did you make a similar game in the past, with simpler graphics? cant remember what it was called.. or did that inspire this? jus curious
glovegames
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just look at arcade survival shooters online and tower defense where you put turrets along a path. Your game is those two genres combined.
Levels i mean basic variation on the empty room. maybe four pillars, maybe a small dividing wall in the middle, maybe an area of lots of little rocks, any little variety which adds a bit more strategy. That's the tiles i added to still not dead, it just adds a little more thought about how to approach the fight, and incentives to use different weapon types, movements or tactics.
interesting ideas. i was actually saying that weapon does nothing in comparison to turrets. It feels like you're making a CODzombies type thing, so a survival shooter with some basic strategic choice added in. In that case id do more to level design and weapons, plus some more to give each run a narrative, like bosses, weapon upgrades, path choice upgrades..etc. Just an idea. You need to really hone in on what you're trying to make with this, and look at other models that have worked :)
Its brilliant. My one comment is that i never used defence because C button is kinda hard to press, and attacking blocks anyway. In my opinion sometimes the best game design move is to remove or stip down features if they aren't useful.
How did you animate the stick figures in the cutscene, are they seperate sprites, or one large sprite? I used to do a lot of stick figure work under the name "greg-anims".
No worries. Well i think personally each level should bring something new, so some new kind of mechanic or challenge and a lot of the early levels just repeat the same concept. For example: in my game skullface, the level structure was: introduce a new mechanic in a simple way, next level do it with a bigger challenge, and the third level do that mechanic but with another mechanic also intertwined - it was inspired by Portals dev commentaries so theres new challenges every level and a new mechanic every 3 levels. I also group mechanic types into worlds (first is basic, 2nd mostly jetpacking, 3rd is more puzzle themed) to add more variety too.
Seems really cool, i like this kind of game and level editor included with the proc-gen is awesome.
But the frames per second really sucks, and the mouse sensitivity is too low, also i cant find a weapon so i start games just punching dudes for ages.. be cool if you included settings in a txt file, for gameplay mods.
Pit achieved, awesome game. Shame i cant smash stuff or get a drink. Would be cool to see this as an rpg with more stuff..
Some depth issues: In future just set up some layers with enums (enum layers { floor, trash, people, player }, and give each object a layer in its create script (layer = layers.floor)- then reference the objects "layer" to decide its depth in a layer manager object or something. Much clearer than manually messing around with the "depth" values in gamemaker for every object.
looks sick but i dont get why its in episodes, is each one a different character or something?
+ what can you do except skate and tag, are there missions like deliver pizza n stuff? i liked the missions in THUG where u start as a rookie and then move onto crazy shit like jumping helicopters (i made a bad sports game called tony eagle, its on gamejolt if ur interested)
i read this: https://steamcommunity.com/app/214850/discussions/0/1326718197209180846/
Seems i cant open a GMS2 project ;__; maybe theres some kinda work around..
If i can get the project to open in GMS i can take a look and maybe refactor a bit (are u using scripts, macros, globals, state machines/enums, parenting?). Could also load most of the variables and such from a text file (.ini) so its easy to mod without even opening gamemaker. I had a very similar thing happen on still not dead, i smashed out the prototype in a month and after that had a hard time even looking at the project it was such a mess -__-' lessons learnt, i think in future i'll try to clean the code as i go :P
another idea: no chests/ammo/hp, but you get full health at the start of each stage. guns have 5-15 shots each but 1 in 3 enemies will drop their types gun (bit like hotline miami?), attacking without a gun does a crappy melee + but you can hold down click to throw a gun as a grenade. also some kind of progression you unlock the more you play, like access to harder areas, more skillful weapons / character types.
is there any chance i can get the GM project file ( is it GMS? cause i dont have 2.. ;_; ) to do some mods for this?
some ideas for options i wanna add to play around with are stuff like smaller maps, less ammo, health is a pickup not a drop, and a purchase system where things like dash/minimap/dodge..etc, need to be bought (maybe 1 point every level) so you have less to work with, making each system more valuable - but also meaning character customisation each run. If that's cool talk to me at: greganims1@gmail.com :)
ps - i did a similar pro/con system in my game Still Not Dead, but it was mandatory after each level and called blessing/curses haha