I-smel's Banner

I-smel

Gear Flash News Main
I-smel

Age/Gender: 18, Male
Location: England, MAN-CHESTer

NO MEANS YES AND YES MEANS ANAL.

Newgrounds Stats

Sign-Up Date:
3/2/06

Level: 1
Aura: Neutral

Rank: Civilian
Blams: 0
Saves: 7
Rank #: 163,105

Whistle Status: Normal

Exp. Points: 10 / 20
Exp. Rank #: 1,469,834
Voting Pow.: 1.50 votes

BBS Posts: 1,260 (0.9 per day)
Flash Reviews: 0
Music Reviews: 0
Trophies: 5
Stickers: 0

Entry #23

Jump to Entry: [ 11020 | 21 | 22 | 23 | 24 | 25 | 264156 ]


I-smel

RATE MY SHORT FICTION (about a devblog)

Posted by I-smel Nov. 16, 2008 @ 3:27 PM EST

Hey I wrote this story about a guy who updates a development blog every week. It's told from the first-person perspective and is loosely based on a true story. I'm looking for feedback. Here it is:
______________________________________

This is a work-in-progress of a game I just started making. It's gonna take me about 3 or 4 months to complete. Check back here every so often if you wanna watch it develop. Actually you can click Add To Watch List to get updates.

27th September 2008

Use WASD to move around. Clicking the mouse close to your character will do a melee attack, clicking far away will shoot. Play around with it.

29th September 2008

I won't usually update this often, this is just a one-off.
Checking if vertical platforming is an option. It works pretty well. Arrow keys now usable. Also you can double-tap in a direction for a new melee attack. Climbing animation added for when you get to a ledge you can't quite reach.

4th October

I think I've finished all the animations for this guy. Drew him a sword, added more friction to the floor, made the camera shaky-as-hell to emphasize impact and baditude. New moves added:
Double-tap Left or Right to smash forward
Double-tap Left or Right in mid-air to smash diagonally.
Do a melee attack and hold the mouse down, then release when the sword flashes for a radial special.

The only thing I think I'm lacking is an attack that launches an enemy into the air, and another that smashes them down. My first thought was to use the mousewheel, but they're not as common as you'd think.

I thought about Double-tapping Up or Down, but you can Double-tap Up. As soon as you press Up, you're in the air. So Double-tapping Up for a ground-based attack isn't gonna work. I don't know what I'll do for that.
Anyway, I should probably start making enemies next.

9th October

Okay, alot of development:
Firstly, there's some actual background art now. I've decided that I'm making alot of the art outside of Flash for this one. The Newgrounds team does alot of their artwork in Photoshop and it makes the games really stand out. Makes it look alot more professional, I thought I should try it. Considering I'm pretty useless in Photoshop, I turned to the next best thing on my PC after Flash; 3DS Max. I should be practising 3D anyway.

ENEMY- There is now an enemy. He's pretty standard. His limbs have blades connected to em, and he can align all the blades into a wheel and roll at you. Now I was aiming to not rip off Devil May Cry with enemies, because it's pretty obvious that's the main influence behind the game, and I wanted to come up with all the content myself. Sadly though, I was playing through it this week, and I got up to mission 14 yesterday where you meet an enemy that turns into a wheel and fucking rolls at you. So I felt pretty bad about that.
Anyway, he's about 70% done. I've not full decided on some of his art and the death animation is just a lazy placeholder. I've bin workin on the AI, and I think it's allright so far. If anyone finds themselves beating him by just doing the same move over and over, please tell me about it.

NEW MOVES- I thought for a long time on the Blastoff - Breakdown moves. The obvious choice would be to drag the mouse up really fast, but then the mouse ends up too far away from the guy. I thought about rolling the mouse wheel up, but alot of people don't have mouse wheels and it interferes with the web page. Someone on the forums suggested a good idea; Press DOWN and then UP to smash a guy up. I tried it out, but having to press two buttons for one move was just really bad. You have to be really quick. It wasn't comfortable and I couldn't see everyone getting the hang of it. I think I found a way that works though: Do a melee move, then press UP right after it to launch a guy in the air. When in the air, press DOWN to smash a guy to the ground.

That's it for October 9th. Strangely though, I have one bid for $250. Not for the source script or anything- For the game as it is now. Crazy.

