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File 12711350764.png - (37.06KB , 640x480 , flaretype.png )
315 No. 315 ID: 717301

Here I'll compile all the work in progress and other necessary info.
Expand all images
>>
No. 316 ID: 717301
File 127113551031.gif - (2.55KB , 80x80 , Flareybase.gif )
316

Flare shoots through waves of enemies and bosses in her goal to catch the interdimensional cheese pirates and steal all of their cheeses.

Gameplay:
Side scrolling shoot 'em up with branching level structure. Flare eats cheese and powerups for score multipliers and increased weapon effectiveness. Flare's hitbox increases in size as she gets larger as well, making the difficulty scale proportionally.
>>
No. 317 ID: 717301
File 127113562282.gif - (3.02KB , 80x80 , Flareyfat2.gif )
317

Flare can barf cheese all over the screen to absorb projectiles and kill enemies, but this decreases her fatitude.
>>
No. 318 ID: 717301
File 127113596276.png - (67.69KB , 1200x800 , level map copy.png )
318

Level system:
The level progession is decided by how grossly obese Flare is at the end of a level. More difficult levels require a significant gain to unlock, whereas if Flare loses weight either an easier level will be the only one available or the game will end. If flare isn't fat at the end of any level other than B the game ends and the BAD END plays.
>>
No. 319 ID: 717301
File 127113629480.gif - (2.79KB , 80x80 , Flareyfat1.gif )
319

We have a few options here:

Flare has a life bar, and no lives. Once the life bar is gone the game ends. Cheeses will restore it to full but won't gain any fatitude, so the player will have to be at full health to progress further.

Flare has no life bar and the standard three lives. All powerups and multipliers are lost on death.

Combining the two where she has a lifebar and lives as well. If this was done there wouldn't be a way to restore health other than beating the level.

If anyone thinks of something better feel free to post it. I like the first one, myself.
>>
No. 320 ID: 717301
File 127113649565.gif - (761B , 16x16 , The-Cheese.gif )
320

Cheeses increase how much of a disgusting lardball Flarey becomes, this level acts as a score multiplier. There are seven levels of fatitude, and one base Flare. Cheese and other powerups are only dropped by certain specified enemies in a level to make for more level design based difficulty.
>>
No. 321 ID: 717301
File 127113669119.gif - (360B , 16x16 , chili.gif )
321

The Chili will increase or change to the Fire weapon, which will theoretically spray a flamethrower like spread of projectiles directly in front of Flarey. So far the idea is to have this weapon deal the most damage, but it cannot go through walls and has limited range.

We could possibly make the damage drop off the farther it travels, making the player have to get close to enemies for maximum damage.
>>
No. 322 ID: 717301
File 127113682324.gif - (318B , 16x16 , icecream.gif )
322

The Ice Cream
Increases or changes to the ice beam weapon. It fires a solid beam straight in front of the player. It deals the least amount of damage, does not spread, but goes through walls.
>>
No. 323 ID: 717301
File 12711369312.gif - (860B , 16x16 , THE-DEW.gif )
323

The Dew
Changes to or increases spray weapon. Fires a spread of projectiles in front of the player. Medium damage, the most spread, average damage.
>>
No. 324 ID: 717301
File 127113771957.gif - (2.08KB , 48x28 , plane-cutebold.gif )
324

Levels so far are:
A- CSF battlefield- designed
B- Cave of mushrooms
C- Engsami desert
D- city-Rastin
E- Deep darkness
F- facility
G- water level
H-
I- Breaker Fleet
J- Lava
K- /tg/
L- Organic works- designed
M-
N- The Fluffy
O-

This is subject to change, and we need a few more level ideas to fill out the chart. Levels don't need to be based off of a quest, and some of these ideas might get merged or discarded as we work through the design process.

We really need some people to design level layouts including enemy patterns, powerup locations, and bosses. If you want to try one of these levels or have an idea
Send me (capt_slowpoke) designs on IRC so not everybody knows everything about every level in the game before it's released. If you want to try spriting some enemies, level elements, or anything else send me some examples and I'll pick the best one. It should at least look as good as the sprites I've already done.

