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RAZE - Paladin Wings (working title)

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  • I started playing with Construct again recently as some of you already know... and I got a bit carried away and began a project which, for now, I have titled RAZE - Paladin Wings.

    The game is based around an NDS game titled BANGAI-O Spirits, which is a heavy action "platform" style shooter.

    My version will boast better visuals, slightly less confusing gameplay mechanics, and a larger screen to play it on lol.

    At this stage I have to appologize to anyone not running at least pixel shader 2.0 on thier video card, as I am yet to optimise the special effects for you guys. Also, the system requirements seem to be a little high at this point due to the amount of objects on screen and the shader blends that are used... though hopefully this will be improved with time.

    Keep in mind this is a super early test release, mainly to get some feedback from everyone... the enemies cannot be killed and they cannot kill you, and the level is very barren at this stage. The character will eventually have animations, especially for changing directions... as well as a lot of other stuff.

    GAME CONTROLS:

    W,S,A,D - move player aroud

    SHIFT - Shoot missiles

    SPACE BAR - Dash (you must be moving to dash, try dashing into enemies)

    DOWNLOAD LINK:

    http://www.fileden.com/files/2007/8/21/ ... alpha1.rar

    Have fun, and let me know what you think so far.

    ~Sol

  • Holy mother of god, this looks amazing! I'm in love with your artwork. The visuals on this are excellent.

    It also runs pretty smooth, didn't look like it was suffering any slowdown or anything, and it's not like my computer is all that great so I don't think you'll have to worry too much about performance.

    There are just a couple of minor crits...

    The 8-Dir movement looks a little wonky when turning all the way horizontal just to move up or down, but you did mention you were going to create animations for that, so it's probably a non-issue.

    Other than that I found one bug and one mistake:

    Bug:

    <img src="http://i38.tinypic.com/2dbw5dx.jpg">

    These tiles are disappearing when scrolling up/down the screen.

    Mistake:

    <img src="http://i33.tinypic.com/t4zg50.jpg">

    Your smoke trails are being created on the wrong layer (I guess you fixed the missiles but forgot to do the smoke? )

    I dunno, I don't really have much to say about this other than it looks awesome, awesome, awesome. I still think you should go with fullscreen if you're going to make your window so big, but that's a whole other thread (and yeah, since then I hooked my computer up to my HDTV so I can actually see everything).

  • HAHAHA thanks deadeye

    Yes I noticed the smoke trail issue after I uploaded

    The thing with the walls disappearing is weird... it's just a tiled background image, not sure why it's doing that :/

    Wasn't too fussed at this stage as they are only placeholder graphics for the walls... and yeah I will fix the "flip" of the character by adding some animation frames in there somehow.

    Cheers for the comments so far... if you have anything you would like to add in the way of ideas, feel free... I'm kind of making it up as I go along even though it's loosely based on another game.

    ~Sol

  • The thing with the walls disappearing is weird... it's just a tiled background image, not sure why it's doing that :/

    That's a problem that's been around for a while now. I first encountered it back when making LHiT (I think I reported it... I can't remember now). I haven't made much with Construct since then, at least not stuff with tiled bg's, so I was just now reminded that the problem even exists.

  • > The thing with the walls disappearing is weird... it's just a tiled background image, not sure why it's doing that :/

    >

    That's a problem that's been around for a while now. I first encountered it back when making LHiT (I think I reported it... I can't remember now). I haven't made much with Construct since then, at least not stuff with tiled bg's, so I was just now reminded that the problem even exists.

    I guess a solution for now at least would be to break it down into smaller sections instead of using one long one. It's weird that it only seems to affect the vertically tiled walls and not the horizontal ones, or the background itself :/

    Anyway, I'll keep working on the game and see how far I get lol... anyone feels like chipping in with anything feel free... music, sfx, other graphics... whatever. Kudos!

    ~Sol

  • Good job!!! This is a really good engine for a game. I fell in love with the artwork. The style is consistant and awesome.

    I have to say, though, that the player shouldn't rotate in any other direction except left or right. It feels strange.

  • i like it but, i dunno, the controls suck. like really badly, also, u should replace those hanging cubes with 3d boxes i think itll look way cool like that

  • Good job!!! This is a really good engine for a game. I fell in love with the artwork. The style is consistant and awesome.

    I have to say, though, that the player shouldn't rotate in any other direction except left or right. It feels strange.

    Thanks

    The rotate thing I'm going to fix up with some animation directions as well as a few other things I am toying with... like I said, this is merely a simple test, it is nowhere near a release of any kind, I just wanted to show you guys and get some general feedback.

    I'll try to work on some character animations today... it seems that is the next priority lol.

    ~Sol

    i like it but, i dunno, the controls suck. like really badly, also, u should replace those hanging cubes with 3d boxes i think itll look way cool like that

    Any suggestions for better controls? I tried using a "look at mouse" with a cross hair, but that was way more awkward. I also tried making the whole thing mouse driven, like point and click style, but that sucked even more. Personally I felt the 8 way gave it more of an arcade feel which is what I'm trying to go for, but if you have another way I can try I'll be more than happy to give it a go.