16th of October

DON'T FALL OFF THE BOAT. I haven't done the script that brings you back yet. I didn't work much this week. Well- Nobody's forcin me are they? Also I was busy with that munchdown thing.
ENEMIES: I'm gonna have a hard time coming up with new ideas for enemies. I allways do. We've still got our wheelman in there, but now there's this chomp guy. He's basically this big dumb blob that eats you. IT JUST CAME TO ME. I love how his animations came out, they're great. Still haven't decided on a death animation for all the enemies though.
Second new enemy is the bat guy. Little tiny enemy that you're really gonna have to shoot to get rid of. I'm not 100% happy with his AI. I'm aware that all these enemies are the same colour. Maybe that'll change, maybe it won't. i haven't decided.
GRAPHICS: Made a new bullet shot. I've decided that white is the colour that denotes enemy damage, so the attacks and the shots are all white. I got rid of the particle effect, TRIED a frame-by-frame one. I hated it, it just wasn't random enough. So now I've made this white randomised kind of anime-style bang. It doesn't look QUITE right to me but I like the idea.
BACKGROUND ART: I've decided NOT to do 3D. After a whole lot of unsuccessful attempts to model a light-house, I decided I'm not skilled enough to pull it off. I redrew the docks in 2D, added a little tiny boat in the background, added a boat ride that forces you to beat some guys without really moving, and drew a light-house. You can cut that desk in half, by the way.
The light-house might play some significance in the upcoming boss fight.

24th of Cocktober
The guy with blades on him's got a new attack. It's nothin flash, just an alternate version of his original ROLL-AT-YOU attack for when you stand too close. He jumps you.
NEW ENEMY- I really like the concept of this. I basically took a greyhound and a revolver, and smashed them together. Creative isnit? I got the idea from some shit I saw on Deviantart like a guy with a gun for a face. The AI's not 100% yet, but you get the idea of how it works. By the way, it'll be easier to dodge it once I put an audio cue in of the pre-shot gun click noise. Then you'll know when to jump.
What's that house about? Don't know, I thought the level seriously needed som variety. I was goin for one o those crapshacks you find out in the middle of nowhere on Half Life 2 Episode whatever. Oh, don't lead any enemies in there, they're not housebroken yet and they'll probably flick through the cielings or something. You can smash all the objects in there. Please don't though, they belong to the light-house keeper and it's not fair on him, he's a nice guy.
BOSS!! You'll see the boss I've got planned at the end of the level. I haven't animated it yet- And I know what you're thinking: He'll never animate that; draw it sure, but animate? No way. Well that's where you're wrong, I've made it carefully so it's constructed out of about 5 different graphics all stuck together. I can tween em wherever I want like Madness, no problem. I'm gonna need some grunjy as hell music for that boss fight. I threw in a step ladder by the way so you can take a look at the guy on top. HA, I guess I haven't mentioned the plot atall. I won't spell it out, but if you've played Cannoncrotch you know what to expect. It's gonna be awesome and dumb as hell.
That GO! sign's recycled from an old game I never finished called THE FUCKIN AWESOME QUEST. It was pretty much a prototype for Crunchdown, but you could pick up enemies and throw them. Well- You could pick up anything and throw it. It was cool.

Don't think there's anything else. Is it running slow for anyone? I turned the quality down a notch cos I think it might be running slow. Something I should do: Add some kind of collectible stuff to give you.
Any suggestions on how to beat a giant enemy crab, I'm all ears.

Halloween 08
The boss is done. Enemy crab up n runnin. Tell me how you get along with it.
For a long time it was too hard. I had to slow it down in a few places, pace it out. You should've seen how efficient it was before though- He used to shoot 20 leeches at once, now he shoots 5. Kind of inspired me to save that as some kind of Hard mode.
The little dialogue before the boss fight, I think it's a necessity. Inspired by alot of game, but let's pin it down to Bionic Commando. I LOVED the feel of that game. I was gonna ask a seperate artist to do the character portraits in photoshop, make em look all HD. I think they look OK though, we'll see how I get on. I'm no fantastic artist.

I've got a HUD interface now n all. Life bar and all. I took the GO!! sign off though, I just thought it was unnecessary and redundant.
I spent like a whole day designing and redesigning the HUD though. I'm really into interface- Right now I hate the health bar I've got. It's so boring, it doesn't fit the character, it says nothing about health, I just hate it. I CAN'T THINK OF A GOOD ONE THOUGH. I'll keep working on it.
For a while I had a happy face in place of the health bar, and as you got hit the face turned sadder and sadder, then it turned into an angry face when you were really low on health, then it turned into a skull when you were dead. It was pretty funny, but just so dumb.