We also need designs for enemies, including patterns, death explosions if they won't use the default, and custom projectiles.
>>
No. 325 ID: 717301
File 12711377853.gif - (12.67KB , 340x67 , cutebold-flatbed.gif )
325

I'm just posting my enemy sprites in here so I'll have a place to point people to for examples.
>>
No. 327 ID: 717301
File 127113818434.gif - (4.87KB , 96x80 , cutebold-komet.gif )
327

drops from the top of the screen and flies forward; no projectile.
>>
No. 328 ID: 717301
File 127113822854.gif - (28.48KB , 340x87 , flatbed-tank.gif )
328

Cannon should track Flare and the projectile should airburst.
>>
No. 329 ID: 717301
File 127113838991.gif - (935B , 48x28 , buzzbomb.gif )
329

cruise missile, tries to track Flare but only moves right.
>>
No. 330 ID: 717301
File 127113849858.gif - (5.31KB , 80x51 , rocket-truck.gif )
330

Fire tracking rockets, probably will be sitting on flatbed truck.
>>
No. 331 ID: 717301
File 127114078977.png - (119.09KB , 5072x480 , Level A copy.png )
331

Here's an example of what I need for level designs. This is A; it doesn't have anything but ground, though.
>>
No. 332 ID: 717301
File 127117443563.gif - (2.20KB , 39x39 , Fireball3.gif )
332

second fireball graphic
>>
No. 333 ID: 717301
File 127118592610.gif - (326B , 71x5 , ice1.gif )
333

How does this look for the level 1 ice shot?
>>
No. 334 ID: 717301
File 127118607455.gif - (295B , 32x16 , fireball2.gif )
334

first fireball graphic, should come out in a spread and decrease in frequency the longer you hold the button down, so it has a "charge" effect to it.
>>
No. 335 ID: 717301
File 127118884754.gif - (333B , 16x16 , splatblob.gif )
335

spread shot
>>
No. 336 ID: 717301
File 127119065831.gif - (2.33KB , 64x64 , cheesevomit.gif )
336

Hopefully these will look good (disgusting) in a screen covering stream
>>
No. 337 ID: 717301
File 127120104832.png - (22.34KB , 640x480 , cheezvomit pattern.png )
337

Cheezvomit pattern
>>
No. 338 ID: f08146

So, is the cheese vomit going to be like a limited use bomb type thing?
>>
No. 346 ID: c5bc5a

>>338
From what I can tell, each time you use the cheese vomit, you lose a size of fatitude. So yes, it works like a bomb.
>>
No. 397 ID: 23c8f1

>>346
exactly

I could still use level design ideas.
>>
No. 408 ID: 23c8f1
File 127266771677.gif - (11.00KB , 632x88 , zeppelin.gif )
408

>>
No. 685 ID: 158c5c
File 127827966623.gif - (5.97KB , 115x73 , cheez-pirate.gif )
685

>>
No. 686 ID: 158c5c
File 127827977855.gif - (101B , 4x4 , bullet_enemy_01.gif )
686

>>
No. 688 ID: 158c5c
File 127839160711.gif - (346B , 8x6 , Bullet_large_01.gif )
688

>>
No. 690 ID: 158c5c
File 127839298659.gif - (250B , 5x5 , bullet_cheezcannon.gif )
690

>>
No. 717 ID: 158c5c

Latest version

http://h.imagehost.org/download/0776/Flareys
>>
No. 718 ID: 158c5c

http://h.imagehost.org/download/0242/Flareys
>>
No. 784 ID: 913076

start menu and kind of level select screen. Level A complete. http://h.imagehost.org/download/0697/flaretype
>>
No. 787 ID: c1c607

>>784
Ice is way overpowered.
>>
No. 788 ID: 99ffa5
File 128009017641.png - (655.47KB , 795x912 , Complaints.png )
788

I come here to complain!
Bullets blend way too easily to background. They are also small as fuck. They should much more easier to see. Remember to add some sort of indication when you are hit ( flash Flare-sprite, sound-effect. )

Scores should never reset when you die. NEVER. Also, never substract from score. I hate checkpoints myself, but it's up to you.

