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Fetch Quest demo released
Posted on April 30, 2011 at 16:25
This is a game TakaM and I have been working on for awhile, you may notice some similar graphics to our last game. This is basically our last game reborn, and much better.
I won't tell you too much about what we plan to do with this game yet, but you can follow the games progress on our official blog: Fetch Quest development blog It is there where you can receive the latest news and downloads, not here. ![]() Downloads: Mirror #1 (Send Space) Mirror #2 (Mega Upload) Category: Action Adventure File Size: ~7 Mbs GM Version: GM8 Vista Compatible: Yes Changes Screen Resolution: Nah NOTE: This isn't so much a 'get people excited for the game' demo, as it is just us fishing for bugs and criticism. None of the rooms you see will be in the final game, and many of the graphics will change. We just wanted to make sure our engine is bug free and fun to play before we start working on the actual game. So please! Let us know what you think. There are a total of 5 health upgrades and 100 gems in this engine demo. Other than that there's not much to do, once again this isn't the main game just the engine. Were trying to tune it up before starting the main game. Another note is that we are aware we went overboard with the walljumping in these test levels. There won't be nearly as much walljumping required in the actual game, we we're just pushing it and got carried away. We also posted this in a few other forums and are already working on a new version to cover some of their critiques. Controls: Arrows - Move Z - Jump X - Sword C - Ball Enter - Pause [use the pause menu for graphic options] [All these can be done midair] Up + X - Uppercut Left/Right + X[hold when on ground] - Sword Dash Down + X[midair only] - Ground Stab F1 - Info/controls F2- Restart F3 - Record Video (series of screenshots) Hope You Enjoy.
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Dev - Er, any ideas how to make this work?
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Quote In any case, I remember it, and I liked how the original protagonist looked more ;) I like this new guy better, from the design to the animations. But the main idea was Twinsen was a fan game, and this is our own game. So we have much more freedom with it. Quote I didn't like how blurry the graphics looked, Must be using XP. Scaling looks sharp on windows 7/vista. For now you'll have to switch to 1:1 mode in graphic options to get sharp graphics, if it turns out enough people still use XP ill figure out how to get the scaling sharp for everyone. Quote and the controls were kind of clunky and annoying, Really? You're the only person that has said anything like that. I heard people don't like the walljumping, and small complaints about the dashing that were working on now. What makes you think theyre so clunky? Quote Pretty much looks like Twinsen with different character sprites. :P We're slowly replacing out the old sprites/tiles with new stuff. Overall its ~90% new art, even though it doesn't look like it because we decided on keeping the same style and color scheme. Quote Must be using XP. Scaling looks sharp on windows 7/vista. For now you'll have to switch to 1:1 mode in graphic options to get sharp graphics, if it turns out enough people still use XP ill figure out how to get the scaling sharp for everyone. I use Windows 7. Quote Really? You're the only person that has said anything like that. I heard people don't like the walljumping, and small complaints about the dashing that were working on now. What makes you think theyre so clunky? They were sometimes clunky. The problem was when you try to uppercut, it didn't work for me sometimes for some reason. Quote I use Windows 7. How queer, do you mind taking a screenshot of the game window and telling me your graphics card specs? Quote The problem was when you try to uppercut, it didn't work for me sometimes for some reason. It's easiest to think of the controls like super smash brothers. You have only one 'special attack' per jump, so you can't exploit them and gain infinite air.
You made my day :D Graphics are great, and I really love the new character.
It's also blurry for me: http://i.imgur.com/p40bq.png Intel Core 2 Duo CPU 2.00GHz 64-bit Vista OS Intel 4 Series Express Chipset Family 1366 x 768 res Controls seemed perfect.
Awesome.
You may want to check this out -- "Pixel Perfect Resizing " http://gmc.yoyogames.com/index.php?showtopic=411965
Alright, I finally played it. I'm on Windows 7, and I experienced no blur :O
I like it more than the Twinsen fangame idea, the gameplay (the combat in particular) seems more fluid and there's no annoying hard-to-control ball attack or whatever it was :P I have just two actual complaints: The graphics are superb, but it's hard to tell what is solid and what is not. For example, just before the platform (the area showcased in your second animation), there's a rock in the background which you can't stand on. Once you jump on the platform, there's another rock in the air, which looks pretty similar, but this time, it's an obstacle. It's really hard to tell right away. The small green bushes are solid, which doesn't make too much sense (seeing how you can run past trees) - maybe they should just slow you down or something? They're not rocks, and there's really small, I can't see why they should be solid. They certainly don't look like an obstacle. Neither do the pit plants which hurt you (that cost me one death to find out). Also, the map is hard to navigate. I like how you used the vertical dimension a lot, but being a land mammal, I tend to perceive land in terms of "left" and "right", and mazes which also run up and down in a platform game confuse me. In particular, I had no idea how to get up after falling down the bottom of the map. Oh, and I like how the protagonist is original now, I just don't like the way he looks ;) Something halfway between a nondescript farmer boy and a Pokemon trainer...? P.S. Oh yeah, one more thing - rolling into a ball every time you jump while running looks really weird. Edit: Oh hey, the ball exists? Crap. :P
It wasn't blurry for me.
Anyhow, I didn't like the walljumping, but I suggest a system like the following: For instance, if you jump against a wall on your right while holding right, the effect of the key toggles from right to left and back with each walljump. When you release the key it's set to (in this case) to right again. Also, it says 'aspect ratio' in the options menu. It isn't really an aspect ratio you are setting, it's a scaling. Aspect ratios are like w : h, what you are doing here isn't that. Quote You may want to check this out -- "Pixel Perfect Resizing " http://gmc.yoyogames.com/index.php?showtopic=411965 Thanks, I'll check it out Quote The small green bushes are solid, which doesn't make too much sense (seeing how you can run past trees) Were already working on running through the bushes instead of them being solid. Generally our rule of thumb is solid black outline= something you interact with. About the map, you'll probably just have to get used to that. We'll have some areas that are more vertical than horizontal, and we both like that idea. But for the most part you'll be dealing with left/right movement. Quote Edit: Oh hey, the ball exists? Crap. :P TakaM stands by the ball. I know we can make if fun, but theres just no real use for it yet. It will mainly be for puzzles and boss fights. Quote Anyhow, I didn't like the walljumping, but I suggest a system like the following: For instance, if you jump against a wall on your right while holding right, the effect of the key toggles from right to left and back with each walljump. When you release the key it's set to (in this case) to right again. Like I sated earlier wall jumping will not be a major thing in the game, and hardly required at all. Mostly it will be like New Super Mario Bros, where you can use wall jumping to save your ass after screwing up a jump, or use it to get into a few secret areas. I dont want it to be too easy to do, but we've already made it a little easier and cut back on the walljumping required in the demo. Thanks for the comments everyone. |







