Nopy's Demo

by Nopykon


Posted on November 09, 2014 at 11:08 PM



IT'S WIERD!
S4D14 Demo, totally didn't complete it in time. :D There are bugs and weird things, no real gameplay, but it would feel wrong not to upload anything, so here it is.

The original design was something between Metroid, Strider and Super Meat Boy, where you as a sci-fi magician fight lots of macabre enemies and bosses.

But, it didn't get further than an engine really. This evening i just tied together a few random levels and wrote a small intro, just to have something to show. I'll write more about it somewhere else.

Includes an OST-folder. Most songs were written from scratch for this project, not many are used. If you need some last minute tracks for your S4D, go ahead and steal. :)



Ferret commented November 09, 2014 at 11:07 PM
Awesome style and feels great to play, I would love to see more from this :D
Nopykon commented November 09, 2014 at 11:19 PM
Thank you Ferret! :D
thehood commented November 10, 2014 at 3:37 PM
Yeah, like Ferret said. It looks and feels great! And it transformed my flat screen into an old TV. Great! The good thing is that it became a flat screen again when I closed your game :) If you ever make a full game out of this I would love to play it!

Oh, and great music!
nap commented November 10, 2014 at 6:02 PM
I also would really like to see this become a full game. The sword mechanics and the rolling are awesome.
Nopykon commented November 10, 2014 at 6:33 PM
I'm going to make a full game like this at some point. It's going to take many manhours to get it to the quality I'm going for, especially animating the sprites. Right now I'm little bit too pressed for time and money but hopefully not too far away. :)
armaldio commented November 10, 2014 at 10:43 PM
Graphics are just epic :o
Want more :)
blaze157 commented November 10, 2014 at 10:47 PM
wow this is a very pretty game. the strange thing is that my game was almost the same idea and we wrote them in the same language. we should have teamed up, too late now i guess. what library did you use for rendering?
Nopykon commented November 10, 2014 at 10:54 PM
@armaldio tnx! :=>
@blaze
I used openGL. Aside from rendering, glfw3 for windowing/input and irrklang for audio. :) Edit: Ah, you're the one who made that game. Very cool.
blaze157 commented November 10, 2014 at 11:28 PM
I used openGL too but i used sdl for input and window.
Kasmilus commented November 11, 2014 at 7:18 PM
That art style is just incredible!
Mataguiris commented November 11, 2014 at 11:53 PM
A very good job, great control of the character, a formidable setting, can be a great game when you finish.
Congratulations.
frankie commented November 12, 2014 at 3:21 AM
I just love the CRT style view. I really hope that you will finish this and make it into a full game.
pizzadude223 commented November 14, 2014 at 10:53 PM
The crt effect was really cool, felt like I was playing on an arcade machine. The movement seemed a little too skatey for me to handle. I just wish it had gameplay and less of the tech demo feel.
Jawchewa commented November 15, 2014 at 4:03 AM
Wow. The look and feel of this is amazing. The gameplay reminded me a lot of Super Metroid. I wish that this was a little more complete, and had more content, but I seems pretty good so far. Nice work.
Alert Games commented November 16, 2014 at 3:21 PM
I love the CRT view. Not overdone but nostolgic. I think this game has a lot of potential. The lighting seemed like it was a bit much and could have been let up on, but its a great start. Music was also really nice to listen to.
Nopykon commented November 16, 2014 at 6:43 PM
Thank you Alert, Jawchewa,pizzadude,frankie,Mata and Kasmilus for trying the game and for your opinions.

@Alert I know in Crab food, which uses the same filter, it's almost impossible to see what's going on sometimes when there's a lot of bright stuff on the same spot. I'll definitely think about that if I'm to make a full blooded game.

I'd love some raw criticism on the tracks. It's tricky because I have no idea how it sounds to other people. Surely mixing, drums, tempo, structure, notes, instruments and such could be improved. Could you see it work in a proper indie game with a little polish? Whats the worst things about it right now?

I was thinking about learning fast tracker just to rewrite a bunch of songs to chip in order avoid wasting time on mixing and finding instruments. Horrible idea?
StevenOBrien commented November 16, 2014 at 8:00 PM
I'd love some raw criticism on the tracks. It's tricky because I have no idea how it sounds to other people. Surely mixing, drums, tempo, structure, notes, instruments and such could be improved. Could you see it work in a proper indie game with a little polish? Whats the worst things about it right now?
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I like your music. I haven't played the game thoroughly, so I've only listened to most of them out of the context of the game itself:

ancient tower flute In terms of timbre, the flutes sound very dull. I don't really like them, but it probably fits with the late 80s/early 90s aesthetic of the game. You do a very good job with the archaic modes and the archaic harmonic treatment.

bonka I do like this track. I dislike how over-reverberated it is. It's dripping wet. Turn down the mix knob in your reverb plugin.

