wait for the next update that you've mentioned before I start using it?
An NPC told me to pass this quest onto you: Finish this game. Will you accept this quest, adventurer?
By the way I'm SamSibbens, you left smiley faces as comments on two of my videos :D
I upgraded to Beta 2.0 and it's completely worth it - you can stick to the original Gameboy color palette if you want or you can "paint a palette" over tiles to change their colors. A lot of things work better too. I also made an "image splitter", I can feed it a giant image and it will split it into all the backgrounds required for my game, and named properly like overworld-y3-x7
I didn't even know about GB Studio, I came to your pixel tutorials and saw GB Studio tutorials as a playlist, that's how I found out about it. So thanks!
Hi! Just wondering if you're having thoughts about working on this game again, it'd be great if you did :D
No pressure, just a suggestion. I hope you're doing well by the way. I actually bought a real life bow and arrow recently with an archery target and I've been practicing in my bedroom (I can't train for precision so I'm instead practicing my loading and shooting speed)
To be honest if you don't plan on continuing it I may make my own (I say that, but I already have a million project ideas already)
Anyway, again I hope you're doing well. See ya!
I played it a bit, looks really nice so far but there are some bug. First, at the beginning of the game I thought my screen was frozen. Pressing A or D made footstep sounds but I couldn't see any character moving. Turns out, my character was outside of the screen to the right. There were no indications that my character was outside the view, I thought I was one of the two hotel guards at the entrance.
Second, at the elevator nothing was happening. So I got out of the elevator to enter it a second time, and then the guy who was showing me the way to my room disappeared. There was nobody outside the elevator anymore and nobody inside either.
I really like the idea of the game and it has great potential, but you need to improve the way you script events and you need to make it clearer to the player what needs to be done.
For the game story you should probably use a finite state machine. You could have the "intro state", in that state the camera follows the player. When the player is close enough to the first guard, it could switch to the "GuardFromTheIntro" state etc etc. This way the events in your game will be easier to debug. For example stepping out of the elevator wouldn't have made the guy showing me the way disappear, he would have simply kept waiting in the elevator because the condition for the next state never would have been met.
Good luck with this project, you're using interesting game mechanics - I hope you keep working on it and improving it.
I bought the UWP version for Xbox, and I honestly enjoy it. The graphics could be much better as others have said (too much green).
I wish we weren't automatically brought to the next room when walking over a staircase tile, I missed some items because of it.
I love the night mode!
Initially I thought the game was too hard, but enemis get 1 turn while you get 2. So if you let them approach you (by walking towards a wall) this allows you to hit them first, then step back. Wait, hit them, step back. This makes it possible to survive without it being too easy, except on hard mode. Hard mode has bigger levels and therefore bigger corridors, while night mode and normal mode have smaller levels and therefore shorter corridors. In those cases the game becomes about positioning, which is pretty fun. On night mode it's even a little scary.
I lose my patience when I try playing other roguelikes because they are too complex. This one may be too simple, and it lacks polishing, but I'm having hell of a fun time playing it.
I don't know if you still make games, but maybe you should continue. I don't regret buying it.
This is really well done. I'm surprised you could make it play that well at just 64x64 resolution, I would have thought that having a view that small would cause problems but it seems not. It feels very polished too
Only thing I'd change is the sword animation, making it snappy (instantly reach the end of the sword slash, with a motion blur from start to finish on that frame)
It's beautiful and plays well, I love it
No offense meant here, but if you draw Mario using your own pencil, you still drew Mario and Mario is still copyrighted even if you drew it yourself with your own tools and your own colors and shapes.
This is so similar that I think I could get sued by Nintendo if I made a commercial game with it. In fact I'd be surprised if I wouldn't get sued.
It's absolutely beautiful but it's way too similar for me to use it
You should make it so that the second available button (z or x?) makes you aim in the direction opposite to where you're walking
Alternatively, you could make it so that it locks in wherever you're currently aiming at. This would allow shooting while moving away from enemies or around others, so this second option might be even better than the first one
Hey I liked this game very much. You mentioned that the backtracking was tedious and I understand you had very limited time to make this, but here are some suggestions anyway:
The laser enemy: make it have a laser that doesn't hurt at first, that's transparent and becomes wider and wider for 2 seconds, make it so that it can't follow the player (the turret can either aim, prepare to shoot, or shoot)
That would make the gameplay more interesting.
For backtracking, if robots respawned (or only activated) after picking up an item, it would make coming back more fun. Atlernatively, being able to teleport (only yourself but not parts) at different places would have worked very well, similar to a check point system.
The enemy bullets are probably slow enough, but in tight spaces maybe making them even slower would have been alright
Overall good game and I played with a controller (gamepad) by the way. Thanks for putting that option in.
The gamepad controls don't seem to work. I click on the controls options (wether the arrow keys, the game pad or anything else) but it doesn't save them, I always have to use the arrow keys
EDIT: I really love this game by the way
(I originally wrote this on Reddit)
WOW! Man that's a good game! I love using a bow and arrow. At first I thought the floaty jumping was bad design, but the design isn't one of a platformer. You can jump and use the time in the air to aim and shoot, it's actually good.
I love how aiming works and the time it takes to shoot an arrow. And I don't know if you've intended this, but man the jump scares. They don't seem intentional, I just get super focused at aiming while walking around, checking if it's safe. Then a monster jumps out of the bushes I freak out and aim all over the place.
I love your game. I came back and put 10$ on it. Consider motivational money, I really hope you keep working on the game or make a different version of it.
Thank you! I used GameMaker: Studio 1.4 (latest stable version)
There's an HTML5 export module, and it's actually pretty good - I thought I'd test it out
Now I'm working on making it playable on mobile as well, through the browser
And that's my programmer art you complimented hahahah so thank you for that!
Hey duuuuuude! This is amazing!
Little recommendation: make jumping happen with W instead of the mouse (it's really wierd using the mouse when until then, the mouse wasn't used)
also before being able to jump, aiming helicopters that are higher was a bit hard
Those are my recommendations. Love the game! Upgrades were a good idea, although it's just one level it gives the player a gal and something to do. You could definitely turn this into a bigger game if you made more levels and added missions and upgrades
Also, I'd zoom out a bit from the screen, to be able to see further in front and behind
Love the game. I like the art too
I'm working on a new version of my game, I decided to try using a view/camera system like yours
but using the mouse (moving the mouse left and right rotates what you see, like in BOH using arrows)
Something I noticed is for any movement that is not round (a number with decimals, like 1.235),
it causes problems. It causes the screen and the player to 'shake' or 'jitter' a bit
Your game is at a much lower resolution to work on older system, so it must have been even harder making sure
everything looks perfect like it does.
What I did was to use trigonometry so that no matter what the angle is, the player moves the same distance.
But at an angle, this is what causes the decimals and the jittering
In your game movement is super smooth, it's fantastic, the screen doesn't jitter and the character doesn't jitter either. If you don't mind me asking, how did you handle movement at an angle?
That's totally ok then! Just know that if you ever do decide to implement it, I'll be very happy :)
I would have offered to help but I don't know C
Do you have any tips on learning pixel art? I'm not very good at it that's why I draw cute monsters instead,but they're not
scarey. I mainly have difficulty with animation (the player walking animation for example)
If you have any tip, or if you recommend any tutorial, that'd be great!