Pixel-perfect hit-detection is bad. Use hitboxes. Add hitboxes on bullets too.

And generally life-bars are bad. Play Guwange. In Guwange CAVE did it right.

Otherwise, it is pretty bleasing to the eye. You might want to tweak enemy-formations too.
>>
No. 789 ID: d8c4bf

>>787
any suggestions?

>Bullets blend way too easily to background. They are also small as fuck. They should much more easier to see. Remember to add some sort of indication when you are hit ( flash Flare-sprite, sound-effect. )

I'll go ahead and increase the size, even though I don't have a problem seeing the small ones at 1920x1080, I tend to sit close to the computer when playing the vidya. Several people are having trouble with the small bullets. A hit indicator does need to be added, sometimes I mean to do things and forget.


>Scores should never reset when you die. NEVER. Also, never substract from score. I hate checkpoints myself, but it's up to you.

Oops, I need to fix that don't I? I thought it would be too hard without checkpoints myself.

>Pixel-perfect hit-detection is bad. Use hitboxes. Add hitboxes on bullets too.
I'm gonna mess with this some but Flare's hitbox is going to be most of her fat ass. Game Maker allows for circular hitboxes so that's what I'll be using for the most part.

>And generally life-bars are bad. Play Guwange. In Guwange CAVE did it right.
I've played it but I don't remember how the life bar worked.
>>
No. 790 ID: d8c4bf

http://h.imagehost.org/download/0473/flaretype

Changed all small projectiles to larger ones

Added a difficulty setting that removes the health bar

manually edited all of Flare's hitboxes

changed the zeppelins to drop random items instead of set ones (something I was using for playtesting and forgot to fix earlier)

tweaked the spread shot to have better range and more projectiles on screen so it doesn't suck.

removed the level select, I'm going to replace it with a different room.
There's probably something else I'm forgetting to do or list here.
>>
No. 791 ID: c1c607
File 128013002886.png - (81.81KB , 656x518 , Icerun.png )
791

>>790
I understand the ice-shot is supposed to keep going even after it hit something, right?
Well, currently it hits a single target a whole lot of times--presumably every frame until it leaves their hitbox. It should only hit a single target once, on hitbox entry.
>>
No. 792 ID: 99ffa5
File 128013422619.png - (21.13KB , 256x224 , gradius3-01.png )
792

It is much better now. Anyway, the weapons reset after stages. Is it a bug?

Checkpoints can make your life very difficult. For example, dying in Gradius can fuck you up and ruin your run.

In Gradius 3:

1. Get max powerups.
2. Fight boss.
3. Die.
4. Spawn before boss without any powerups.
5. Get raped by boss because of insufficient power.

You need to add damage-indictation and invulnerablity-frame ( invulnerablity after getting hit ).
>>
No. 796 ID: d8c4bf

OK I messed with a bunch of crap, the ice and fire weapons, gave Flare a death animation, a hit animation, and tweaked some other stuff.

If this plays well I'll start on the next level.

http://h.imagehost.org/download/0585/flaretype
>>
No. 801 ID: d8c4bf

http://h.imagehost.org/download/0640/Flareys

just a test room for the desert level, I've also tweaked the weapons a bit more and Flarey moves a bit faster.
>>
No. 807 ID: c1c607

Hey. Life happened so the thing about the thing with the mushrooms things will not be ready today.
I'll get to it later this week, hopefully.
>>
No. 826 ID: 3dbc5b

>>807
That's cool, just get with me whenever you can. I'm gonna be gone this weekend maybe but I should be back Sunday or Monday
>>
No. 827 ID: 3dbc5b

http://h.imagehost.org/download/0420/flaretype

few more desert enemies
>>
No. 830 ID: a83ce3
File 128131522475.png - (82.70KB , 1280x800 , CRE_Flare-0a891ba6_ful.png )
830

Flare~
>>
No. 873 ID: 2841ed

latest version, desert level is mostly complete.
http://h.imagehost.org/download/0950/FlaReType
>>
No. 921 ID: 767d38

c/ping from elsewhere:

1) Flare's shots don't even cover half the screen, while enemy shots never disappear. Bad decision in a side-scrolling shooter where enemies take more than one hit to kill.

