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Posted: Sat May 24, 2008 6:36 pm
Dungeon is an Adventure-Puzzle-RPG that I've been working on for about 8 months. It actually has nothing to do with dungeons, I assume I'll either tie the Dungeon in somehow or change the name. It has no storyline to speak of, but theres alot to do. It's about 5% custom sprites, and 95% ripped sprites. I could spend time to make ALL my sprites custom, but it would have doubled how long it took to make. It also has no music, because my computer has no speakers, so I dont know how any of it would sound. Can be downloaded here Dungeon Demo V2.1 DownloadAnd here's some screenshots V2.1 ScreenshotsPlease be frank, whats wrong with the game, what needs work, what should i change, what doesn't work properly, etc. I'll try to fix any problems you can find. I also take suggestions, so let me have em!
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Posted: Sat May 24, 2008 8:45 pm
So far, I suggest disabling the option for the "esc" key to exit the game, and use it as another exit from the the game's menu instead. It's also generally a good idea to include instructions (wether it just be general gameplay, or controls, or both) in the game information, as I was confused at first as to wether I should click the start button, or press a key, or what. You should also provide a bit more information in the game itself, in those signs, as to how to play. It took me a while to figure out what I could pick up, and a while longer to figure out I could throw the rocks by pressing Z. As far as I'm concerned, there's really nothing wrong with a game in this style (kinda reminds me of the original NES Zelda) not having much or a story, though having a background story would be good, but while it's in testing, there's really no need. Also, while in the land of the dead or where ever it is, you should to add a counter so you can tell how many soul shards you've collected. Other than that, you've done a pretty decent job so far. 3nodding
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Posted: Sun May 25, 2008 9:02 am
The esc button idea is genius, I'll work on that The instructions idea is also something I've considered, I'll do that. I'll put more signs giving hints like "try picking up these rocks" and such and I'll make signs telling you to go to the abilities menu to learn to use them. There is actually a counter, its in the Dead Abilities menu, but most people wouldnt be able to find it, so I'll make a sign
one thing, did you get to the area where you rescue that kid Ben from the kidnappers? Are they working properly, they should be throwing poison darts at you.
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Posted: Sun May 25, 2008 2:37 pm
I didn't get very far, but I'll have more time to try it today. I was also a bit confused whether I should be clicking the buttons or using keys. As for when I was dead, there was a blue thing that I pressed space at, but it didn't get picked up (if it did, I couldn't find it), so I'm not sure what it was, or what it was supposed to do.
Btw, it's really cute, I love all the different sprites that you used and how well they seem to fit together nicely from what I saw, the only way you'd realize they're from different games is if you recognize them from the actual game.
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Questionable Conversationalist
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Posted: Sun May 25, 2008 3:22 pm
yeah, you should click on them I'm not good with menu stuff, so if you can find better looking button sprites that look more click-apparent, please inform me. the blue thing is a glowy mushroom, and i still dont know what it does ^_^; I tried to recolor the sprites as best as i could and only use ones that aren't too strange. I think the only part where it clashes is the FireRed LeafGreen tileset i used that's just too nice. (I couldnt resist, the tileset is beautiful) but yeah, i'm excited to see what you think of the rest of it.
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Posted: Sun May 25, 2008 3:56 pm
You can walk underneath the windmill in the town. sad
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Questionable Conversationalist
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Posted: Sun May 25, 2008 7:09 pm
only on certain areas, the base should be blocked off the only spot where you shouldnt be able to walk in is where the door is, and thats because I'm going to put an object there that will take you inside.
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Posted: Sun May 25, 2008 9:29 pm
Ah I see, that's the only place I noticed anyways. smile Figured I'd mention it anyways.
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Questionable Conversationalist
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Posted: Tue May 27, 2008 3:01 pm
when your in the menu how do you do stuff in it???
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Posted: Tue May 27, 2008 3:14 pm
figured it out nevermind XD
well so far *im only up to dead XD* the item system is unique however id put a counter in the HUD that youve got set up so that people can know constantly what they have left in rocks and wont run out XP.
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Questionable Conversationalist
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Posted: Tue May 27, 2008 3:15 pm
Lord of the pumpkins figured it out nevermind XD
well so far *im only up to dead XD* the item system is unique however id put a counter in the HUD that youve got set up so that people can know constantly what they have left in rocks and wont run out XP. That would be handy, yes. I kept finding myself going to the menu to check how many rocks I had left.
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Posted: Tue May 27, 2008 3:22 pm
also out of curiosity do you already have the storyline for this game or are you planning on adding a story that matches the game that you've created *which is nothing wrong XD* just wondering so I can get a feel for it even more, the story helps alot when testing it cause then I get to do a full review of the entiretiy of the game XD
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Posted: Mon Jun 16, 2008 8:35 pm
okay, so i just now realized this was in here! i've been going to the main forum page every day thinking "where the heck is my game demo?"
anyways, it used to display the attack items on the main HUD but it filled up because i'm constantly adding attacks i may make a little system where the amount appears underneat the HUD and then fades a few seconds later, every time you attack.
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Posted: Wed Jun 25, 2008 7:14 pm
Well I'm gonna try it for I am bored at SHOOTING AT THOSE DAMNED COMBINE ALL THE TIME. (I play Half-life 2 and its episodes a lot...)
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Posted: Fri Jan 23, 2009 10:25 am
It's acctually really good. Lol I love the Zelda sprites and pokemon background... How do you fight is my only question, lol
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