COINS- There is now money in the game. Just something to encourage you to explore and give you some instant gratification. I SO tried to avoid using coins. It doesn't fit into the game atall- Why are you collecting money? Why do demons have so much money? Why coins? It's such a cop out. Again though, what else is there? I wish I could think of something better. They don't even look like coins, they're just yellow circles.
When I first put them in, I noticed that it really slowed the pace of the game down. You'd beat a guy, then run up and down collecting the coins, beat another guy and jog on the spot getting the coins again. I wanted people to just steamroll straight through instead of fannying about collecting things. So now, after a couple seconds, all the coins will zoom towards you. Keeps the game flowing AND looks pretty cool. What do you buy with these? Cool stuff.

I think THIS LEVEL is just about done. Maybe add another move or two to the crab, take out the dog revolver (he doesn't fit in, thanks BlueySciuto) then move on to a new level. I really didn't have enough vertical exploration on this level. Turns out there's not alot to build on a coastline. By the way, how's the framerate for everyone? Seems ok for me, kind of drops on the boss. Also everyone confirm for me that you actually read this. For some reason I imagine everyone just clicking the link and sayin "Yeah that's cool" then leaving. So even if you've got no feedback or ought, just tell me, yeah?

Keep an eye out for treasure chests! There's two. God I wish I could have something better than these little boxes, but I'm gonna have to think of a substitute for money first. Maybe I could have some kind of grubs that a trader demon eats and you use it as currency to buy stuff from him? Thinkin off the top o my head here.
I had a health bar for the crab boss, and he could die, but I took it out. It bit a chunk out of the framerate and looked pretty crappy.

EDIT- WOOPS I JUST UPDATED IT. Made the boss a bit more intuitive, got rid of the crazy Terminator leeches. And YES I'll update the enemy's death animations later.

The ninth of November, two thousand and eight:
Things I still haven't done: Made new enemy death animations, thoughtof something better than coins, made the crab fight more intuitive. I didn't spend a whole lot of time on the game this week, I'm busy right, I mean- WHAT THE FUCK, I HAVE A LIFE GUYS. GET OFF MY CASE. JEEZ.

Ok so stuff I did do: Updated the background art and the crab graphcs. Now all the line thicknesses are consistant with each other. I want an opinion or two on whether this looks any better or not. Personally I don't see much of a difference, but if it makes it more professional, then okay.
I also revamped the HUD again. I think the health bar looks magnificent, it's gonna be hard for you to convince me to change it. It's simple, readable, it stands out in your peripheral vision, it's original, not distracting, it's just fab.
Under that is the metre for how much money you have. Now I thought about how I'm using money in the game as the game's currency. I want to think of something less conventional, but for now let's just stick with money. This metre works in the units of casino chips. The purple ones represent one and the green ones are ten. It's intuitive and it looks more interesting than a text box, but it's not very readable at-a-glance. I want to know who thinks it's a good idea and who doesn't.
Also I made a small animation at the end of the level for after you beat the crab.
Finally (and this is the first thing you'll notice) I started work on "level 2". I had this boss idea rolling around in my head and I decided to get it down before I forgot. So this is the "level 2 boss fight" and generally how it's gonna move. I really want to know what people think of the boss's design, because it was hard for me to come up with something original and interesting that would work well in the game environment. These boss designs are following a theme, but I won't say what it is- Don't worry if it looks like I'm being inconsistant. Here's some concept art I made while I was developing the idea.Personally I think the art isn't very impressive or interesting- I don't have alot of artistic direction. Any help on improving this: Greatly appreciated. This is the last time I'll be including "Level 1", unless you have something major to say about it.

November 16th
Alot of small changes this week, some behind-the-scenes stuff preparing to add a Hard Mode (a real one, not just giving you less health), preparing for bonuses etc.
Boss 2 is now about 75% done. It's an (nearly) infinitely looping level, I'm using the same method I used in Cannoncrotch. Alot of the art's halfway there, but the core play is there. There's a couple of blind spots where you can stand and he won't get you, but I'll think of an extra attack or two to sort that out. So is he fun enough yet or what? You tell me.
That boss is a good opportunity to see the bounce thing happen. When you get smashed against a wall, you'll actually bounce off it now and fall. That's not just for this boss, it's the whole game.
Switched the poker chips for generic money. I feel like drawing it better, but I'll do that later. I might as well stick with money for the currency, I've decided. It makes sense.
Made all the changes y'all said last week. The special's alot harder to charge, no more glitches, balcony on the light house, crab's got some visual cues on it. I wanted to do coral all stuck on the crab, but how the hell do I draw that?
By the way, I switched boss 2 to Low quality. but I actually don't think that was necessary, so I'll change it back.
I've decided I need to speed up production on this.
OH- and this is incredible: The game's bin up on FlashGameLicense.com since day 1. I might've mentioned when someone bid on it for about $250. That was crazy right? It's nowhere near done. Well, now it's marked as "20% complete (pre-beta)" and the bid is up to $5000. Yes, $5000. Two spnosors were fighting over it for a while, they're insane. That's WAY more than I got for Crunchdown, and that was 100% done. Speaking of Crunchdown, 5th Best of October. Look who else is in that list, it was a pretty crazy month. Do I win the certificate or what? I think I get the calendar aswell, but I honestly wouldn't recognise half the shit on there. No offense guys :/
I should know how these things work by now.
I should have also added the lightning attack to the crab by now >:(
TELL ME WHAT TO DO NOW YOU LOVELY BUNCH!!

