Follow the Leader

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  • Expanding on the stuff I made for the platform enemy patrolling example game, I thought I'd try make a simple obstacle game.

    It's very rough gameplay wise, no goal as yet, but the music and graphics are coming along. This time I planned ahead a little better and created all the platforms and moving parts as tiles.

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    Click here to play

    (This is updated frequently)



    Images :

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  • it's cool :) but it's missing something

  • Pretty neat!

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  • lol there are some bugs ^^ hope you fix it.

    there is sometimes a way to make the follower to die from falling outside layout then it back to you but if he die in a very far way its impossible to let him come back to you and when you die you will not find him again (at the beginning)

  • Pretty cool. Nice look to it and I enjoyed the music. I'm looking forward to seeing more.

  • I love the graphics, I can see it happening, a full game with this art style.

    As for the following part, its too unpredictable for me to consider it as one of the major features atm. Like if I had to make him survive, he'd be doing something I wouldn't expect and kill himself, pissing me off because I didn't know exactly what I did some of the times to make him behave that way!

  • megatronx - haha, maybe I'll throw in some homage to the band in there somewhere. :)

    mutuware - Thanks dude!

    zsangerous - if you find 'em lemme know, I have ironed out some kinks I think.

    sman118 - Thanks!   Just updated if you get a chance. :D

    Rory - Am trying to smarten up the AI, it's reasonably simple at the moment, if you're out of range, he'll try move towards you.

    If there's a hole he'll jump it, and if there's a wall, he'll also jump.

    That's about the sum of it, with a little stopping action if he's within a few steps.

    The latest version is uploaded and the link is on the first page again.

    You can now 'complete' the first level ( find the waste hole) - there is a challenge with button pushing and force fields too.

    The crushing things should be more reliable now, and there is a death effect.

    Still deciding on keys, but if you die (splats) press enter to respawn.

    If you're red guy splats, press enter to respawn him where you are, if he falls out the level, press backspace to remote detonate him.

    Also added some control, if you press space, it toggles between 'follow' and 'wait' states.

    I did add a 'flee' one also, but he ended up suiciding too quickly when he was set to run away from you!

  • <font size="3">New stuff!</font>

    # Working lifts

    # Colour coded buttons

    # collectables

    # more pixels

    # more sound

    # sparks

    # blood

    Follow the leader 01f

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  • I updated again, newest link Version 0.1m

    AI doesn't suicide as much, more sounds added, reliable button behaviour, and general effects/gfx polish.

  • Okay, here's the latest. Blimey this is getting rather complex haha!

    Made a tutorial level, and working on adding score and lives.

    Right now, just press Enter/Return to respawn.

    The layout, and various bits.

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    and in game :

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  • [tube][/tube]

    :: Latest version ::

  • Lol I love wen his buddy dies, and the A.I is impressive.

  • The graphics and sound are very good, I'm liking the style and especially the little details like pop-up visual cues.

    A couple glaring problems I had:

    1) The elevator platforms immediately begin to drop (very fast) when you jump. It's very strange and annoying, I've never seen a game that behaved this way.

    2) When my red follower died, I had to go all the way back to the beginning of the level to retrieve him. Is this intentional? It was rather frustrating.

    I also agree with the earlier poster that the whole "follower" aspect of the game doesn't really make sense, because it doesn't seem to add any value to the gameplay.

  • 1 - I was making them work like in Unreal Tournament - I used to make a ton of maps back in the day - I always found it more frustrating waiting for a lift to return - I may add small wait time at the top.

    2 - The AI shouldn't ( in the latest version ) do anything to intentionally kill itself, things like spikes/traps I may need to tweak the AI a little - the idea is you're supposed to help the blind red player avoid stuff , get collectibles and open the doors.

    It'd be a bit too easy if the red player simply spawned back where you are, though I may add checkpoints at a half-way mark, as going through the whole map again can take some time.

    Did you play through the latest version ( Ending in Q ) ?

  • I've only watched the video (and played an earlier version), but I have to say its really inspiring what you are able to pull off in Construct 2. Really makes me want to sit down and get to work.

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