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Beta version of my first game based on the Object World game engine that I am developing.

Apologies if the game is running slow--DeviantArt recently changed it's Flash display code, which causes all Flash files to perform significantly worse then normal. It won't be a problem when the game gets released to other sites.
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:iconemz346:
Emz346 Featured By Owner Sep 14, 2018  New Deviant Student Digital Artist
I like the song lucid dreams too, 2018 anyone?
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:icontia1126:
tia1126 Featured By Owner Dec 21, 2015  Hobbyist Artist
I WANT JIGGLE PHYSICS
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:iconpielover88888:
pielover88888 Featured By Owner Jul 27, 2011
could you make it so in ib2 you can buy option to make the buddy move with wasd?
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:icondamo566:
damo566 Featured By Owner Aug 30, 2010
Okay, here's some constructive criticism for ya. I only played the game up to Up and Over, but I gather what the deal is.
Firstly, when I started the game the character looked good but I was disapointed with the character movement. It just flicks between the difference states. I thought it would be smooth, given the quality of the drawing.
Secondly, I didn't like the first levels. It looked very generic and didn't appeal to me at all - 'Just another flash platform game'. I figured there'd be a gimmick or something (The physics puzzles) but that comes in later and pressing Information gives me none.
I suppose the puzzles while become better as I haven't played that far, but when they did come I thought it was too late, and you'd've already lost many players to boredom.
So yeah, speed up the beginning basically. ;)
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:iconshock-value:
shock-value Featured By Owner Sep 14, 2010
Btw here is a video of the progress. Most of it is the old scrapped levels, but the "sky" level and the part with the elevator are both from the new set and are more indicative of the level of quality and interactivity that I am aiming for.

[link]
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:iconshock-value:
shock-value Featured By Owner Sep 14, 2010
Thanks for that criticism, that's always very useful information.

I actually scrapped all the level designs a couple of weeks ago and am starting fresh. I think you were absolutely right, the old levels are generic and uninspired, especially considering how versatile the engine is.

The new ones are much more interesting in terms of interactive actions and storyline information being woven into the levels themselves. Also all of the new levels (so far anyway) each contain their own artwork (even beyond the backgrounds which are also unique to each level).

Regarding the character artwork, I myself didn't design or animate it (I contracted that out) so unfortunately I don't think I can change too much. Do you have any suggestions given that fact? I can still play around with the animation speeds and such.

Thanks again and if I ever release an updated demo with the new level designs I hope you'll try it out and give me the same constructive criticism as you've done here--that really is invaluable information.
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:icondamo566:
damo566 Featured By Owner Sep 15, 2010
Okay, played it up to Blueprint and this is what I think:
Firstly, I think that they 'go back to start' could get a bit brutal. You'd want to add checkpoints in later levels. (Disregard if you have some already 8D)
Second, the levels are very open ended. Even with very few objects, people might see something and get stuck because they are sure that is the way to go about it, when in fact it isn't.
Finally, you would want to add clues or instructions for new items in the Information screen - it's pretty useless right now.
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:iconshock-value:
shock-value Featured By Owner Sep 15, 2010
Yep that's a good idea regarding checkpoints, especially since the new levels are generally longer than the old ones. Should be pretty easy to implement I think--just a simple check to see if the avatar is dead and if so respawn at the latest checkpoint.
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:icondamo566:
damo566 Featured By Owner Sep 15, 2010
No worries, glad to help. From one game designer to another. :D
Random question - are you still mucking around with Visualizationatorer?
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:iconshock-value:
shock-value Featured By Owner Sep 15, 2010
AVS and such? Nope not in a long time. I'm gonna be learning C/C++ soon for my job so maybe I'll try my hand at coming up with some visualization software on my own. Would be a good educational experience I think.

Btw what games have you worked on? I'd like to take a look if they are available online. :)
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:icondamo566:
damo566 Featured By Owner Sep 16, 2010
I haven't got much stuff up right now, but I am working on five different projects. It's more of a hobby so I tend to swap between them all the time. Currently the one closest to completion is this: [link]
You can download it from that page.
Note: The download should go to a yoyogames mirror, but if it doesn't please tell me where you are sent. Thanks. :D
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:iconshock-value:
shock-value Featured By Owner Sep 16, 2010
yep it seemed to take me to the right place, cool stuff :)
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:icondamo566:
damo566 Featured By Owner Sep 16, 2010
Sweet, thank you :)
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:icondark-link1133:
Dark-Link1133 Featured By Owner Aug 24, 2010
interesting, i wish we could have done more with everything else, but this is only the beta 1.0, so please hurry for more parts or the final version
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:iconburnmonthedigidude:
Burnmonthedigidude Featured By Owner Aug 24, 2010
Damn good so far, Shocky! Can I call ya shocky? How about ValueMeal?
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:icontalkingtadpol:
TalkingTadPol Featured By Owner Aug 23, 2010
This idea is awesome, I liked playing with the tools in the open world beta, but when they are given in a platformer, they make amazing puzzle solving devices!
I just wish I could have used more tools besides the explosion and the wall fixtures.
Playing with the game time would have been awesome, and having to use the thermal goggles to spot dangerously hot platforms and pegs would have been fun as well.
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:iconshock-value:
shock-value Featured By Owner Aug 23, 2010
Yeah those are all excellent ideas! Btw this is just the first few levels, I plan to incorporate all that stuff and more into later ones.
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:icontalkingtadpol:
TalkingTadPol Featured By Owner Aug 23, 2010
Sounds awesome.
Can't wait for interactive buddy 2 and this as well ^^
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:icondark-link1133:
Dark-Link1133 Featured By Owner Aug 22, 2010
1. ) too much power, i miss the platforms
2.) i see that her arms are in ragdoll form, its like she's starting to fall forever
stuck on rolling back
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:iconshock-value:
shock-value Featured By Owner Aug 22, 2010
(read my other comment first)

Regarding the overpowered-ness -- would it help if all the levels had the "Time Adjustment" item, like in the level "Precision" (if you have made it that far)? I'm thinking that might help with the difficulty, at least for the early levels.
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:icondark-link1133:
Dark-Link1133 Featured By Owner Aug 23, 2010
im stuck on rolling back

how can i reach the switch when im over the wall and i cant go over it
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:iconshock-value:
shock-value Featured By Owner Aug 23, 2010
Ah ok the trick is to hit the switch first then make a break for the other side. You'll have to restart the level if you mess up (in the menu up top).
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:iconshock-value:
shock-value Featured By Owner Aug 22, 2010
Hmm I was concerned about the potential unwieldiness of the explosion jumping. Can you give a specific example of an area of a level that is particularly hard?

(I've been testing the levels so much that I think I've gotten really good at jumping around, and it's tough for me to figure out what is too difficult.)
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Aug 22, 2010
Have you noticed they broke Flash on DA a little?
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:iconshock-value:
shock-value Featured By Owner Aug 22, 2010
Yeah I read your journal on the subject, very annoying. I haven't noticed any visual changes on my swf's but this is definitely running slower than normal.
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Aug 22, 2010
Yeah. Just colors here at some points like on loading made me suspicious because it looked as if it was transparent. There may be other works that broke.
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:iconrvmiv:
rvmiv Featured By Owner Aug 22, 2010
i like the title im about to start the game
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