I think the music would benefit at 0:09 with an extra voice to make the harmony sing more. I think this is the part where the music lands after the introductory bit, and ensuring that the harmony is fully clarified would give a much stronger sense of "Yes, we're here!". You could take the third voice out again at 0:21, and bring it back in at 0:28. You might try a deep drone in the bass would work starting at either 0:40 or 0:47, just to emphasize how gritty and earthy the music is becoming when it goes down into that lower register.

Also, have you considered using separate instruments for the two voices? I'm not sure if it would better realize your intentions, or sound better, but it might be worth experimenting with.

cementerare/rikiki/sagostund2piano2 I don't like this track. Hate the timbre of the piano you used. I don't think it fits.

I think it suffers from poor voice-leading in the harmony (this is evident to varying extents in all of the tracks, so I'd look into taking some lessons), and any hint of melody just feels repetitive and bland. Sorry.

I'm not going to mention the voice-leading/harmony thing any more, but it's noticeable in all of your tracks. Think of it as being analogous to poor spelling or grammar, in that you can still get your intentions across, but the lack of "transparency" obscures them. I'm happy to point you towards resources to improve this.

feels forgotten foreverererer Another problem with a lot of your tracks is that they sound like they're being muffled by a pillow to some extent. There's no sparkle or shimmer to their sound, and it ends up sounding a little boring (in other words, there isn't much information in the high frequencies, which may be related either to how heavily you've encoded the tracks (I suspect this is a big contributor), or it could be something to do with the mix)

Apart from disappointments with the quality of the voice leading and harmony, it's a nice little track.

gron :). Cute little melody. I question the track's emptiness at 0:22 to 0:32, I think it's suitable in the introduction as an ambiguous attention grabber, but it just seems to ruin the momentum of the track this far through. I think you could make it work better if you supplemented it with "answers" in a different instrument (I'd do a tambourine or a woodblocks there, personally) after the questions (think of the G-D-A-B motif as a question), just to change things up after the intro.

I also question doing it at the very end. Assuming you're looping the track, the loop will go back to another sparse section at the beginning. It doesn't really work, I think.

kappell&mausoleum Sounds great. Very hellish. Maybe a tad repetitive, but it still works quite well.

nookero14
Maybe a tad repetitive, but it still works quite well.
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1:33 to 1:40, could you not have varied that rhythm up a little more? If you're going to expose something like that and give it a solo, I really think you need to give it more content and be a little more inventive.

paralause I like it. Great music to give the sense of time passing/waiting.

ryss I like this one. It had me tapping my foot.

shuga/shurdy/sirap/wurvel Nice, but felt a little empty with just the piano (I'm not sure if that necessarily means you need more instruments, it could be just an issue with the way the piano is mixed (too dull sounding), or the way the harmony is done on the piano).

I was thinking about learning fast tracker just to rewrite a bunch of songs to chip in order avoid wasting time on mixing and finding instruments. Horrible idea?
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Lazy idea. Composers from the 80s and 90s would have killed for the control we have over our music today. Honor them. You can do chiptunes with poor quality samples if you really want to or have an aesthetic reason to do so, but please don't just do it out of laziness, you're too talented a composer to stoop to that level.
Nopykon commented November 16, 2014 at 9:49 PM
Whoops, embarrassed to notice a duplicate song in the folder. Sorry.

@StevenOBrien
This is so valuable. Thank you! :D Don't worry about playing the game, there isn't one, and only three songs are loaded by the executable. I'm happy you liked some of the songs. It means I'm not completely crazy.^^

I had to read up on a few things, including "voice leading" and "archaic harmonic treatment", in order to follow and I still have much to read.

The data compression contributes a tiny bit, mostly it's my poor mixing and effects that gives it a muffled or uneven sound. I have had a problem with making things loud and clear without high-frequency-killing my ears with screechy noises, and I guess I muffle it too hard.

The piano songs are indeed lazy and uninspired when it comes to choice of instrument. One of them uses three pianos and nothing more. Well, filters. :/

Lazy idea.
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Okay, I will not. In honor of the composers of the 80s and all of our predecessors surviving in caves and eating squirrels just so that we can be here today, I will just have to work harder and take your advice to heart. Thanks again for the help!
JoshDreamland commented November 20, 2014 at 3:43 AM
Very impressive. The controls feel a little sloppy, but the engine handles really, really well. On a somewhat humorous note, your game shares a weakness with a lot of Game Maker games—when you change rooms, your character class loses track of which buttons are held. I assume your level loader just constructs a new player for each room, so that would explain that. It's a surprisingly grating issue.

