This is an inflation/weight gain themed game so fair warning!
I have made a remake of the previous Science Dog. It is still lacking in features but I do have a semi-complete tutorial level. Right now it is only a Windows EXE but I am working to get it onto browser support. It is simply fighting with me right now but I'll figure it out.
Download
--http://www.mediafire.com/?w3ckd4tf12cil38
--https://www.dropbox.com/sh/8vrj8uc3ssur37m/KUC7jhtUoI
I will also put this link in my journal header.
The instructions are in the tutorial. There are some misc keys that are still there for testing such as the arrow keys raise and lower weight.
I have made a remake of the previous Science Dog. It is still lacking in features but I do have a semi-complete tutorial level. Right now it is only a Windows EXE but I am working to get it onto browser support. It is simply fighting with me right now but I'll figure it out.
Download
--http://www.mediafire.com/?w3ckd4tf12cil38
--https://www.dropbox.com/sh/8vrj8uc3ssur37m/KUC7jhtUoI
I will also put this link in my journal header.
The instructions are in the tutorial. There are some misc keys that are still there for testing such as the arrow keys raise and lower weight.
Category Artwork (Digital) / Fat Furs
Species Dog (Other)
Size 640 x 383px
File Size 116.4 kB
OK, I have a few things to say about this game:
Pros:
Awesome Music!
Responsive controls (Essential for platformers)
Good game so far
Cons (Including bugs)
(Suggestion) No female character. Maybe make as an unlockable?
(Build Issue, maybe bug) MASSIVE CPU hog. This was taking a good 45 to 55% of my CPU!
(Bug) Invincible though you might not have put in a "death" yet
(Bug) If weight reaches max and then you get slimed again, the game flashes the "knocked out on back" sprite then freezes the character in place. Even if all the weight is removed, you still can't move.
(Build Issue/ Suggestion) No reset or menu button, but I assume you just haven't built that yet.
(Build Issue) R seems to throw away my gun... Is this intentional or what?
Sorry for all the negatives but I hope that they will help you make the game better and I hope you will continue to upload links to the game in progress here on FA! Oh, and if you want a play-tester and debugger, I can help with that! Just note me and I will see what I can break!
Pros:
Awesome Music!
Responsive controls (Essential for platformers)
Good game so far
Cons (Including bugs)
(Suggestion) No female character. Maybe make as an unlockable?
(Build Issue, maybe bug) MASSIVE CPU hog. This was taking a good 45 to 55% of my CPU!
(Bug) Invincible though you might not have put in a "death" yet
(Bug) If weight reaches max and then you get slimed again, the game flashes the "knocked out on back" sprite then freezes the character in place. Even if all the weight is removed, you still can't move.
(Build Issue/ Suggestion) No reset or menu button, but I assume you just haven't built that yet.
(Build Issue) R seems to throw away my gun... Is this intentional or what?
Sorry for all the negatives but I hope that they will help you make the game better and I hope you will continue to upload links to the game in progress here on FA! Oh, and if you want a play-tester and debugger, I can help with that! Just note me and I will see what I can break!
Just found another bug: If you are increasing his weight and you go off a ledge while still increasing his weight, he stays in the air until you stop increasing the weight.
Also an update on the "flashing sprite" bug: As long as you are still holding down a or d when you get slimed, you will be able to knocked out sprite which will do its fall over animation at every weight "milestone" until you the weight bar hits the end, then it will loop every 12 to 15 seconds.
Also an update on the "flashing sprite" bug: As long as you are still holding down a or d when you get slimed, you will be able to knocked out sprite which will do its fall over animation at every weight "milestone" until you the weight bar hits the end, then it will loop every 12 to 15 seconds.
Oh yes. most of those just haven't been put in. The R key is actually a test key as well just to un-equip. I know why it takes up a lot of memory, I'm putting in a inactivity switch for objects that are out of view. Right now its running the whole scene at once.
As for the Knocked out sprite, that is an accident I forgot to remove :I I changed my mind about weight being the game pass/fail and I forgot to take that out.
As for the Knocked out sprite, that is an accident I forgot to remove :I I changed my mind about weight being the game pass/fail and I forgot to take that out.
I'm just going to point out the issues since that's what I do best (Did enjoy the concept though)
Wasn't sure of the need for the installer since most gamemaker games tend to work fine from just the executable but that's a general preference.
Try moving where the view camera is positioned at to above the player, most of the time you'll be jumping up anyway plus should help the tutorial text not get in the way of the player.
I'm able to get stuck near corner ledges though I suspect this is because your using the frame of the animation to detect the collisions, you can fix this by manually setting them to be the exact same size, or using an invisible box sprite for the collision and put the player at the position of the box(This would also make sure that gun stays at the same position as the player if linked to the box as well), or by scripting your own system.
I generally felt the gravity to be slightly high, you can change the jump power to keep the heights the same but it felt like the character was under extreme gravity (Its up to you mainly).
Wasn't sure of the need for the installer since most gamemaker games tend to work fine from just the executable but that's a general preference.
Try moving where the view camera is positioned at to above the player, most of the time you'll be jumping up anyway plus should help the tutorial text not get in the way of the player.
I'm able to get stuck near corner ledges though I suspect this is because your using the frame of the animation to detect the collisions, you can fix this by manually setting them to be the exact same size, or using an invisible box sprite for the collision and put the player at the position of the box(This would also make sure that gun stays at the same position as the player if linked to the box as well), or by scripting your own system.
I generally felt the gravity to be slightly high, you can change the jump power to keep the heights the same but it felt like the character was under extreme gravity (Its up to you mainly).
Game Maker: Studio creates an installer for its executable; I don't know if there is another way to do it, but I think its for management purposes. For the next version I'll just zip up the install directory and give people a link to that if it's an issue.
As for the getting stuck, I actually tried using an invisible box but it looked really awkward. Even at 60steps per sec, having the player/arm adjust their position to the position of the box is still slightly odd looking, and it messes with how i change my sprites :I
I did manually set all of the collision boxes, though. It's weird because they all are the same, but for some reason some sprites like to hatch onto the inside of the box. I think what i'll do is set the barrier that stops you from moving a couple pixels wider to stop the player from rubbing all the way up against the ground
As for the getting stuck, I actually tried using an invisible box but it looked really awkward. Even at 60steps per sec, having the player/arm adjust their position to the position of the box is still slightly odd looking, and it messes with how i change my sprites :I
I did manually set all of the collision boxes, though. It's weird because they all are the same, but for some reason some sprites like to hatch onto the inside of the box. I think what i'll do is set the barrier that stops you from moving a couple pixels wider to stop the player from rubbing all the way up against the ground
Might wanna add in an opton to duck or make the ceiling a bit higher. At the end with the spider, the only way to avoid it's shots that I found was to keep running back. Also you might wanna make it so that the character faces the cursor. It looked a bit akward when his arm was out behind him holding the gun, though that brings in the whole headache of having to make him walk backwards... :T
Yes, I have begun to balance that a lot more. For one, I'm more lenient on the jumping and made it follow more guidelines. No weight=3 block jump height, 1 weight=2, 2 weight=1 and so on. I don't want to make the lose-over-time any greater because to me it seems too fast already so I am going to include stations for that like I did in the first one.
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