Updated: 11/16/08 4:02 PM Log in to comment! | Share this!

The People Have Spoken

49 Comments

Nov. 16, 2008 | 3:33 PM speeling says:

It's WAY too much, I think you might want to add a little romance, maybe even scrap this story and start a new one.

Nov. 16, 2008 | 3:37 PM I-smel responds:

I think a romance could save it.


Nov. 16, 2008 | 3:39 PM Wurmy says:

On the second boss, all you need to do is stick to a wall, and keep bouncing off of it. You'll never get hit, and you can just slaughter the boss.

Nov. 16, 2008 | 3:41 PM I-smel responds:

Wow I never tried that.

Errrrm... I-
Gonna have to think of a way to fix that.


Nov. 16, 2008 | 3:46 PM Waltman95 says:

The game is gettin good and i can tell this is gonna be greatwhen it is finished! and yes if you bounce off the walls you won't get hit. I found that out. Soooo maybe to make the boss harder, why not give the gun different phases, where it switches to a turret that moves up and down. heat seeker missiles, etc.

Nov. 16, 2008 | 3:57 PM I-smel responds:

I think I SHOULD have something that follows the player. It wokred well to keep you moving in the crab fight.


Nov. 16, 2008 | 3:48 PM Perry says:

hmmm, it is fun enough. The first boss is the biggest bitch to beat, I dont think I could do it without dieing first. Second boss is the shit, I love getting hit by the gun and smacked into the wall.

you could get more than 5k to be completely honest, I got offered 5k (after I already accepted 4k though) for bff 2. And your game is waaay better than bff 2

Nov. 16, 2008 | 3:58 PM I-smel responds:

I must've done alot better than I thought if I've managed to make getting hit fun.

Crunchdown went for $3500 :(


Nov. 16, 2008 | 3:51 PM Wurmy says:

http://spamtheweb.com/ul/upload/2708/
53454_NutherBugThing.PNG

I also never got hit there (while on the platform). I just unloaded on the boss and same thing happened.

And for the bouncing problem thing you could just make the walls "too slippery" to bounce off, so when you try you slip off or something.. or electrify them, so you lose health if you touch them.. Ideas (:

Nov. 16, 2008 | 4:01 PM I-smel responds:

That's the exact blind spot I mentioned.

I thought about doing that to the walls, but it wouldn't make any sense for them to be electrified or slippery. Nobody would get it.


Nov. 16, 2008 | 3:58 PM PolishMatt says:

My Blog is longer : D

Nov. 16, 2008 | 4:03 PM I-smel responds:

CONGRADULATIONS!! :O

Updated: Nov. 16, 2008, 4:03 PM

Nov. 16, 2008 | 4:03 PM MrScriblam says:

wow you're in the money now.
you can just ignore us fans and horseshit your way through this game.
im wiiporter btw

Nov. 16, 2008 | 4:04 PM I-smel responds:

Why the new account?
And youse aren't fans, you're peers.


Nov. 16, 2008 | 4:03 PM thedo12 says:

lmao, thats insane !

5000 already?

at this rate I wouldnt be suprised if it hit the 10 000 mark when its done.

but yeah I think it got so much, becuase you made the intial engine so good .

Nov. 16, 2008 | 4:05 PM I-smel responds:

They don't even know what's in the rest of the game. I guess I'm gonna have to scrap the rape scene.

Seriously.


Nov. 16, 2008 | 4:05 PM Waltman95 says:

are you workin on the death of the character? the number of lives, er watever...

Nov. 16, 2008 | 4:09 PM I-smel responds:

Yeah I usually put that in last. It's annoying to test a game when you keep dieing.

