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Hayo

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25th August, 2018 at 25/08/2018 15:33:23 -

Hello folks,

Fishhead 4 is almost done and I started working on Fishhead 5 because I could not wait.

Right now I want to get the graphics, engine and gameplay as good as I possibly can before I start making actual levels. So far I have:

- a test level (might evolve into one of the regular levels later)
- sort of dynamic camera
- movement with different moves (running, double jumping, wall jumping)
- semi-dynamic enemy AI
- scoring system
- fancy water in the background

Image

Engine test:
http://hayovanreek.nl/FH50.1.zip

Feedback is very welcome!



 
www.hayovanreek.nl

Carnivorous id



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  03/04/2008
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25th August, 2018 at 25/08/2018 18:47:38 -

Looks awesome!!!

 


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TreePine



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  25/03/2018 18:10:38
Points
  264
26th August, 2018 at 26/08/2018 01:32:12 -


Originally Posted by Hayo
Hello folks,

Fishhead 4 is almost done and I started working on Fishhead 5 because I could not wait.

Right now I want to get the graphics, engine and gameplay as good as I possibly can before I start making actual levels. So far I have:

- a test level (might evolve into one of the regular levels later)
- sort of dynamic camera
- movement with different moves (running, double jumping, wall jumping)
- semi-dynamic enemy AI
- scoring system
- fancy water in the background

Image

Engine test:
http://hayovanreek.nl/FH50.1.zip

Feedback is very welcome!




looks great!

 
- Not a pinetree but a TreePine

Fifth

Quadruped

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26th August, 2018 at 26/08/2018 20:02:56 -

It seems really solid! I think the thing I had the most problem with was the wall-jump. I was trying to figure out what about it was bothering me, and narrowed it down to two points:

1. Right now, if you're holding against the wall (and falling), you can jump, but the moment you press away from the wall, you're no longer holding it. It would be nice if there were a few frames of grace if you press away from the wall where you can still do the wall-jump, because some people (like me) tend to press the opposite direction as well as the jump button to do wall-jumps. And right now, if you hit the opposite direction just a little bit early, it doesn't work.

2. The period in which you can't control after a jump seems a little long, making it tricky to do precision landings after a wall-jump. Maybe give the player control back after the peak of the jump. Or if that ends up being too much (like, if that lets the player jump against the same wall indefinitely), then maybe you could ease it back, giving the player half-speed movement first, or something. Something to let you guide your landing a little earlier.

You might also let the player wall-jump a little before, like "when vertical movement is lower than slightly ascending", as opposed to "when player movement is descending", but that could be a matter of taste.


Beyond that, it seems really good so far. The player moves really quickly, in general, so I didn't feel there was a need to run. And if you're moving, then hold up or down, the release the left/right button, the player does this little in-place shuffle. It's just cosmetic, though. And the ladders felt a little awkward, just because you couldn't climb to the top. I don't know if that would be a tricky thing to implement, but at least let the player climb a little higher before having to jump off.

And the art is gorgeous. I really loved the background, with the wavy reflection beneath the parallax water surface. Good stuff.

 
Go Moon!

Hayo

Stone Goose

Registered
  15/08/2002
Points
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Game of the Week WinnerHas Donated, Thank You!VIP MemberGOTM 3RD PLACE! - APRIL 2009Weekly Picture Me This Round 27 Winner!Weekly Picture Me This Round 41 Winner!Weekly Picture Me This Round 45 Winner!
26th August, 2018 at 26/08/2018 21:29:13 -

That is real valuable feedback, thanks! I will try and implement your suggestions regarding the wall jump and the fence climbing.

 
www.hayovanreek.nl

Buster

BLING COMMANDER

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  03/06/2002
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  1545

VIP Member
16th June, 2019 at 16/06/2019 09:47:46 -

Looks great, Hayo! I've always been a big fan of your pixel art.

 

Ambrion



Registered
  26/08/2017 19:47:58
Points
  401

V-Cade Sage!
16th June, 2019 at 16/06/2019 10:34:04 -

This looks phenomenal! Top notch classic, and a high effort content worthy project. Keep it up

 
Self taught artist | Piano roll amateur | Loves JRPGs and retro videogames | ScottGames fan

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