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    01lifeleft
  Wed Mar 14, 2012 6:00 am
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M'gen


This project is a platformer, action game.

Story: A sorcerer going to Slime Land to regain his childhood, but the slimes didn't friendly like the past...

Features:
- Checkpoint&Respawn system, you don't have to walk all the way again if you die.
- Attack cooldown, delayed movement. Make the game more realistic
- Boss fight. Yeah, there's a boss in the game.

Screenshot:
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PLAY THE GAME
(please play it on Chrome)

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Last edited by 01lifeleft on Sat Mar 31, 2012 11:53 am, edited 11 times in total.

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    AeroLowe
  Wed Mar 14, 2012 8:11 pm
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Impressive graphics. Did you make them yourself?


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    01lifeleft
  Thu Mar 15, 2012 2:58 am
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Thanks Aero Lowe!! Yeah, i made them myself, and it's a pain. Too much time for drawing and fixing.

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    Jason
  Thu Mar 15, 2012 3:01 am
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Awesome Bro

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I'd love to have made a platformer but for now I'm sticking with my top down game, it's quicker to make so it gives me more time to work on adding stuff to it rather than getting all the basic stuff down (Besides I don't even know how to make a platformer yet, lol)

I love the graphics, got any more screenshots you could share?

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    01lifeleft
  Thu Mar 15, 2012 3:23 am
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Thanks Jason! Best luck for your project too!

Even many things have done but i still don't know if it's fun to play or not. And yeah, i think i'll post more screenshot today.

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    anthonykojima
  Fri Mar 16, 2012 1:14 am
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That looks really cool 01lifeleft. I also read that you made the graphics yourself. I'm impressed.
In addition you already used 82 events. I hope the limitation of 100 events won't affect your game.
I'm looking forward to see the next updates. :grin:

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    01lifeleft
  Sat Mar 17, 2012 2:41 pm
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Thanks anthonykojima! Sorry for slow reply but i'm really busy right now (running an unofficial C2 forum with my dudes, and still not going anywhere yet.)

I added the first demo video of this project, enjoy! :smile:


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    Jason
  Sat Mar 17, 2012 3:36 pm
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Wow that was very... epic. Seriously, how am I supposed to compete with that?!

Although 92 events used... yikes lol, although I guess once you've got all your events done you can just reuse them over and over to make more levels and such... right?

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    01lifeleft
  Sat Mar 17, 2012 4:02 pm
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Yes it's true, the "include event sheet" feature really is convenient. Actually i think i can reduce some events, my event sheet now is a mess lol.

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    onzephyr
  Sat Mar 17, 2012 6:35 pm
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looks fun! As mentioned above I hope you can condense events to allow getting in everything you want.

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    01lifeleft
  Mon Mar 19, 2012 2:37 am
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Thanks, onzephyr.

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    01lifeleft
  Tue Mar 20, 2012 7:25 am
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Guys, here's my first demo: ^^

http://dl.dropbox.com/u/48963688/WIP/M%27gen/index.html

WAD for movement, Left-click to shoot, Hold Right-Mouse Button to regain mana (have 10s cooldowns).

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    onzephyr
  Tue Mar 20, 2012 8:41 am
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I really do like the visual style you have going in the demo. Giving some feedback the only thing that felt off was a delay in my jump, I found myself jumping to late for what I wanted. After a few hits I got into the rhythm of pausing then jumping so it worked out. but it did take time for me to master. If the action is paced right I can't see it hindering anything. But if you plan on more fast paced platforming or jumping and fighting at the same time. It may end up feeling like a slow control, because by comparison the shooting is fluid and fast. I know things change rapidly in a demo, and it's a minor thing but I had to pick something because otherwise I found the demo to be fantastic.

By the by It only took me 3 lives to figure out I need to use the frog to jump. I'm kind of slow :huh:

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    01lifeleft
  Tue Mar 20, 2012 11:57 am
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Thanks for your great feedback, i'll try to improve the speed of the game.
About the frog, maybe i'll made it more fat.

Hope i can see more feedback from you later. :thumb:

Language barrier stopping me from saying whatever i want. :down:

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    BlueScope
  Tue Mar 20, 2012 1:19 pm
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Looks like a very nice engine you got there... I like the jump charge thing, if I might call it that. In fact, your whole engine looks very solid and nothing like the default, 'fiddly' platform behaviour. You must've either put a lot of work into all those custom behaviours, or I'm missing something about the default platform behaviour :D

What I really don't get is that timer thing that appears at some point... care to elaborate? ^^

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If you have a slightly positive memory of my Power Shift contest game,
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    01lifeleft
  Tue Mar 20, 2012 1:41 pm
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Thanks for the kind words! You're right, i made it different from the default platform, that's why i reached 95 events so fast. :cry:
I encounterd alot of bugs and much time for fixing.