You'll start each level with 3 lives. When you die, you'll respawn right where you're standing. Losing all 3 lives means you'll get kicked out of the level. You won't lose much progress though, because the levels are set out like Megaman (or more accurately, Bionic Commando) so that every level you've completed will stay completed.
Also you'll be able to buy a bonus that gives you 4 lives.

And that's how lives will work.


Nov. 16, 2008 | 4:07 PM Coolio-Niato says:

Great stuff. Very fun. Very arcade like. Love the second level.

Nov. 16, 2008 | 4:10 PM I-smel responds:

Marvelous.


Nov. 16, 2008 | 4:12 PM Waltman95 says:

sounds like a plan. oh yeah, and haha i like how the money has cannoncrotch on it XD. I was thinkin bout it but, maybe you should draw "crunchman" on the coins and cannoncrotch should just stay on the billz :P


Nov. 16, 2008 | 4:25 PM adman1993 says:

Reminds me of a 2d version of Devil May Cry Kinda :)

Its awesome and i really admire your work! Keep it up!

Nov. 16, 2008 | 4:28 PM I-smel responds:

Thanks, that's what I was goin for.


Nov. 16, 2008 | 4:35 PM Waltman95 says:

wait a sec...i just realized? u were gonna put a rape scene?! XD

Nov. 16, 2008 | 4:48 PM I-smel responds:

There was a joke about rape, but the joke was that nobody was getting raped.


Nov. 16, 2008 | 4:36 PM chickendance333 says:

You should release it how it is and make $5000 just to be a bitch.

Nov. 16, 2008 | 4:48 PM I-smel responds:

No.


Nov. 16, 2008 | 4:36 PM Wurmy says:

Eh I'm just throwing some ideas out there. Looks great so far anyways (:


Nov. 16, 2008 | 4:45 PM GunStrife says:

Glad your making progress with the game i can tell its going to be kick ass :), one thing i noticed is if you get above him he wont move up and you can just stand there and shoot him, and another thing is if you land on one of those top pillar things that eventually come up as you come further down he will just stay in the same spot he is and you can just stand there and keep shooting at him. Congrats on the sponsors and i loved crunchdown and all your other games :)


Nov. 16, 2008 | 4:48 PM cumSum says:

I didn't read anything but I played the November 16th demo and I gotta say the game's got an amazing potential. I'm very impressed with the boss fight


Nov. 16, 2008 | 5:05 PM super-sense says:

I don't like the way you made it take ages for the sword to power up, aad the fact that you lose it if you get hit. That's probably just me though, wanting it to be the easiest it can be. And what happened to the dogvolver. I liked him.

Nov. 16, 2008 | 5:18 PM I-smel responds:

The dogrevolver's on a different level. I didn't want to waste all mynew enemies in one place, and he doesn't really fit in with all the other guys. He's on level 2, cos he's kind of like that boss.

I cut down the special because it's REALLY easy to win the game with it. In the final version though, you'll be able to apply a bonus that halfs the time it takes to charge. So if you want to use it all the time, you could.

Updated: Nov. 16, 2008, 5:18 PM

Nov. 16, 2008 | 5:42 PM super-sense says:

Cool cool. Also, the crab dude stops sending out his demonic leeches the first time I disable the crab and his shield.

btw, I loved Crunchdown, the ending nearly made me cry. It's the only flash game to ever make me feel emotional. Well done.


Nov. 16, 2008 | 6:08 PM MrAbnormal says:

Well, what's your next post going to be about, 30% done and $10,000 is the highest bid? Anyway, your game deserves. Why are you so sad about Crunchdown "only getting $3500"? Thats enough for a nice laptop and a big tv. Good luck with your game.

Nov. 16, 2008 | 6:10 PM I-smel responds:

Im not, I just get like that when decade says he sold his last game for 4000

damn that decade >:(


Nov. 16, 2008 | 6:10 PM ClydeCanvas says:

Needs moar Mudkips.

Nov. 16, 2008 | 6:12 PM I-smel responds:

shut the fuck up


Nov. 16, 2008 | 6:14 PM ZekeySpaceyLizard says:

i like to poop

Nov. 16, 2008 | 6:19 PM I-smel responds:

me too. we should get together some time.


Nov. 16, 2008 | 6:27 PM Moo12321 says:

You can climb walls as high as you'd like by sticking to it, and clicking a nearby melee attack facing the wall, quickly and repetitively, as you jump. The movement from the melee attack counters the movement from the wall jump. It lets you get to places I'm sure you are not able to. Its a bit hard to explain...

