Cocopuffs

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Joined May 20, 2006
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Putty-Man 2
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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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ugh why does changing the color change the font size as well...
Posted by Cocopuffs April 30, 2011 16:27 - 2.1 years ago
| [#01]

Because 64digits can't handle more than one tag :P

In any case, I remember it, and I liked how the original protagonist looked more ;)
Posted by Cesque April 30, 2011 16:41 - 2.1 years ago
| [#02]

It was good but, two things.

I didn't like how blurry the graphics looked, and the controls were kind of clunky and annoying, other than that, nice job.
Posted by JID April 30, 2011 16:52 - 2.1 years ago
| [#03]

Pretty much looks like Twinsen with different character sprites. :P

Nevertheless, it looks beautiful.
Posted by CyrusRoberto April 30, 2011 17:26 - 2.1 years ago
| [#04]

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.
Posted by Cocopuffs April 30, 2011 18:13 - 2.1 years ago
| [#05]

Holy crap it's you.
Posted by Ferret April 30, 2011 19:03 - 2.1 years ago
| [#06]

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.
Posted by JID April 30, 2011 19:38 - 2.1 years ago
| [#07]

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.
Posted by Cocopuffs April 30, 2011 20:01 - 2.1 years ago
| [#08]

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.
Posted by Mush April 30, 2011 20:39 - 2.1 years ago
| [#09]

Awesome.

You may want to check this out -- "Pixel Perfect Resizing "

http://gmc.yoyogames.com/index.php?showtopic=411965
Posted by OL May 01, 2011 8:14 - 2.1 years ago
| [#10]

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
Posted by Cesque May 01, 2011 8:23 - 2.1 years ago
| [#11]

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.
Posted by sirxemic May 01, 2011 10:11 - 2.1 years ago
| [#12]

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.
Posted by Cocopuffs May 01, 2011 16:21 - 2.1 years ago
| [#13]

That is among the best animation I have ever seen in Game Maker.
Posted by Kilin May 01, 2011 16:36 - 2.1 years ago
| [#14]

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