2) Shots are very hard to see, especially against the bright backgrounds with the bright enemies. They're just tiny red/orange dots. They need to be larger and more noticeable; right now they're nearly impossible to dodge because you can barely see them in the midst of action.

3) It needs to be more clear when enemies are hit. Yeah, there's a sound for it, but I feel like there needs to be a visual cue that you've hit your target. A puff of smoke or sprite damage or just SOMETHING.

4) Most enemies taking more than one hit to kill on the first level? Really? Dang. Strikes me as setting the difficulty curve really high.

5) The life-bar isn't very noticeable. I could barely track my damage because it just wasn't in a natural spot for my eyes to track to. It needs to be bigger and I think moved to a different corner of the screen; up-left isn't a direction you'll be looking very often.

-----

I see the shots have already been mentioned; apparently the fix wasn't fixed enough because it is still a problem. I also agree with there needing to be some kind of indicator when Flare is hit. The lack of that killed me several times.
>>
No. 928 ID: f133e0

updated some minor things: hopefully the bullets are more visible now

http://j.imagehost.org/download/0828/FlaReType
>1)
I increased the damage on pretty much everything in the earlier levels, most things should be one hit kills in lower levels
>2)
I changed the sprite some

>3)
There is a smoke puff?
> 4)
I am bad about this, see first point

>5)
Where would a better place be?
>>
No. 929 ID: e7fc4c
File 128396334189.jpg - (40.71KB , 480x320 , sigmastar.jpg )
929

Hm, I didn't notice a smoke puff. I'll give it another try and see if maybe I'm just dumb.

re: 5, I realize it's not so much the up-left placement of the life bar as it is more blending in with the background. Perhaps you could try delegating the whole top strip of the screen to status information: life bar, score, weapon power, fat level, etc. A big black bar up there is a clue to the player that "HEY THIS IS IMPORTANT" and it's easier to keep an eye on that info. See image for an example of what I mean.
>>
No. 930 ID: e7fc4c

Alright. The new enemy shots stand out much better, it was a lot easier to keep track of them and dodge instinctively.

New enemy difficulty for stage one is also much better, but the fact that Flare's shots only go about two body-lengths in front of her before disappearing still makes things unnecessarily difficult, because it requires you to position yourself right in front of enemies to kill them, and for the ones that die in 2 hits instead of 1 you're kind of screwed, either on being able to kill them or to avoid them running into you and killing you. Are you setting it up like that by design so that the weapon boosts are more useful? (I noticed ice went all the way across the screen.) If so, you need to make the weapons upgrades easier to get. Either that or give her at least half a screen worth of distance on her shots.

I see what you mean about the smoke puffs on enemies, but it only happens when they die. There's no indication of them getting hit and not dying except the noise. Making the sprite flash is probably a simpler way to indicate enemy hits; a lot of shooters use that.

Is the ice beam supposed to keep going after it hits something? Seems unbalanced to me but if that's your intention, there isn't really a problem with it. Just that it makes it easy to spam the fire button and get by that way.
>>
No. 931 ID: e7fc4c

I like that cheese restores health. That's a nice touch.
>>
No. 938 ID: f133e0

>>930
>smoke puffs
It should do whenever you hit something, I'll double check.