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    Venetia
  Tue Mar 20, 2012 6:23 pm
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Location: velocitating a straight line
Hahaha, Mozart's Strassburg. Love that song. Can't say it's totally appropriate, paired with the visual style of the game, but you have good taste in tunes anyway :)

You need to be able to shoot your little windball dealies faster. And there needs to be some method of regen'ing MP, perhaps over time; if it's your only method of defending yourself, then it has to be rechargeable. Otherwise players will wind up like me, getting excited about it and using it over and over again, until they meet the first enemy and realize they don't have enough juice to do anything about it ;P

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    01lifeleft
  Wed Mar 21, 2012 3:38 am
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Hehe, i'm very lucky for find out this great song. I'm drawwing sprites while listening to it, so it's somehow match. :grin:

Actually you can recharge mana, holding right-mouse button. I improved the speed in the demo, you might want to play it again. :D

http://dl.dropbox.com/u/48963688/WIP/M%27gen/index.html

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    Venetia
  Wed Mar 21, 2012 7:45 pm
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Location: velocitating a straight line
Ohhh, I see. Yes, it's much more playable now. I can't seem to get over to that other lillypad after the frog, though ... I really recommend adding lives or checkpoints, so we don't have to worry about winding up at the very beginning of the level after every death ;).

PS: The frog is adorable btw <3

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    farsmile90
  Tue Mar 27, 2012 9:48 am
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trông hay đó, đã làm xong chưa hả 01left, nhớ post lên cả scirra arcade nhé ^^ chúc thành công nha. À , trong video lúc mà luyện trưởng có số đếm ngược để làm gì đó ?

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    01lifeleft
  Tue Mar 27, 2012 10:24 am
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@Venetia: Thanks, checkpoints will be the last system of this project ^^.

@farsmile90: Cám ơn nhé :D. Cái đấy là cooldown của chiêu hồi mana. Gần max event rồi nên chả thêm gì đc. Nếu rảnh thì cậu vào diễn đàn này chơi nhé http://gamesvts.com/ . Mình đang cố xây dựng cộng đồng C2 đầu tiên ở VN. :biggrin:

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    farsmile90
  Tue Mar 27, 2012 11:04 am
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:)) ok, mình sẽ đăng ký tham gia forum ngay, nếu giúp gì được thì mình sẵn sàng ^^

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    01lifeleft
  Fri Mar 30, 2012 1:18 pm
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I done my project, but i don't know if there's still bugs. Please play it and give me feedbacks.

http://dl.dropbox.com/u/48963688/HTML5/ ... index.html

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    afgho
  Sat Mar 31, 2012 11:12 am
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Challenging game altough short, loved the little graphics details, i got to the end of the level without encountering any problems, the boss is pretty challenging, took me 3 try to beat it. :smile:

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    01lifeleft
  Sat Mar 31, 2012 11:33 am
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Oh, beat the boss with only 3 try, you're really good. Glad to know no trouble happens during your play, thanks for your feedback. :D

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    vrety
  Sun Apr 01, 2012 5:57 am
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Lol, I try ~10 times but can't get the seconds flag :sad: But finally I beat the boss also 3 try :thumb: .

I like your graphic, which I can't make for my own self.

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    Wink
  Mon Apr 02, 2012 12:59 am
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Nice game 01lifeleft :) It took me a while to figure out that the little frog wasn't an enemy. I kept trying to kill him. lol Then I accidentally jumped on him, and flew to the next lily pad :D I thought this was a very well made game, and a lot of fun to play. I was also very impressed with your graphics I could tell you put a lot of thought, and time into your game. I hope you continue to make more fun games like this one in the future :)

Good luck with the contest :)

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    valkyriegames
  Mon Apr 02, 2012 3:41 am
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Lol I died on my first try to kill the boss, but then my 9 y/o brother had a turn and he beat it on the first go. He seems to be good at this game XD Now I've seen the ending, I'll never know how many time's it would have taken me to beat the boss cos I came back to play to see the ending.

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    onzephyr
  Mon Apr 02, 2012 3:58 am
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It took me a fair number of lives to get through the game. Checkpoints were well done and spaced just right, good design there. What I like the most is your pacing and the "style" of it . You seemed to have created a platformer that by design is not frantically paced but instills a fantastic sense of tension. I worried about my next jump and if I succeeded I felt the sense of achievement and progress. Having that happen from a well spaced and timed jump takes thought and effort in your design. Well made sir.

what are your Plans on continuing the game after the contest?

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    joannesalfa
  Mon Apr 02, 2012 9:07 am
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It seems a well done game, i really miss NES games during my childhood. :biggrin:

Sometimes it's hard to jump to cloud and lilypad, but i was enjoying it, it's really nice simple game, there a feedback you may to read, in the finale, there a boss what im fighting it seems unfair because it has a lot of HP i may waste my time to kill that boss at first stage. Lower Hp would be fair for the beggining, if we could to fight against the harder bosses we might to have better weapons.



Are you planning to continue this game?


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