Nov. 16, 2008 | 6:43 PM I-smel responds:

I never tried that. If you wall-jump and click at the same time, you go directly upwards instead of away from the wall. I can only do it like twice in a row though, I don't know how you're gettin so high with it.


Nov. 16, 2008 | 6:32 PM rockyace42 says:

Great game so far. Now that you've added the wall-falling scene (which I love) It looks odd, since you can still shoot. So am I correct to assume that you'll get rid of the grey guy on the money and draw something more original? Oh yeah, maybe the 2nd boss could create minions then wait to fire until you've killed them or something, cuz hes way too easy.

Nov. 16, 2008 | 6:46 PM I-smel responds:

I'm kind of deciding whether or not to stop the player from shooting when they're hit. It's alot less annoying to just let you shoot, but it does look weird. I don't know whether or not I should leave it, but I'll decide later.

Yeah the money'll probably change slightly. I'm thikning of something to make that boss harder.


Nov. 16, 2008 | 7:06 PM Krunamey says:

wow, thatas really good only problem is that you can keep a wall bounce on one side by holding up and left and keep you mouse near your character to make him us the sword really fast causing you to be able to keep jumping higher and higher, i ended up falling cuz after i kept goin up soon i got to an end of the bars and i fell and kept falling, so you should fix it. You should take care of it since its like cheating

Nov. 16, 2008 | 7:10 PM I-smel responds:

OH you just keep clicking really fast?

Yeah that does work. I never would've noticed that. Right, I'm gonna have to make the player wait a few frames after wall-jumping before they can attack. Thanks.

Updated: Nov. 16, 2008, 7:10 PM

Nov. 16, 2008 | 7:06 PM I-smel says:

Woah, I just added the lightning strike animation for the crab guy and it's fucking great.


Nov. 16, 2008 | 7:08 PM rockyace42 says:

Something been bugging me for a while but I've never gotten around to bitching about it. How come I can't break objects by shooting about it? I WANNA BREAK STUFF EASILY, I DON'T WANNA CAREFULLY THINK ABOUT IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Nov. 16, 2008 | 7:12 PM I-smel responds:

D'you think a bed would smash apart if you shot it? I don't want that to happen.

Also STOP SMASHING THE LIGHTHOUSE-KEEPER'S STUFF. HE'S A GENTLE OLD SOUL WHO DESERVES RESPECT >:(

Updated: Nov. 16, 2008, 7:13 PM

Nov. 16, 2008 | 7:17 PM rockyace42 says:

If I shoot the crab down and i go under its left claw (the one with the crack. I'm not sure about the right) before it hits the ground, instead of getting thrusted to the side, i randomly appear on top of the claw. FIX IT!!! : )


Nov. 16, 2008 | 7:30 PM K0Nx says:

I have to say this is your best game yet and deserves $5000...
The difference between your game and other 20%er's is that yours shows promise and gives an example of how the whole game will be...
Which is awesome...


Nov. 16, 2008 | 8:22 PM Mugunge says:

I know the money are going to be changed, but please make sure the size of the notes will get smaller or better, make a coin that says 10 instead, the character is picking up coins so it makes more sense if its all coins, saves a lot of room too, atm theres just a big fat pile of paper thats even bigger than the health bar.

The second spinner guy doesnt enter the scene in a good way. You kill the first spinner, the two brown thingies and then you move forward in the level but woops invisible wall and then a spinner comes right in your face. That spinner is an unfair and nasty surprise. You can see a tiny bit of its claw but its not obvious that its hiding there.

Good job on the special attack change even though it takes a wee bit too long to charge now, in my opinion. It was very overpowered at first yes but you didnt have to trash it like you did, it is now worthless until the upgrade, unless you like to play your game slow. At this state you might as well make the upgraded version a move we can buy instead and then not include the current gimped version.

The second level, i like the concept, but its been done a lot so you might want to spice it up a tiny bit. The whole "keep dropping down/going up/running while you damage a boss and avoid obstacles" is not original so maybe add your twist to it to make it interesting. The crab boss is a lot more exciting than this one.

Its not very clear that you have to shoot the 2nd boss in the head, maybe have a chunk of platform he destroys from time to time, hit him in the face and deal a tiny amount of damage to him. It is a clear sign for those who dont know what to do, its realistic and because of the low damage it can hardly be abused.