    Also, tried 3d cubes, it was my first thought actually... trouble is they "clip" over the top of the chain sprite on certain angles and it looks wrong, so I stuck with the 2D concrete block.

    ~Sol

  • You could make mouse-aim just bend her torso, arms, and head ever so slightly in conjunction so that you get a decent range for firing. There could be a min/max angle for firing so it doesn't break the animation on the sprite, which means that you'd still have to move up/down in order to get things out of range.

    As for the chain sprite, make it the front face of another 3D box (leave the other faces blank) and it'll sort itself out

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  • for controls i just mean, is WASD? appropriate here. the controls are cramped and u cant excactly press wasd and shift easily. switch the controls 2 arrow keys and space/alt/M/N/ i use this setup in my WIP shump, it works fine. if you like i could post it in the creation topic.

    also i find the way the character moves is awkward, a person on a jet pack doesnt fly straight down, they just let off the trust, dont make your character angle would be my suggestion. just make her fly up down, without changing direction, and make left right control which way you face. if u have seeking missiles i suggest you dont need to move your body at all. try to revise your game before you start, im saying this out of experience. the last thing you want is a badly thought out engine, with bad movement after youve made the first 5 levels. its happened to me and im telling you its horrible and should be avoided at all costs. plan your movement engine first before making it, how you want it, how it should play, how comftorable, these are questions you should ask yourself, and you should never rush into anything, its tempting at first, but you dont get much good out of doing it.

  • You could make mouse-aim just bend her torso, arms, and head ever so slightly in conjunction so that you get a decent range for firing. There could be a min/max angle for firing so it doesn't break the animation on the sprite, which means that you'd still have to move up/down in order to get things out of range.

    As for the chain sprite, make it the front face of another 3D box (leave the other faces blank) and it'll sort itself out

    Yes part of the animation sequence was going to be to articulate her body and arm so "aiming" was used more than tilting the body.

    The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency? I will have to try it when I get back on to my Construct computer. Cheers mate.

    ~Sol

    for controls i just mean, is WASD? appropriate here. the controls are cramped and u cant excactly press wasd and shift easily. switch the controls 2 arrow keys and space/alt/M/N/ i use this setup in my WIP shump, it works fine. if you like i could post it in the creation topic.

    You only have left shift? I use right shift with my right hand, and WSAD are standard FPS controls. I plan to support changing of controls anyway so you will be able to customize them to your specific liking.

    also i find the way the character moves is awkward, a person on a jet pack doesnt fly straight down, they just let off the trust, dont make your character angle would be my suggestion. just make her fly up down, without changing direction, and make left right control which way you face.

    Yes, as stated before, I will be making animations to compensate for this... however the player will need to be able to aim in all directions for the purpose of how this game will function. The current character is simply a single frame of what will become a far more complex animation and angle system. For flying upwards and downwards, the player will be in more of a "superman" position, while the sideways direction will remain much the same. Diagonal angles will be compensated by having an articulated arm/body of the character so the arm will aim independently of the body's direction value, and the body will only change direction once the arm has reached it's maximum angle. At this stage, I am likely to go back to mouse aiming providing I can work out a few bugs I had with the general control of the character.

    if u have seeking missiles i suggest you dont need to move your body at all.

    Homing missiles will be but one of about 20 weapon types, I just started with them because they are so much fun!

    try to revise your game before you start, im saying this out of experience. the last thing you want is a badly thought out engine, with bad movement after youve made the first 5 levels. its happened to me and im telling you its horrible and should be avoided at all costs. plan your movement engine first before making it, how you want it, how it should play, how comftorable, these are questions you should ask yourself, and you should never rush into anything, its tempting at first, but you dont get much good out of doing it.

    I have made over 50 indie games over the last 10 or so years... thanks for the advice and all, but I am aware of testing and tweaking before level design even starts. The games engine will be fully completed before I start working on any level designs etc. and there will be plenty of uploads here for you guys to pull apart and suggest things. I appreciate the tip, but it kind of goes without saying.

    ~Sol

  • The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency?

    Yep. I made some flower sprites with correct depth/parallax on some 3d platforms that way once.

    WSAD are standard FPS controls.

    ...and are generally used in conjunction with the mouse. If you're planning on going for mouse aim and shoot, that'll work just fine. Otherwise arrow keys are generally used in non-mouse games. It's a good standard, most people find it comfortable that way.

    Whenever I play a non-mouse game with WASD it just seems awkward, and whenever I play a mouse game with arrow keys it's equally awkward.

    Moot point really, though.

  • stuff

    Awesome, will mess around with 3d box then.

    Also, yes I tend to agree... the reason it was WSAD was because it was set to look at mouse and I hadn't been bothered to change it back to anything else.

    There is an option to change the default controls in Construct during runtime isn't there? That way I can make a "player controls" menu option where it can be customised and saved in a .cfg file or .ini file.

    *EDIT*

    Ultimately this will be one of those games which will be best played with a gamepad in the end anyway.

  • There is an option to change the default controls in Construct during runtime isn't there?

    Not yet, I believe Ash has said there are plans for this.

  • Not yet, I believe Ash has said there are plans for this.

    sweet

    Man, I hate spriting... it takes so long D:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photoshop/screenshot.jpg">

    articulated sprites FTW!

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