>ice
yes, that's by design.
>>
No. 939 ID: f133e0

which enemies specifically don't do the smoke thing?
>>
No. 943 ID: 788856

all new sounds ripped from various classic shooters, and 2/3 of a branching level (f) done.

http://h.imagehost.org/download/0353/FlaReType
>>
No. 945 ID: 49d6d7
File 128442335989.jpg - (74.09KB , 642x480 , herp.jpg )
945

Couple of things
<--- This part is pretty much impossible on radiant, especially if you die there and have to use the crappy level 1 fire weapon. Tried about 40 times and got once to the second midboss thingy, but there were about 30 homing bullets after me at that point. The first half of the level was okay fun though.

The blimp hatches in level 1 are immune to fire weapons of level 3 or higher. But they are very easy to destroy with the level 2 fire weapon.

Those homing green things have a very fucking annoying sound.

The first homing-shooting mob when you reload after midboss near the screenshot, is impossible to kill. Flies off screen too fast. Should not have any of those.
>>
No. 946 ID: 49d6d7

>>945
Also, if you kill the midboss with cheez (which is way overpowered), the transition to the next half never happens.
>>
No. 947 ID: 788856
File FlaReType.rar - (5.09MB )
947

added a border to the bullets
>>
No. 948 ID: 788856
File FlaReType_236.rar - (5.35MB , FlaReType.rar )
948

New build, now the path branches if you're on beautiful or higher difficulty and have over 2k points at the end of level 1. The levels completed are now A, C, and F. There's a secret in the first part of F
>>
No. 949 ID: 788856
File FlaReType_964.rar - (5.35MB , FlaReType.rar )
949

Forgot to change you not keeping your weapon type on Radiant, also fixed the bay door not destroying on Radiant.
>>
No. 958 ID: 788856
File FlaReType_722.rar - (5.32MB , FlaReType.rar )
958

few minor bug fixes and HUD change.
>>
No. 961 ID: 6547ec
Audio Flare_2.mp3 - (2.07MB , Flare 2.mp3 )
961

I think this song's about as finish as it's getting. Named flare2 because the bassline to the first one was bad.

I might name the next one flare1 just to be confusing. I did not have a specific level in mind when I made this one. Next one might toy with the Slayer instrument if Typo doesn't swat at me for trying.
>>
No. 962 ID: 6547ec

There seems to be a bug with the desert midboss (the sandboat with lizardpeople on them)

If you cheese them with the barf attack before the boat's finished coming on the screen, the game won't advance.

The desert level feels too difficult for being the second level. I stopped playing at this point because it was taking too long and I wasn't having fun anymore.

I'd recommend lowering the enemy count a bit, because there's way too much going on-- ESPECIALLY with the grenade guys making a billion undodgable bullets.
>>
No. 963 ID: 008399

It's a minor thing, but it's something that bugs me and it's common in a lot of indie games:

Pressing ESC closes the game immediately, without warning.

It's easy to forget about it and press it when you want to pause the game or switch windows, losing all your progress.

Even more when the actual pause button is F1, but to unpause you can't press F1 again, but ESC. So that's really prone to accidents too.

An "Are you sure you want to quit?" window would be nice.
>>
No. 965 ID: 788856

>>962
The desert isn't actually going to be the second level. I'm making them out of order.

>>963
I want to do this, along with configurable keys, but I have no idea how.
>>
No. 997 ID: 788856
File FlaReType_621.rar - (5.52MB , FlaReType.rar )
997

OK, the biggest changes here are just me cleaning up a bunch of enemies and stuff but I also changed a bunch of sounds, projectile-specific hit effects on the enemies, and a pause menu.
>>
No. 998 ID: 788856
File FlaReType_352.rar - (5.52MB , FlaReType.rar )
998

>>
No. 1072 ID: 788856
File FlaReType_627.rar - (6.58MB , FlaReType.rar )
1072

Level B done, probably with all kinds of bugs.
>>
No. 1346 ID: a65af7

I'm currently working on D. I need Slankoboah to do me some more music. Or anybody for that matter. I can't make music.
>>
No. 1405 ID: 6547ec
Audio Flare_1.mp3 - (2.60MB , Flare 1.mp3 )
1405

