the_crow's Profile

Ranked #82

5

480 Points

Games

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Roasts
Level Design UI Graphics

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.

1 month ago
Level Design Game Graphics

also if you want to make a fake 3d rotation in the lives object that you collect, step event ,put:

image_xscale = cos(current_time / 1000);

1 month ago
Level Design Mechanics

also, there is this bug, only the main character can break the bird cage.

i don't know if this is intentional or not.

1 month ago
Game Graphics Mechanics

the princess sounds are too repetitive, you need to add more variation to the sounds

1 month ago
Animation Physics

the player walks too slow!!!!!! it feels like those old java games.

make the player walk a "little" just "a little" more faster


aside from that, good game.

1 month ago
Game Graphics Animation

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

1 month ago
Game Graphics Animation

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.

1 month ago
Level Design Mechanics

also you could do a crouch mechanic, pressing down to crouch, so lasers or bullets can not reach you because you are to low

but that would require you to do a sprite of smash rigtail cat and the others in a crouch position

1 month ago
Level Design UI Graphics

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
https://docs.yoyogames.com/source/dadiospice/002_reference/particles/simple%20effects/ef_snow.html

https://docs.yoyogames.com/index.html?page=source%2Fdadiospice%2F002_reference%2Fparticles%2Findex.html


you can search tutorials about it, or ask for help, or just looking in the manual.

1 month ago
Tutorial/Learning Curve Level Design

future improvements:

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
https://i.ytimg.com/vi/bqOBwZvuT_o/maxresdefault.jpg
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
global.level="1-1"


second level room creation code
global.level="1-2"

third level room creation code

global.level="1-3"

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

create event

text_spd=0
ended=0
count=0


text[0]="blablabla"
text[1]="blablablablakassasak"
text[2]=" blablabljashjsahja"

maxi=2 // this is the numer of the last message, in this case [2]



step event

text_spd +=0.25


Z pressed event
if count

2 weeks ago
Tutorial/Learning Curve Level Design

-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


2 weeks ago
Tutorial/Learning Curve Story/Writing/Dialogue

-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.

2 weeks ago

oh yeah, it got cut off,

z pressed event


if count

1 week ago

draw event

"draw_self()
draw_text(x-200,y,string_copy(text[count], 1, text_spd ))
"

1 week ago

z pressed event

"if count

1 week ago

z pressed event
"
if count < maxi and ended =1

count +=1
text_spd=0
ended=0


else

ended=1

1 week ago

make sure to put the brackets in the if code, it it didn't let me put it in the code,

step event

text_spd +=0.25


if text_spd > =string_length(text[count])

ended=true


if ended=true

text_spd =string_length(text[count])

1 week ago

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

alarm[0]=60


and in the alarm 0 event put

instance_create(x,y,bubble)
alarm[0]=110


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 week 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
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/a4da8ce4-d342-48d5-bcb6-e946a65c1716/dak2i19-0749a6c7-c076-4ab2-8359-5b155802b0b5.gif

make an sprite for wall jumping like mario

https://www.mariowiki.com/images/9/9f/Mario_Wall_Jumps_SMS.png

https://vignette.wikia.nocookie.net/sonic/images/d/d8/The_wall_jump.png/revision/latest?cb=20130712191425


-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!

https://www.wired.com/2012/10/least-ambitious-kickstarters/

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

1 day ago
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