Okay well, the graphics, i still think the first cutscene looks very different from the actual game, you never answered if you were done with that or planned to improve it. Except for that, the second level lacks variation, throw in some moving stars in the sky and maybe a moon, make the windows in the skyscraper have lights, make some of them turn on/off at times etc, make a plane that passes from time to time, in short, make the background feel ALIVE like you did in the first level, its a living world after all.
The skyscraper the character is jumping on in the second level, is also a bit plain, is there just a huuuuge wall of bricks that never ends? Put some windows, some cracks in the wall, anything, it looks so dull atm. The platforms you jump on also look out of place, what are they doing there, couldnt we be jumping on other stuff? What is the weird brick thingies on the platform anyway? But uhm assume theres some restoration going on, hence the weird platforms, but you could add a balcony here and there too. Variation is the key. The same goes for what the boss grabs and hangs on to, be creative! He could for example grab on to a flag pole hanging from the side.

Last but not least (sorry for the length of this), the first secret chest in the first level, the one in the house, is very hard to get. If you fall down from the window thats it, youll have to try the level again to get another shot at it and the jump to grab on to the ledge is hard to execute, it took me many tries and i had to abuse the wall jump bug just to get up and try again. Compared to the chest on the light house, which is very easy to get now (was moderately hard before), this one is too hard. A balcony would be nice, people still have to figure the secret out on their own and making it easier isnt giving it away.

Nov. 16, 2008 | 9:04 PM I-smel responds:

The notes never obscure your view of the health bar. You can only ever get about 4, so I don't know how you managed to get a load more. They're staying anyway. Multiple piles of coins would be annoying to count and clutter the screen. Besides, when you get £100, it changes to just one thing and starts again. I haven't decided what.

The second spinner guy's just placed temporarily. Y'all wanted me to get rid of the dog, so I did. Then realised the starting needed 4 enemies, so I quickly put that guy there, exported and press undo a bunch of times. So he's not even there anymore, don't worry about it.

Considering the special, in this case, can down the boss in one shot; I pretty much don't want you to do it.

Saying how my boss fight's not original enough kind of tells me you don't get the point of my games. That's like saying Alien Hominid isn't very good because it's too much like Metal Slug. Play Cannoncrotch and Crunchdown then come back here and tell me how original you thought they were. The point is that they aren't- My games are usually an homage/parody/amalgation of an established genre.
That boss will improve though

shooting boss 2 in the head's clear enough.shoot him anywhere else and his health stays the same, shoot his head and it flashes red. That's like universal symbolism. Maybe they won't know it instantly, but I'm confident that everyone can work this out.

I'll work on the animation for beating bosses. I don't know how it looks so much different than the rest of the game though. Unless you mean ACTUAL GAMEPLAY rest of the game where the characters have no faces or detail.

I made things move SLIGHTLY in the first level. The water and the boat, I wouldn't say it FELT ALIVE. I'll mix up this background a bit, but don't expect planes and lights n shit. That sounds really over-the-top kinetic for a background.
There are cracks in the wall, but they're not very noticeable. I might change that.
Been deciding whether or not I should add windows. I don't know.
The platforms are scaffolding. As if there's construction work on the building.
What the boss is hanging on will definately change.

For getting the first chest, jump on the roof on the LEFT side of the house, then into the loft.


Nov. 16, 2008 | 8:30 PM Waltman95 says:

I'm just puttin it out there but.....maybe you could change how he shots in the air, like if he were to shoot jumping forwards, depending on where the mouse is pointing, his body will be straight in the air and he will be shootin, kinda like a matrix moment. I just thot it would be cool an all..

Nov. 16, 2008 | 8:54 PM I-smel responds:

MAYBE you're right. I'll try it. It'd probably look dumb though.


Nov. 16, 2008 | 8:32 PM BlueySciuto says:

During the first level you can jump off the boat near the end and just keep using the double arrow move to fly under the ground. When you respawn at the water it's gone and you can't get by the light house.

Nov. 16, 2008 | 8:56 PM I-smel responds:

What- so you're travelling back to the section before the boat?

I don't even know how you're getting that far.


Nov. 16, 2008 | 9:53 PM BlueySciuto says:

No, when the boat gets near the lighthouse you can jump in the water and practically travel underground using the double arrow move for a couple of seconds.

This activates the code that gets rid of the water and boat and creates an invisible wall next to the lighthouse.

Nov. 16, 2008 | 9:55 PM I-smel responds:

Oh. Okay then I'll add an underground wall.


Nov. 16, 2008 | 10:39 PM Waltman95 says:

I was thinkin' bout' this. since you said you "parodied" and "homaged" certain games an stuff. I thot about an idea. maybe, on the last death, when you lose the last life, you can parody GTA4's dramatic slo-mo death sequence. puttin out there. i think it would get a bit of laughs, er whatever.