A couple of notes were changed. I think the song's had about as much reworking as it's getting.
>>
No. 1512 ID: 3e060a
File FlaReType_606.rar - (7.01MB , FlaReType.rar )
1512

i'm going to start using version numbers now or something. This version has A, B (needs to be reworked a bit, C, F, and the first quarter of D
>>
No. 1513 ID: 3e060a
File 129764962176.png - (39.88KB , 1200x800 , level map copy.png )
1513

and here's the level design document. The light green ones are the only levels that are not designed but have a set theme in mind. The others are ones that I came up with but if somebody has a cool idea for something different they're open to be changed.
>>
No. 1531 ID: cc1ccd
File FlaReType_842.rar - (7.29MB , FlaReType.rar )
1531

new build, first half of d is finished. Post problems in here.
>>
No. 1538 ID: 49d6d7

A couple of playthrough videos on Radiant.
Levels AF: http://www.youtube.com/watch?v=qLY5tZAPU5c
Levels ABC: http://www.youtube.com/watch?v=NXUazlo3eZs

Died after C's boss died, his grenade got me after he died so I regard that as a bug.

A couple of other bugs:
In level A, for some reason the plane flight sound repeats in the first half.
In level C, the mid-boss' shotgun sound repeats throughout the first half.
In level C, second half, you can't shoot at the pumpkins on the ground with ice cream even though you can in the first half.

I feel like the difficulty is okay, not too difficult, I didn't even practice these much. I didn't even know which spot I was supposed to shoot at in C's boss.
>>
No. 1539 ID: 49d6d7

>>1531
No comments on D yet because I can't get that far with Radiant and not using cheez.
The random bits flying off from mushrooms in Mashroom and the grenades in Desert broke my back.
>>
No. 1542 ID: d35926
File FlaReType_563.rar - (7.29MB , FlaReType.rar )
1542

Flare Type version 0.0.4
Boss C is now always able to be damaged, simplified the scripting for it to not be a clusterfuck.

Flare Type version 0.0.3

fixed repeating sounds in A and C.
Changed mushroom parts in B to destroy on contact with walls.
Fixed B boss's claws moving during death animation
Changed all cactus in C to be hittable with ice and removed last one before boss.
Test mode taken off of first half of D
>>
No. 1549 ID: 49d6d7

>>1542
Er, this version starts right at the third boss.
>>
No. 1550 ID: d35926
File FlaReType_181.rar - (7.30MB , FlaReType.rar )
1550

oops, this one has the rooms in the right order
>>
No. 1551 ID: 49d6d7

Now the mid-boss in Desert doesn't shoot at all and the final boss is too easy. Give it twice or thrice the life he has now, because he falls before he gets almost any shots out.
And the pumpkins right before the desert boss are still unshootable with ice.
So are the fish in the Mashroom but I guess they were designed to be like that
The new level D has way too much stuff packed in the beginning, I feel like. It's almost impossible to shoot all the enemies and weapon upgrade crates AND collect the cheez at the same time. I do like the difficulty of it, though, it almost forces to use cheez.
I was almost at maxfat and died in like 15 seconds on level D with fully upgraded soda, was kinda surprising.
The mid-boss in D stopped shooting after one eyelazor shot, but it was kinda cool. Had plenty of life too.
Oh and in desert level, near the last boss, I remember that there was three towers at some point one after another, but there was only two this time and one grenade thrower I think spawned mid-air.
>>
No. 1562 ID: 9d3d72

>>1551
These issues should all be addressed in this version

http://dl.dropbox.com/u/21315217/FlaReType.rar
>>
No. 1563 ID: 9d3d72

version update, same dropbox link.
>>
No. 1580 ID: 932db9

version 0.0.7
Increased range on soda, and slightly increased damage.
Fixed D stopping after midboss.