A less Game Makerish problem I see a lot is that you have a wall-kick system (I believe this is what you were borrowing from Super Meat Boy?) but you don't have a wall-cling mechanism. A lot of engines give you a brief period of time in which you cling to the wall while holding the controls toward it, then cause you to slide down the wall at constant or increasing rate until you're free-falling. Many of those allow you to point the controller away from the wall for a short period of time to enable you to wallkick in the direction you want. Some of those keep track of your forward momentum into the wall, even as you direct control away from the wall, holding you in place for as long as it takes you to fully decelerate (at off-ground friction coefficients) before you finally lose all momentum and then start moving away from the wall, at which point you can no longer wall-kick. Other engines give a small amount of time directly after the wall-kick during which pointing toward the wall has no effect. I believe this is what Meat Boy does, although it also gives huge amounts of airborne control. Super Metroid does none of this, or does none of this well; it's very difficult to wall-jump effectively in Super Metroid, even in the ideal places they often give you to do so.

That said, it seems your control mechanisms are inherited mostly from Metroid; the somersault side jump mechanism, the almost-morphball ground rolling mechanism, and the terrible wall jumps included. Although, at least in Super Metroid, a failed wall-jump will not send you flying off your current platform.

I actually called the controls sloppy because they're relatively fickle about acceleration; however fast you may be, you cannot tap the left or right button twice without falling off the block you're currently standing on. The player seems to commit to moving a certain speed when you press a directional key, but does not commit to stopping when you tap in the other direction. I'll admit that I expect and rely on a degree of inconsistency in responsiveness, but essentially, I need it to be easier to stop than it is to go.

Your slope handling is good, but the player's horizontal speed remains constant regardless of incline, so the overall speed is quite a bit higher when running up slopes, which is also counterintuitive.

The CRT filter was pretty charming. The edges were a bit rough (I mean that literally), but I'm not sure what to do about that. Possibly just fade it to black?

Overall, I loved the graphics. They were simple, but quite nostalgic. Half of them reminded me of Metroid, and the other half of Cave Story. The third half reminded me of Mega Man, but I think that ended after the intro.

Your strange level loop might actually make a good puzzle element, My first playthrough, I went right first, and I thought there was a platform where the strange circles were in the boxy region in the top-right. I half expected to need to go left and find the space jump boots to get there.

Audio was also good. Not much to say on the topic.
Nice intro; decent start into the macabre and certainly a good start into the underground.
Mood was a little inconsistent; perhaps we went from intro to gameplay too matter-of-factly after a failed suicide attempt.

Overall, great start—a solid 8/10.
Nopykon commented November 20, 2014 at 1:15 PM
I assume your level loader just constructs a new player for each room, so that would explain that.
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Actually nope. :) The player keys state is contained in a global 32-bit integer, I'm practically never newing anything in the engine. The cause of the problem is the switching of game-states, each room change is a mini cutscene (for fading and repositioning the cam) , where I just zero the keys in order for the player not to do crazy things. I could easily just keep separate keys for each game/cutscene-state, but I just didn't.

Wall kickin' wall...
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I agree, it's awkward. My intentions were not SMeatB's wall kick system (but still a system), because it makes entry momentum somewhat meaningless. I wanted something where jump timing affected the angle and entry velocity affected the force. The directional keys have no play what so ever, but that would probably change if I gave it some more thought. I'd like to slowen the entire game speed a tad too, even if going fast is part of the idea.

Possibly just fade it to black?
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Good idea, giving it a soft edge.
Your strange level loop might actually make a good puzzle element,...
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Oh god please no more of those! ^_^ Anyways, you make many good points, thanks for taking the time. :)

