Discharged Automaton by Serval Games
After few hours of making this game I thought that it would be a disaster but over time I finished with Quite solid platformer with spooky elements
Ratings
| Overall | 332th | 3.323⭐ | 33🧑⚖️ |
| Fun | 323th | 3.194⭐ | 33🧑⚖️ |
| Innovation | 448th | 2.839⭐ | 33🧑⚖️ |
| Theme | 328th | 3.516⭐ | 33🧑⚖️ |
| Graphics | 365th | 3.129⭐ | 33🧑⚖️ |
| Audio | 257th | 3.032⭐ | 33🧑⚖️ |
| Mood | 54th | 3.806⭐ | 33🧑⚖️ |
| Given | 44🗳️ | 11🗨️ |
I'm left wondering where did that last portal go :s
I noticed a few issues with animations and sounds triggering with movement, so I looked through the source code. I would recommend rather than using the key press events using keyboard_check_pressed() in the code and audio_play_sound() for your sound effects. In order to ensure that things such as the footstep sound don't loop after the key is released, you could use something like:
if keyboard_check(ord("A")) or keyboard_check(ord("D"))
{if not audio_is_playing(walkwalk) audio_play_sound(walkwalk,0,0)}
in the step event. This way, the audio would not loop by default, but rather be triggered again each time it ends. You could then easily modify this to further fit your game. For example:
if keyboard_check(ord("A")) or keyboard_check(ord("D"))
{if not audio_is_playing(walkwalk) and not place_free(x,y+1) audio_play_sound(walkwalk,0,0)}
would make the footstep sound not play while the character is in the air. Another nice effect you could use for repetitive sounds is audio_sound_pitch(), which allows you to adjust the pitch slightly to make the sound less repetitive. So, you could do something like:
if keyboard_check(ord("A")) or keyboard_check(ord("D"))
{
if not audio_is_playing(walkwalk) and not place_free(x,y+1)
{audio_sound_pitch(walkwalk,random_range(0.9,1.1)) audio_play_sound(walkwalk,0,0)}
}
in the step event. This would make the footsteps sound slightly different each time, making the sound much nicer in-game.
Similarly, you could integrate flipping the character direction in the step event, and you would only need one sprite for your character. If you kept the walking right sprite only, you could do this:
if keyboard_check(ord("A")) or keyboard_check(ord("D"))
{
image_speed=1
if keyboard_check(ord("A"))
{image_xscale=-1}
else
if keyboard_check(ord("D"))
{image_xscale=1}
}
else
{image_speed=0 image_index=0}
While the syntax is obviously a bit unclean, it is a quick way to ensure that your character looks correct while moving and removes the need for extra sprites and key press events.
Great job on the game and I hope this helped!
Sometimes you can stuck in the front part of an air platform. Looks like a collider thing.
I hope you will participate next time again und you will follow some of the advices in the comments :)
The controls are the weakest link here, which is very usual. The collisions are sticky and the animations bug out whenever changing directions or jumping, which is to say when doing anything at all!
In general platformers now-a-days need polished and interesting movement mechanics. It is hard to get excited about the same old "move right and jump" spiel.
Good effort, great mood too.
Overall, Good Job.
But at first I was like eh, this is a simple platformer, I've played games like this before, and honestly the controls are a little off for my taste with the jump too high and floaty and I'm having some collision issues getting stuck on the corner of platforms sometimes, so this is just so-so.
And then it started getting weird in a way I didn't expect. And weirder... and weirder... and weirder. And I was really drawn into this mood it created.
I still think some polish is missing from the platformer controls, but it's more than made up for by the subversive weirdness of the whole experience.
Played through to the end and definitely was reacting to the strangeness is a pleasant way. Nice job!
I have some Game Maker tips for you:
- Use 60 as your Room Speed instead of the default 30, it makes the game run much smoother. This will probably mess up your objects' speeds, but there's a trick to prevent that. Whenever you define a speed or a time in your game, write the time you want *room_speed, so it will always multiply. That way, you can change the Room Speed at your leisure, without having to worry about the whole game speeding up.
- You seem to be setting the player's speed to 0 when landing, but you should only set their vspeed to 0, so that they keep their horizontal speed.
- Turn off precise collision in each sprite's menu. Use rectangular hitboxes, they are much easier to handle and will help prevent your character from standing on their chin, going into the walls, etc.
- Make your character's jump height vary, it makes the platforming much more interesting. It seems to me like you gave your player object gravity and upward velocity when they jump. It's unnatural, but in most platformers the player with move upward with constant speed until the player lets go of the jump button OR they reach their maximum jump height. Once one of those two things happen, the player either gets a constant downward velocity or gets some gravity, or mixture of the two.
- It's really easy to glitch the player's sprite to they walk backward or walk without playing their animation, and it's fairly easy to fix if you write down the logic on paper before coding it. You should also freeze their animation when they're in the air. It's a small touch, but it makes the game a lot more professional.
- Your levels could use a bit less blandness. Maybe add some more vertical levels, make more patterns like the ones in the last levels, more enemies, etc
Good job!
One gripe though, that screaming noise from robo devil, which scared the crap out of me at first, became really annoying after the 2nd time. Again, overall the game was great and I enjoyed making it.
got rattled by turrets on level 2 hehe, enjoyed it.
the music is a little repetitive but helps create an atmosphere for the game.
The jump is a bit too floaty for my taste, other than that the controls work fine.
The sound effects can sound a bit harsh, eventhough they can sound pretty cool.
Gameplay-wise there wasn't much of a challenge nor real variety, the portals were a nice addition but it was starting to feel a bit tedious after a while.
polished and fleshed-out, it could be a great horror game for 1.99 on Steam.
I really got spooked.