http://dl.dropbox.com/u/21315217/FlaReType.rar
>>
No. 1581 ID: 49d6d7

0.0.7 summa summarum:
Pop now good.
D mid-boss stop shoot after eyebeam.
D boss can't be reach with flame.
Desert power up cactus bug die instantly when hit but when respawn only lost one fat and wepon.
D second half fuck hard but forces radiant player use cheez for first time.
Cheez lasts too long, shorten it by third or make it weaker.
>>
No. 1590 ID: 4d7cb4
File flaretype_.rar - (7.35MB , flaretype.rar )
1590

version 0.0.8
Implemented Credits.
ice now dissipates after hitting twice.
balanced fire and soda against each other; fire deals more damage, soda has more range.
Cheez slightly shorter duration

I could kill the boss of D with fire, you just have to do it between the rings of shots.
>>
No. 1592 ID: 49d6d7

0.0.8 was a good update.
Ice isn't overpowered anymore, and soda is preferrable now in mashroom because ice can't take out mid-boss quickly enough anymore. And it's not so good with dealing the roof and floor monsters either because it dissipates. Still the best weapon in desert and some parts of D.
D mid-boss stopped firing completely after first eye-lazors.
D boss stopped emitting the ring of plasma things at some point after a couple of different attacks and didn't do anything anymore either.
I couldn't figure out how to see credits.

D is definitely more difficult than any of the previous maps and you really have to use cheez a couple of times to beat it comfortably on Radiant. The second half's start doesn't feel so cluttered anymore either.
>>
No. 1593 ID: 4d7cb4
File flaretype_637.rar - (7.34MB , flaretype.rar )
1593

Minor update those bosses should be fixed now.
>>
No. 1596 ID: 608cd3

Bug in Mashroom: If you touch a mushroom on Radiant difficulty, you die instantly regardless of the amount of cheez.
>>
No. 1670 ID: 4635e1

>>1596
this has been fixed but I'm waiting to do some more work before I upload a new version.
>>
No. 1690 ID: d6ae01
Audio Flare_3.mp3 - (2.83MB , Flare 3.mp3 )
1690

Third Flareys song. This one had a lot more work put into it!

It's a nonspecific song, so you could put it into any level that feels right. It could work as a level 1 song, but the other one might fit that level better, hmm.

I will try a themed song next, possibly one for the desert level. However, I need to finish Venji first.

Also I'm really bad at flareys, so I can't actually time these songs to the level's lasting time unless I had some kind of invincibility code, or maybe just a list of how long all the levels run.
>>
No. 1780 ID: 940ab2
File 130479448512.png - (29.75KB , 640x480 , intro A.png )
1780

a few of the level transitions:
>>
No. 1781 ID: 940ab2
File 130479453905.png - (19.22KB , 640x480 , intro B copy.png )
1781

>>
No. 1782 ID: 940ab2
File 130479456771.png - (51.13KB , 640x480 , intro_c.png )
1782

>>
No. 1783 ID: 940ab2
File 130480947207.png - (25.05KB , 640x480 , intro D copy.png )
1783

>>
No. 1784 ID: 940ab2
File 130481042464.png - (25.05KB , 640x480 , intro D copy.png )
1784

better? y/n?
>>
No. 1785 ID: 940ab2
File 130481588063.png - (20.08KB , 640x480 , intro_f.png )
1785

>>
No. 1786 ID: 940ab2
File flaretype_970.rar - (15.94MB , flaretype.rar )
1786

version 0.1.0
put the boss test room away so the game doesn't start with a broken boss fight with Hope. Fixed the bug where cheese hit during death animation would carry over to next life, added music.
>>
No. 1788 ID: aca15f

>>1784
Nah, I like the more-saturated one better. Those are some really good-looking title screens by the way.
>>
No. 1791 ID: 49d6d7

>>1784
I'd like it a bit more saturated, but not as saturated as >>1783
>>
No. 1794 ID: 940ab2
File 130557190754.png - (39.94KB , 1200x800 , level map copy.png )
1794

level design update.
>>
No. 2272 ID: 829f52
File bossfight_952.zip - (17.57MB , bossfight.zip )
2272

