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Treven

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A member registered Apr 25, 2017 · View creator page →

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Okay, would probably be in a few months because I am currently breaking from unity game deving for megamaker right now. But when I get back to it I will look up how to first do a local player fighting game. 

What would you like to see in a full game. I am very curious.

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I'm about half and half on that. I currently feel my skill level in programming is competent enough to make any game I need to. My problem currently is that I do not have a goal for a future game that produces an emotion. I have plenty of boss recreation Ideas like Cerberus from DMC 3 or bosses off franchise characters like Ky Kiske from Guilty gear.  My issue is that its all mechanics no scene, story or SADFH (Sad, angry, disgust, fear, happy) to produce. I am currently stuck in how to produce an emotion rather than making mechanic after mechanic. As well as if I want to continue game Deving right now because I had been going game Dev for a 1.5 years. 

I am currently working in megamaker to try to learn level design because that is a heavily lacking area.

I made this sprite sheet by downloading the sprites of Susanno from a fighting game I played long ago called blazblue central fiction and then separated and traced over the character in clip studio on one sheet. https://www.spriters-resource.com/pc_computer/blazbluecentralfiction/sheet/13434...

Spriter is a site to get sprites from the games but are still protected under copy right so use with caution. There are games on this site that use spriter for fan games and demakes.

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Essentially. My favorite video game genres are fighting games (Guilty gear, Rivals of Aether) and Hack n' Slashes (Devil may cry, Metal gear rising). I made this prototype as a thing to beat around with when I'm bored. 
They game was partially inspired by Red Earth, a single player fighting game where instead of fighting people or ai controlled characters you face bosses. Here's no damage boss rush:


I have attempt to do pixel are before but it still requires basic art knowledge and practice to get good lines on tablet. Drawing on a tablet also hurts may hand more so than a sketch pad. Art assets that go further than stick figures is going to be big challenge for me going forward. 

Yeah that AI is a new source of pride and joy for me. 

So the audio, I forgot to set it back to a values higher than zero in the pause menu, because when testing the music would drive me crazy during testing. You can still turn on the audio by pressing pause and then going to sound settings. 

The north face button was not supposed to be their. I thought I got rid of that text. 

The game itself is a practice room and a single level so the battle against the AI is the entire game. 


Thanks for the feed back I really appreciate it. 

The Ai runs on a set triggers. The AI in this project became a new source of pride and joy for me. 

  • Player is invincible
  • Player is close/far
  • Player projectile is touching the AI overlap box
  • Player is above the AI
  • Attack and Dash are on timers

Yeah I think the design was fundamentally flawed because the secondary fire puts you on death's door.

I thought I deleted the taunt. It was a carry over from a previous project. That should not be there.

I think I over scooped on the project because I wanted to incorporate everything I have learned up to the point but after hearing some feed back the basics should have been the entire game in retrospect. 

Jumps be hell. If you got any tutorials that I have not seen yet, please share, I am always willing to improve. 

Thanks, the doppelganger idea was formed from me over scoping the interactions between player and enemy. In the future I think I can give more context because this is the first project where I tried making cutscenes. 

I actually do not know what to do with my tiles. They never go for the impression I want players to have.

Yeah the stick figures are a problem. I cannot dedicate the time to make good sprites for my project and the sprites I look for do not have what I look for. I am in need for an artist to work as a partner on projects. 

Thanks for all the feedback I really appreciate it!

Okay, I did try to look for some assets for the jam but they were clashing all over and was spending hours looking for an ideal asset so I gave up and went with my own assets for consistency. But next time I could make some stick vampire assets. 

Jumps are hell. I have physics sensitive friends that always tell me the jump is off but I am getting better and better. 

Thanks for the feed back. I will be sure to keep that in mind on my next project. 

I think the theme got lost along the way without me realizing it. Original plan was to have two vampires duke it out in a cave with both the player and opponent being able to drain and use blood from one another. Health as a mechanic has always interested me so I thought the blood drain part of vampires would be a good jumping point. But as I was developing the game I think I over scoped and had to cut certain features in places such as the opponent being able to drain and use blood from the player was scraped due to difficulty but I think I should have kept it in retrospect despite the difficulty. 

As far as the stick people are concerned, I do not have time to make detailed art so stick people are very efficient for me.  As I was making the game, there were more vampires aspects I wanted to include like a little bat buddy that monitors the players HP, and bat wings when jumping but ran out of steam time and ability towards the end. Though disco place, never thought about it. Interesting....

