copperhead
Moderator: PC Supremacists
copperhead
I made this game a long time ago.
Uses game maker :P but try not to be to hard on it for that as I know theres a bit of a stigma around those kind of 'click together' game making programs. Only part not made by myself is the sound effects and music.
Uses game maker :P but try not to be to hard on it for that as I know theres a bit of a stigma around those kind of 'click together' game making programs. Only part not made by myself is the sound effects and music.
- Falco Girgis
- Elysian Shadows Team
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Re: copperhead
That does really look extremely professional (especially in the art area, of course). Nice job. :D
Re: copperhead
Thanks, the main area lacking in the game right now is the level design. Other then that everything runs pretty smoothly, the frame rate in those videos is a bit off, just thought I should mention which is why things look a fair bit bumpy.
Sorry, forgot to provide a link:
http://www.filefront.com/14068991/CopperHead.zip
Feel free to give feedback on elements that work and elements that don't so I can get some idea of what to do in the future.
Sorry, forgot to provide a link:
http://www.filefront.com/14068991/CopperHead.zip
Feel free to give feedback on elements that work and elements that don't so I can get some idea of what to do in the future.
- Netwatcher
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Re: copperhead
who cares how you made it, looks awesome
"Programmers are the Gods of their tiny worlds. They create something out of nothing. In their command-line universe, they say when it’s sunny and when it rains. And the tiny universe complies."
-Derek Powazek, http://powazek.com/posts/1655
blip.fm DJ profile - http://blip.fm/Noobay
current code project http://sourceforge.net/projects/vulcanengine/
-Derek Powazek, http://powazek.com/posts/1655
blip.fm DJ profile - http://blip.fm/Noobay
current code project http://sourceforge.net/projects/vulcanengine/
- Innerscope
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Re: copperhead
I thought it was well done. A lot of the game-play elements reminded me of what I tried to achieve with Syntropy (to an extent), but here, it looks like they've been implemented more successfully.zeid wrote: Feel free to give feedback on elements that work and elements that don't so I can get some idea of what to do in the future.
My only critique would be the movement of the player. The way he accelerates makes him very hard to control. I got up to the fourth level, and quit cause I didn't get a password. (I just watched the videos and realized that you have to beat that level for the next password )
Anyway, I thought it was cool. I'll have to give it another go.
Current Project: Gridbug
Website (under construction) : http://www.timcool.me
Website (under construction) : http://www.timcool.me
Re: copperhead
Thanks, yeah I get alot of complaints from first time players about the movement system. I think it actually reduces a bit of the accessibility for players to the game .
Interestingly when I had some friends playtest it the ones that played it many times over and got a bit more hardcore with the game actually asked me not to change the movement system. It was interesting having them described how they got use to the movement and it suddenly felt fluid (I experienced a similar thing, however as the games only developer it's a bit different).
I will make more accessible character motion in my next platformer... promise
The level seperation is actually pretty bad in this latest version. I use to have a password for each level and a "YOU ARE WIN" screen come up and spray you with blinging sounds and epilepsy before hand. I shouldn't have removed it I think.
Interestingly when I had some friends playtest it the ones that played it many times over and got a bit more hardcore with the game actually asked me not to change the movement system. It was interesting having them described how they got use to the movement and it suddenly felt fluid (I experienced a similar thing, however as the games only developer it's a bit different).
I will make more accessible character motion in my next platformer... promise
The level seperation is actually pretty bad in this latest version. I use to have a password for each level and a "YOU ARE WIN" screen come up and spray you with blinging sounds and epilepsy before hand. I shouldn't have removed it I think.
- Innerscope
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Re: copperhead
A "YOU ARE WIN"/epilepsy would have been welcome actually.zeid wrote:Thanks, yeah I get alot of complaints from first time players about the movement system. I think it actually reduces a bit of the accessibility for players to the game .
Interestingly when I had some friends playtest it the ones that played it many times over and got a bit more hardcore with the game actually asked me not to change the movement system. It was interesting having them described how they got use to the movement and it suddenly felt fluid (I experienced a similar thing, however as the games only developer it's a bit different).
I will make more accessible character motion in my next platformer... promise
The level seperation is actually pretty bad in this latest version. I use to have a password for each level and a "YOU ARE WIN" screen come up and spray you with blinging sounds and epilepsy before hand. I shouldn't have removed it I think.
At least after beating the game. I was a little disappointed when it just went back to the title screen. (all that work, no ending?)
I have to say I really like the overall design. I still back tweaking the movement (sometimes the controls felt unresponsive), and the ability to pick up bombs as you're running would've been nice. Especially for the sub-boss, I think I died more times at that dendrite reincarnate then the final boss.
I look forward to your next platformer
Current Project: Gridbug
Website (under construction) : http://www.timcool.me
Website (under construction) : http://www.timcool.me
- dandymcgee
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Re: copperhead
I don't mind the movement system, I think it's actually quite fun. Very nice work.
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!
Re: copperhead
I know, I'm a dick. I'm impressed that you played it all the way through though, that makes me feel all warm inside.At least after beating the game. I was a little disappointed when it just went back to the title screen. (all that work, no ending?)
Now play it on hard... Also there are still no special endings or rewards it just makes you feel bad inside. and yes it is possible on hard.
Thanks for the feedback by the way, and I assure you I am taking your critique on board for the future (and if I revisit or 'finish' this).
ThanksVery nice work.
- Sanshin77
- Chaos Rift Regular
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Re: copperhead
The variety of "pickups" and enemies seems great, and I love the art. Will try it if I ever boot out of OS X.
Did you do all of it? The music, sprites, programming and levels? I enjoyed the Immigrant song remake in the first video as well
Oh and, what language and which libraries did you use?
Did you do all of it? The music, sprites, programming and levels? I enjoyed the Immigrant song remake in the first video as well
Oh and, what language and which libraries did you use?
Check out videos of my C++ games as well as my "Amateur Game Dev" series over at
My YouTube Channel: http://www.youtube.com/user/Zanchill
My YouTube Channel: http://www.youtube.com/user/Zanchill
Re: copperhead
He said the music wasn't his, I don't recall about art, and he said he did it with game maker
- Netwatcher
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Re: copperhead
you don't recall? like scroll up and read that he did all the art ?eatcomics wrote:I don't recall about art...
too bothered writing the OS?(serious, not teasing)
zeid wrote: Uses game maker :P but try not to be to hard on it for that as I know theres a bit of a stigma around those kind of 'click together' game making programs. Only part not made by myself is the sound effects and music.
"Programmers are the Gods of their tiny worlds. They create something out of nothing. In their command-line universe, they say when it’s sunny and when it rains. And the tiny universe complies."
-Derek Powazek, http://powazek.com/posts/1655
blip.fm DJ profile - http://blip.fm/Noobay
current code project http://sourceforge.net/projects/vulcanengine/
-Derek Powazek, http://powazek.com/posts/1655
blip.fm DJ profile - http://blip.fm/Noobay
current code project http://sourceforge.net/projects/vulcanengine/