it needs a graphic update, aside from that, :
-the crystals that you collect needs movement, at least some rotation, you are using game maker studio right?
you can do this by putting image_angle+=0.05 in the step event of the object you want to rotate
-instead of showing a text "score:" + numer of collected , show the icon of the crystal and the numbers collected, to do this ,in the draw event you need to put draw_self() to actually show a sprite.
-the same with the "lives:" text
-I HOPE that there IS NOT a flashing background level in your game like in the first game,
even for non-epylepsy persons it gives a headche after playing it :(.
you should add a invicivility time after being hit by the enemy, otherwise the first boss battle is very unfair and hard, because the boss is spaming atacks and the atacks keep hiting you every frame
-there is a bug that happens when you lost all lives, the game crashes instead of showing the usual game over screen
i could help you a little with your game if you want for free.
I saw that you implemented all the changes that i told you, thank you :D.
but I noticed that the crystals are rotating too slow, that at first look i though they were not rotating xD.
so instead of using image_angle+=0.05
USE : image_angle+=0.45
everything else is fine
also, about the arrow that is in the beggining of every level ---->: , it needs a graphical improvement and animation,
open the arrow sprite in the game maker studio editor // edit sprite // images /// erase a color
and done, deleted the gray background from the arrow.
now make and animation for the arrow, to do this, in the same window, go to animation // dissapear// 14 frames
and done, now the arrow has an animation
but remember to put image_speed=0.3
in the create event of the arrow object
also try putting the arrow a little bit more higher, so is not covering the player.
good, you did the crouch mechanic , thanks.
now a list of future improvements for your game:
-have a health bar forthe bosses in the middle bottom of the screen instead of a number.
-more variety on the bosses atacks, like creating a line of glitches in the top of the screen and then trowing it to the floor like meteors. and when they touch the floor destroy them.
[00 ] [ 00] [00 ] [ 00]
-in the level with the helicopters, nice mechanic by the way, there is a part that you can't proguess further beacuse the next plataform after the helicopter is too far away and higher
-make a menu for new game, loading, etc after pressing enter. because when the player get the game over is easy to press the enter key forgeting that you need to load the game by pressing X
-implementing slopes maybe
- i see on the trailer, that you will implement snow levels, game maker studio has already build in particle effects which you can use as the snow fallin from the sky, instead of the one that you used in the trailer . particles are really usefull :)
effect_create_above(ef_snow, 0, 0, 1, c_gray);
but remember to destroy de particles when you go to another level that don't use it
you can search tutorials about it, or ask for help, or just looking in the manual.
better save system, save after each room complete, instead of saving after each of what you considere "level".
a better load screen, like, after pressing load game, show something like this
you show the level where you last saved, by putting in the creation code of every room a variable indicating the name of the level like
first level room creation code
second level room creation code
third level room creation code
and so and so.
and when you call the save object you save the variable global.level so then you can load the name of the last saved level.
draw_text(x,y, "level:" +string( global.level))
instead of a level consisting of two o three rooms make every room being his own level
in the first game each "level" like 1-1, 1-2, 1-3 was a diferent world, which was wrong
"1-1" means first world first level
"1-2" means first world second level, NOT " second world first level".
-a more organic level design, your levels should look natural, specially in the first levels,
fill the tiles below the floor so it doesn't look like the floor is floating,
sure, you can have little floating islands of floor, but not the entire level floating xD.
- start thinking about the plot, your game lacks a plot, sure, the main plot is the doctor revenge, but that's too little. you need to expand the plot to make more sense and make the player care about your game, like why does smash start in the first level fighting with the glitches? what's his motivation?,
in the first game it makes, sense, because starts with smash girlfriend being kidnapped and smash going after her after being trown with a cannon.
but in this second game smash starts in the first level without any motivation, beating the glitches, until the boss level, where he founds that the doctor has build a new boss glitch thing.
where is smash girlfriend?
where does smash live? in a digital or game world? in a real world?
who live in this world?, humans?, antropomorphic animals?
future tip: you can do i typewriter effect in the intro or cinematics by
putting in a new dialog object
maxi=2 // this is the numer of the last message, in this case 
Z pressed event
-more variated enemys,
-since your game is health based, create objects to recover some health, make enemys drop them at random, or can be collected the same way like lives in some hard to reach areas,
-like i said before, in the cutscenes it always looks like they are standing in a floating floor
fill the floor Below with black tiles at least xD
-the underwater collisions mask need a fix, make sure that the smash sprites for diving left and right are the same with, have the same origin point(centered ideally), and the same collision mask
-implement room transitions, like fade to black
-make the falling in a pit or the player dying more important, instead of just respawning the player right away, make a fade transition like all video games like super mario or shovelknight do when you die
not just simply respawn the player right away after dying
-delete the invisible collisions in the top of the screen in some levels that don't use the bird, in some levels the player needs to jump from plataforms that are too high and when you are going to jump the player collides with the invisible collision in the top of the screen, resulting in a reduced jumping capacity.
The water levels, decrease the player's gravity, it falls to fast,
and make the player drop bubbles that go up , so we know that the player is underwater and breathing.
like in the player create event set an alarm
and in the alarm 0 event put
and in the bubble object create event put
vspeed=-3 /// or the value that you think looks more natural,
and of course you will need to draw the sprite for the bubble first in the sprite editor.
1 day ago
are you drawing the sprites using the mouse? buy a wacom intuos draw tablet , they are good and cheap.
-when a enemy falls into a pit, don't teletransport it to the spawn point!, instead kill them
the bird makes the player go up too fast, decrease the speed a little bit, since a tiny bird like that one can go that fast xD
-make the bird while in the cage make bird sounds, like every few seconds, an alarm event would do the trick
fix the loading feature, since it will give crash errors about variables not declared
-test your game well before uploading updates, features like UI Improvements (Name of the level will be on the bottom of the health score and lives counters) don't work
-make an sprite for jumping
-make and sprite for idle, like tails
make an sprite for wall jumping like mario
-remake, the glass seastar logo, but this is a long term goal , since you first will need to learn how to draw better and buy a graphic tablet
once your game start looking good enough you could start a kickstarter or indiegogo campaign, to fundraise your game, but don't ask too much, $500 or less would be good enough, since you are still a newbie in game developement and your project is small,
you could use the money to buy a graphic tablet, or pay for ads for your game, or to publish to others plataforms like android or steam, imagine people plying your game on their phones!
but you still have a long way to go before doing the campaign, since your game doensn't look good enough for that.
looking forwards for the features that you listed.! :D