>>
No. 2319 ID: c6408e
File g-1.zip - (17.65MB )
2319

Need some playtesting feedback on this level. I can't beat it but I dunno if it's because it's too hard or I just suck.
>>
No. 2496 ID: 3b77a8

It's over 20mb, so I can't upload it to the site any more. New version here: http://dl.dropbox.com/u/21315217/flaretype.rar
>>
No. 2744 ID: c74c7d

>>2496

1) Choosing "Continue" after losing all lives currently shits out a lot of errors and breaks the game

2) Lohrke caves need rebalance of the mushrooms. Their bits fire in every direction so randomly it's hard to dodge it. It's especially visible if you use MD or Chili peppers.
>>
No. 2745 ID: c74c7d

>>2744


___________________________________________
ERROR in
action number 6
of Key Press Event for <Space> Key
for object cursor_continue:

Error in expression:global.select_a
position 8: Unknown variable select_a

___________________________________________
ERROR in
action number 6
of Key Press Event for <Space> Key
for object cursor_continue:

Cannot compare arguments.

___________________________________________
ERROR in
action number 8
of Key Press Event for <Space> Key
for object cursor_continue:

Error in expression:global.select_b
position 8: Unknown variable select_b

___________________________________________
ERROR in
action number 8
of Key Press Event for <Space> Key
for object cursor_continue:

Cannot compare arguments.

___________________________________________
ERROR in
action number 10
of Key Press Event for <Space> Key
for object cursor_continue:

Error in expression:global.select_c
position 8: Unknown variable select_c

___________________________________________
ERROR in
action number 10
of Key Press Event for <Space> Key
for object cursor_continue:

Cannot compare arguments.

___________________________________________
ERROR in
action number 12
of Key Press Event for <Space> Key
for object cursor_continue:

Error in expression:global.select_d
position 8: Unknown variable select_d

___________________________________________
ERROR in
action number 12
of Key Press Event for <Space> Key
for object cursor_continue:

Cannot compare arguments.

___________________________________________
ERROR in
action number 14
of Key Press Event for <Space> Key
for object cursor_continue:

Error in expression:global.select_f
position 8: Unknown variable select_f

___________________________________________
ERROR in
action number 14
of Key Press Event for <Space> Key
for object cursor_continue:

Cannot compare arguments.
>>
No. 2746 ID: a0eb7e

This was really cool, but I got the same errors as above, when i tried to continue.
>>
No. 2747 ID: b68af5

new version is up
>>
No. 2755 ID: b68af5

I need some feedback on this level so far https://dl.dropbox.com/u/21315217/FlaReType.7z
>>
No. 2797 ID: 9cc68c

level E is semi finished, up till the boss. It's currently in test mode and starts when you start the game. W and F cycle through powerups. I need testing feedback on that and the water level. To play the rest of the game just hit esc to get to the main menu.

https://dl.dropbox.com/u/21315217/flaretype.7z
>>
No. 2855 ID: 0c7cf8

Loving it so far but I'm terrible at it. Can't wait till the continue button works and I can get past the first two stages... heh.
>>
No. 3032 ID: 09bc86

new version https://dl.dropboxusercontent.com/u/21315217/flaretype/FlaReType0-Default-1.6.exe

It's mostly just migrating stuff over to new game maker. Score and health aren't drawing for some reason.
>>
No. 3033 ID: 49d6d7

Bug: Crashes when you press Z in pause menu to resume game.
Bug: Menu items in main menu can be scrolled past Start and Exit.

Water level's bosses weren't that hard on Radiant. They are still both quite easily managable without taking any hits.

Is cave level's midboss supposed to give any upgrades when killed? Almost always get hit there by the pollen and stuff.

City is really hard to not get hit at all in. The small towers that do the green beam attack (same as the large fetuses do in Factory) are the really annoying ones. Still haven't really figured out how to dodge that beam consistently.
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