My own biggest issue with the game is the lack of direction / vision / consistency regarding both play, style and the assets. It's a mess. Basically... eh, lez start and zee where things leads. Things were done with no solid target. Next time; limit the scope, focus in, work fast and stick to the plan.
death commented November 22, 2014 at 5:14 AM
Finally, a game that looks great and plays well. The animation was detailed, the controls felt smooth and fluent and the graphics were nice to look at. However I was extremely disappointed that there were no enemies to slash up with that killer combo. You're off to a good start but there is no game play here at all right now. Scoring for the competition version however will have to be low but I will come back and change if/when you add to this. For now, it's a 1/10, great foundation, no game play.
StevenOBrien commented November 22, 2014 at 5:20 AM
Finally, a game that looks great and plays well. The animation was detailed, the controls felt smooth and fluent and the graphics were nice to look at. However I was extremely disappointed that there were no enemies to slash up with that killer combo. You're off to a good start but there is no game play here at all right now. Scoring for the competition version however will have to be low but I will come back and change if/when you add to this. For now, it's a 1/10, great foundation, no game play.
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I don't think a 1/10 is fair at all considering this is clearly labelled as a WIP and not a completed game.
Aistarin commented November 22, 2014 at 7:38 AM
Yeah seriously wtf? Are you telling me that this is worse than Am I Alone? You praise the game for being a great foundation yet you give it the worst score possible.

If you are gonna wait to give the game a better rating when more is added to it then you should have just refrained from rating at all.
death commented November 22, 2014 at 1:15 PM
guys we could sit here and discuss each other's views on scoring but it's not going to change my score either way. the simple fact of the day is that this is not a game. so it gets the lowest score. a moving character and some sprite sheets is not a game, barely even the start of one. i reviewed what was uploaded for the competition and because of that i wanted to make it clear that even though there are a lot of poorly made games in the comp, this one sill holds less value as it presented no objective at all and no content. also i did mention i would return to change it when the time comes. it is only temporary. there is no sense in scoring what could be, thats like trying to predict the future.
StevenOBrien commented November 22, 2014 at 7:05 PM
the simple fact of the day is that this is not a game.
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Which is why it is posted as a work in progress. That's what we're saying. You shouldn't have rated it as if it were a full game.
death commented November 22, 2014 at 7:32 PM
how exactly do you score a work inprogress than? if there are any official rules or tips im open to hearing them but for now, im simply did what i thought made sense.
Acid commented November 22, 2014 at 7:43 PM
I, personally, voted for this game because I thought it had the good beginnings of a game - it hinted at a game I thought I might enjoy. But, to be fair, we don't have the right to tell other people how to vote. That's why the voting system exists in the first place - one person's rating could be vastly different than another's and will come together to show an average consensus.

I know my game isn't great because I only had 2 days to work on it (too much going on at once, life falling apart lol), but I think people should be let be. If Death's vote was the only one that counted, I'd say he's wrong for that, but his opinion and number do count towards the overall opinion.

7/10 on the game from me - build it up into a full game! :D
Aistarin commented November 23, 2014 at 5:33 AM
Oh my god I just played this and I am blown away. I won't give you a rating yet but please, PLEASE finish this game. And please draw more inspiration from the Strider games ;D

You are a very talented individual :)
nap commented November 23, 2014 at 5:37 AM
My two cents, number ratings mean nothing for a WIP. Actual feedback is very helpful buy why should a number rating matter all of the game doesn't actually exist yet?
Aistarin commented November 23, 2014 at 5:43 AM
Because you would expect a game rating of 1 to be reserved for abysmal works that have no redeeming qualities whatsoever. In other words, utter shit.
Nopykon commented November 23, 2014 at 10:42 AM
I've been crying myself to sleep ever since that 1/10. I WILL NEVER MAKE GARMES AGAIN!! :'O

Show
Finishing it is the next pop of my stack, so unless someone pushes work on me, I will resume development.
panzercretin commented January 18, 2015 at 6:07 PM
I really hope you're still working on this. Feels like an updated Genesis game in the best possible way. I absolutely adore the screen effect - any chance you would be willing to do a tutorial and/or post an example?
Nopykon commented January 29, 2015 at 3:26 PM
@panzercretin

Sorry for taking so long to answer! I'm not working on it, not giving up on it. (Notice how I blatantly lied about "this being the next thing on the list" in my previous post). For now, I see this as a prototype/engine-practice for a Strider-ish 2D game I will do in the future.

The screen effect is written in ancient-GL, and it's kind of messy. If you nag me about it I will explain it. I'm planning to rewrite it for modern GL next time I need it.
Crazy Star commented January 29, 2015 at 4:25 PM
Finally, a game that looks great and plays well
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What Death said

I'm going to give this a rating based on the quality of what is there and the potential I find in it more or less :p

...Which is 8/10 because I'm loving it. The presentation + gfx + snds are great. The game plays well. For the game to play great it'd need to be more intuitive and maybe simpler. Like I didn't so much enjoy how the player bounced all over when wall jumping. Which is hard as hell to do when can't be done in an upwards direction.

In the screenshot I thought he was a spaceship.
Didn't stumble upon the attack key now that I think of it.