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"Fat Schwombo's Castle" - Deek - 05-09-2009 ![]() This is a promotion shooter for my main project. This is the ''non pussy edition'' which is more brutal than the one I will release in the big forums soon. EDIT: Latest release June 2009 archived. Story Deacon's pets got kidnapped by ''Fat Schwombo''. Deacon has to reach his castle and has to save them. On his way he has to survive Schwombo's bumlickers and to solve some riddles. Characters Deacon is a hero and a legend in one body. Nobody can say how often he has saved the world so far. Pipey is Deacon's cat. He got her at the age of 4. Pipey got kidnapped by Fat Schwombos bitch. Boil is Deacon's dog. He got her at the age of 9. She got kidnapped by Fat Schwombo. Features - languages: English, ''Lol Russian'' - playtime: about 30 minutes - Shoot ABS - fascinating landscapes - crispy riddles - first time ever complete use of DTP(''Deacon Time Package'') graphics - 2 different end sequences Screens ![]() The forest which is full of scum. ![]() Save Pipey! ![]() Riddles and Puzzles which are absolutely imbar. Download MediaFire (4.25MB) - not the 3.68MB demo version) Edit: Please, don't look in the CharSets. "Fat Schwombo's Castle" (Promo Game) - PK8 - 05-10-2009 Grrr, I typed this two friggin' times now and it's been erased due to stupid circumstances. So I've played your game and I've had mixed thoughts about it. Before I go on, I'd have to ask, is this a joke game? Anyway, the story isn't "epicly serious" but it's entertaining. The gameplay is pretty good although there are a few things about it that needs a bit of tweaking. For one, the frequencies of the enemies. Whenever I try to shoot the enemies, there seems to be a large chance that the enemies would avoid my shots, which makes me have to run around the map for a few minutes and look for a good opportunity to shoot them. In other words, the frequencies of the enemies are too high, they walk too much. :P Secondly, the enemy-to-player collision. Whenever an enemy touches me, I lose a bit of health... cool. What I don't like is how the enemy would keep moving towards me after (s)he touched me not even a second later which makes me lose a little more health. This is extremely bad whenever you're cornered by several enemies or you're at a dead end. I could suggest a few solutions although I'm not sure if you'll be able to or want to implement those, but how about making the enemy that touched you stay still for several frames or making the player flash (similar to old-school games) for a couple of frames which makes him invulnerable to the enemy's touch? ---------- The game's good so far, but there's just one more thing I don't approve.Quote:Hint: If you want to know who the guest roles are, just look into the CharSets. I am certain you may know some idiots from RRR.Get rid of the names of the charsets making references to members across the RM community, as well as the trash talk you've done about them. "Fat Schwombo's Castle" (Promo Game) - Deek - 05-10-2009 Punk Wrote:Before I go on, I'd have to ask, is this a joke game?Why should it be? Quote:Anyway, the story isn't "epicly serious" but it's entertaining. The gameplay is pretty good although there are a few things about it that needs a bit of tweakingYes, I heard those points a few times. Story and monotony of gameplay (shooter) are the biggest weaknesses of this game. Quote:In other words, the frequencies of the enemies are too high, they walk too much.May be. I made them ''random walk'', ''Walk towards hero'', ''walk towards hero''. Because of the last step they seem to be even a little bit intelligent... as if they could avoid shots sometimes. I could set down the frequences like you Americans love to do, but their walking looks weird then... like roboters. The random step is also important to make the opponents be able to walk around trees or something and not running against them all the time. Quote:What I don't like is how the enemy would keep moving towards me after (s)he touched me not even a second later which makes me lose a little more health. This is extremely bad whenever you're cornered by several enemies or you're at a dead end.Oh, looks like i forgot to make the monsters step away from hero (ignored if can't be moved on) after touching him. Maybe I thought the random step would be enough, but honestly.... I forgot to think about this. :D Quote:but how about making the enemy that touched you stay still for several frames or making the player flash (similar to old-school games) for a couple of frames which makes him invulnerable to the enemy's touch?Those are also interesting possibilities. I think I'll try out those opportunities and see what works best. Quote:Get rid of the names of the charsets making references to members across the RM community, as well as the trash talk you've done about them.Lol, are those friends of yours?.... If I hadn't told you about that, I think you wouldn't have recognized the stuff in the charsets. X,-D But there will be a ''pussy edition'' anyway, without all the ''bad'' shit, for those ugly big sites. Interesting: I presented this 1 small German and 1 small American forum so far. Germans only talk about story and graphics, you Americans only talk about technique and gameplay. :blink: "Fat Schwombo's Castle" (Promo Game) - DerVVulfman - 05-11-2009 A minor problem is that you do not have all the resources in the download. People who wish to play this need the RTP installed. It would be good if the game had all the necessary graphics or if a link to the RTP was available. "Fat Schwombo's Castle" (Promo Game) - Deek - 05-20-2009 I think it has all the resources, but it looks like I forgot to put the Harmony.dll into the game. That must've ben the reason, but I'll fix that. |