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#11
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Hmmm. I do want to like it but it needs work. Enemies get stuck. A few times I thought I was going to die but somehow walked on an invisible platform to survive
It's made with a game maker program as well which is a bit off putting. No options on the menu either which looks bare Remember it's all constructive criticism. If we all said 5/5 it's perfect it won't help |
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#12
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Was this game made by a 10 year old? If so, I laud the effort.
If not, it's a hilariously awful effort at a game. This and the Tiny Wings ripoff by the same dev look like they have been hand drawn by an elementary school student. 'Limon' instead of 'Simon'- wow... |
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#13
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I cannot say for sure, not knowing how your code works, but here is what it looks like to me.
The enemies are getting stuck for a few reasons. The first is your collision detection. I take it that the actual shape of the enemy is what is "colliding." With the arms outstretched, they are very easy to get caught on a platform edge when they fall. Consider having an invisible rectangle around the enemy which will act as the collider. That way, they will not get stuck on their arms. Second, the thickness of your platforms looks like it could be a problem as well. I'm sure you have them that thickness for ascetics, but consider having the actual platform much thinner with an object over top of it that serves no function than to look like the platform. A lot of people are complaining about the graphics and animations. One simple change you can make to improve things is, look at the "action spot" in the animations of the standing/walking verses that of the attack. It is out of line so when doing the attack animation, your character seems to "jump" backwards and when it is done, he "jumps" forward again to the standing/walking. This action spot is also a problem when turning from left to right. The character "jumps" quite a distance, probably because you simply flipped the sprites, which also flipped the action spot. Next I would look at your level structure/design and look at old Castlevania games. These games are a really great basis and I think you can create something really cool if you take notes to what made these games classics. Good luck! Last edited by bknifefight; 09-17-2012 at 02:52 PM.. |
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#14
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Had high expectations when I saw "castlevania type" in the title, but I'm disappointed when I saw the screens/read the impressions.
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#15
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Quote:
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#16
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This is all right as a project, but it needs a lot of work before it's something many people are going to pay money for.
It's full of bugs and design issues, like the fact that moving platforms try to buck your guy off, that enemies get stuck on platforms, that your guy sometimes gets saved by what seem to be invisible platforms, that you can just jump over the heads of the Knights and bypass them without penalty, that you can get hurt when using magic, that there's no system to keep you from quickly draining a lifebar on one enemy, that sometimes you seem to freeze right at the start of the level while an enemy runs into you and drains your life. The levels are also too simply designed, a straightforward run to a door with a few moving platforms in between isn't going to scratch a Castlevania itch. It's also a very short game. I blew through it in about 15 minutes, most of that spent dying repeatedly because of glitches or design issues. To be fair I did jump over all the Knights because they are no fun to fight. And of course the art, music, and animation could use a lot of work. It's annoying that Limon kicks his legs when he's jumping. The controls and the UI could be jazzed up a lot, too. They work okay but are a little hard to hit on iPad. The last boss was a step in the right direction, though. A slightly more complex pattern and more interesting sprite. Despite my criticism I'd encourage you to keep trying and develop your potential. |
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#17
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Quote:
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#18
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I would also look into the smoothness of the animations. Something like this would be a good basis:
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#19
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Yea a few things need to be fixed like the other guys said.
Jumping and getting stuck. Both for enemies and hero. The buttons. The buttons should stand out more and their icons should match what their function is. Like for jump you can use an up pointing arrow. Platforms are too much like background. Their are hard to see at times. Change platform colors to stand out. The mega power should be at like opacity 50%. It blocks the screen way too much. Enemies should walk in not fall in to view. Makes me think a high platform is coming up if they fall towards me. That's it for now. |
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#20
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What happened to the creator's posts? He must have deleted them all, in both threads too. I just updated this game (I used a promo code) and checked the App Store. It has all 5 star reviews lol They must be friends and family of the creator.
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