Nov. 17, 2008 | 1:32 PM I-smel responds:

No.


Nov. 16, 2008 | 11:11 PM Perry says:

well I didnt think it was fun to get shot, I thought the way you got shot was funny. And if you did happen to get shot you would enjoy it in a way.

Its like enjoying getting gang raped by 3 guys while playing river city ransom, you get punched resulting in a funny face, the other hits you with a trash can knocking you down, then they last one finishes you off by kicking you in the groin.

Nov. 17, 2008 | 1:32 PM I-smel responds:

I know.


Nov. 17, 2008 | 12:20 AM fluffkomix says:

im thinking since it seems a little unrealistic that you can shoot thru the walls in the second boss, you should make it so there's a barrier or something like that

Nov. 17, 2008 | 1:33 PM I-smel responds:

The walls hold up the building, so you're never gonna find an opening.


Nov. 17, 2008 | 12:37 AM fluffkomix says:

also, if you get far enough down the skyscraper then the buildings in the distance will disappear and a glitch below will appear. the glitch is that there's like a beige ground, and then on the inch of ground (for my monitor) closest to the skyscraper it has the wall in the background of the building you're in, moving along with you.

Nov. 17, 2008 | 1:33 PM I-smel responds:

I know.


Nov. 17, 2008 | 1:09 AM fluffkomix says:

plus i think the crab should do more than pretty much just protect him or you could prbably replace it with anything (ie a giant rock)

Nov. 17, 2008 | 1:34 PM I-smel responds:

It moves and smashes you :|


Nov. 17, 2008 | 1:22 AM MrScriblam says:

new account because name changes take 4 ever here

Nov. 17, 2008 | 1:34 PM I-smel responds:

That's an even stupider name than before.


Nov. 17, 2008 | 2:58 PM fluffkomix says:

ya but it only movesto keep u directly below u & barely smashes u.

p.s. nice on the visual cues for the crab. it works, ill give u that.

Nov. 17, 2008 | 5:49 PM I-smel responds:

Whatevs.


Nov. 17, 2008 | 4:46 PM Waltman95 says:

just a suggestion for the line at the end of the first level. instead of crude pun, maybe you could make him say "CRAAAAB BATLE!!!!" it would make sense an all...

Nov. 17, 2008 | 5:48 PM I-smel responds:

You guys are very unfunny.


Nov. 17, 2008 | 4:51 PM Waltman95 says:

I'm not sure if it was mentioned already but...on one of the parts in the second level, all you gotta do is lure him to a low part without him shootin the stuff down, jump onto a higher platform, and just shoot at his hed. its a bit funny cuz he can't go back up so, sum ppl who already do this can beat him without losing health, or even dying.

Nov. 17, 2008 | 5:49 PM I-smel responds:

Already mentioned.


Nov. 17, 2008 | 11:30 PM Waltman95 says:

well lol!! gee thnx XD. the crude pun i suggested wasn't really meant to be funny...i jus said it made sense an all XD


Nov. 17, 2008 | 11:43 PM Waltman95 says:

haha weirdest glitch just happened to me..i did a jumpin charg into the freakin wall, then ended up on the top part of the wall wherethere is nothing to separate u from the outside and the inside. I jumped and kept falling past the boss. then the backround looked smaller and there was like a beige nothingness that was there and a small endless,long patch of wall that was there next to me as i fell...endlessly XD.


Nov. 19, 2008 | 3:24 PM NachoLove says:

I-smel, do you know explosm.net? If you are an active member, are you the i-smell from the forums? I would like to know.

Nov. 19, 2008 | 6:06 PM I-smel responds:

YEP.


Nov. 20, 2008 | 4:06 PM styxtwo says:

just logged in to say that this game is awesome ^^.


Nov. 20, 2008 | 7:12 PM hagaya says:

Finish the game ASAP. The bid is $5000, so it can only go up. The game has to be good, yet with a bid so high already it must have potential up the arse.


Nov. 23, 2008 | 8:24 AM rockyace42 says:

Just wonderin', do the platforms randomly generate or do they repeat after awhile?

Nov. 23, 2008 | 11:51 AM I-smel responds:

Randomly generate


Nov. 23, 2008 | 7:58 PM rockyace42 says:

Wheres my weekly update??? I NEED IT!!!

Nov. 23, 2008 | 9:21 PM I-smel responds:

tmorrow. I did some stuff, it's cool.

Jump to Entry: [ 11020 | 21 | 22 | 23 | 24 | 25 | 264156 ]