The jumps are something I cannot seem to get right. I have watched various tutorials, messed with physics states (such as falling), and used different rigidbody methods but nothing seems to work. Is their anything about the jump specifically that is off. If you have any recommended tutorials I would really appreciate it. 

Sorry the game could not meet your expectations, I'll be sure to take the feedback and improve on the next project. 

Hello Raptor9999, thanks so much for the feed back.

It was definably easier to create this for the jam by using an recent project of mine (Action Trainer) as a base for the jam. 

I think you may be right about tightening up the player movement. Because the player can zoom on through without thinking too much, also the range on the dash is over half screen like he was shot out of a cannon. 

I can definitely make the blocks a different color next time. My thought was to make the world organic and to push the foreground being orange and the background being light blue (similar to castlevania's color pallet). But I think in the long run changing the color would make the game world easier to understand. 

Once again, thank you for the through feedback!

Yep that is exactly what happened. Dialogue/cuteness and cutscenes are hard to code and easy to mess up. 

Your welcome!

Good step in the right direction. I did get stuck in the ceiling and had to reload the game. The best part was the boss. The game has one great moment. 

Hello bastation,

I could not complete your game due to a bug that locked me in the spy's cage. 

Overall a solid game. I did like the weapons with different passive properties and character customizer. 

There is an attack. Its the Z key.

Hello hazelproductions,

I enjoyed you the gameplay that was made in only 9 days. I'm impressed. You got a triple hit combo and enemies with multiple behaviors. 

My only critiques against the game are the jump feels off, the boss's close attack is too fast so I end up tanking the damage as I slash away, and their is no strategy against the boss besides mash Z and pray. 

In the end great job

Hello hazelproductions,

I enjoyed you the gameplay that was made in only 9 days. I'm impressed. You got a triple hit combo and enemies with multiple behaviors. 

My only critiques against the game are the jump feels off, the boss's close attack is too fast so I end up tanking the damage as I slash away, and their is no strategy against the boss besides mash Z and pray. 

In the end great job!

Hello Azecy, Thanks for the Feed back.

I knew it was inevitable that I was going to have people run into bugs/glitches despite playtesting and having my friends test it. My friend had a similar issue with the final boss and I could not figure out why the bug occurred. I think you are right and that may be the source of the bug. 

I'm not sure about the checkpoint box freezing the game. I know the game is supposed to freeze for a few seconds before the click button to continue pops up. If you have any thoughts to why that happened I love to hear them for future projects. 

Hello June, Thanks for the feed back!

The game was meant to be played on a game pad mostly because I play all my games with controllers and nothing on keyboard. Do you know of best practices for keyboard set up because the way I set the keyboard was like a controller?

The graphics style was done partly due to time because I needs something I could create the world with in a short amount of time and something that I can use as a base that I can use for if I wanted to "SKIN" the game. I do agree that things can be hard to interpret due to that decision. Do you know of any ways to make this style appealing or do you think that it may be better to use a tile set and sprites from royalty sources?

One of my major inspirations for the game jam (and in general) was Devil May Cry (DMC) and Megaman (MM). I love these games due to their options and level design style. DMC: path ways that lead to a locked room with enemies. MM: a locked door that leads to a boss with pre battle dialogue and shifting screens. Both: power ups/unlockable after a boss, and multiple approaches to a enemy. 

I think for the next game jam I should use metroidvanias I play as a base rather than creating one from scratch because I had to cut so much that story became a mess.

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Action Trainer is a training room with a ball that the player can beat around the screen. 

I made the game as prototype for a physics based action game as well an opportunity to receive feed back from a community for I can improve.

Download link: https://treven.itch.io/action-trainer

Thanks for the feedback.

I definitely do that in my next game.

Okay I think I finally got it, and uploaded the file.

Does this work?

Okay, since you only see the application to run the game, I went to the game page and changed the upload from an EXECUTABLE to OTHER, hoping that solves the problem.

I then tested the download on another computer and got it to run.

Does this work on your end?

If it is not working on your end, do you have any guides I can used to help solve this issue?

Okay did that and re uploaded the new zip file.

Is this what your looking for?

Okay where would I find the source files?

Thanks for Replying,

I don't understand what I am missing.

I uploaded a Zip file and gave instructions on how to download and run this game.

Could you clarify what I am missing?