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The Legend of the Radient Mask, Minigame comp entry WIP
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I'm kinda going for the Metroid-ish approach, a huge map (of rooms) rather than seperate levels. It's a platform game (I mentioned Metroid, so duh) and I hate making platform engines, but I eventually managed to kick all the glitches out that I found so far. You play as Shy Guy (otherwise this game couldn't enter) and you'll have to fight your way through an underground castle you've end up in somehow. Shy Guy tries to find the legendary treasure of the Ancient Guys: The Radient Mask. Wearing this mask grants a Shy Guy unimaginable powers, though it has never been proven. Dispite the fact that what he seeks might not exist, Shy Guy doesn't give up hope and ventures through the mysterious tunnels and halls. *snif* *snif* ... I smell Chozo Statues... *snif* Controls: Left/Right: Walk Up: Jump/Enter doors/Talk/etc. Space: Shoot* Shift: Switch between Fly Guy and Gravity Guy* Down: Bomb* Fly Guy will be a power-up you'll get close to the end of the game. Enjoy the lil' demo *:Need a specific Power-up first This post has been edited by NICKtendo DS on Sep 18 2008, 10:30 AM
Attached File ( Number of downloads: 48 )
The_Legend_of_the_Radiant_Mask.exe
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Update: 2 Energy Tanks, 1 Varia Suit and 1 Screw Attack can be found as upgrades (Screw Attack is out of reach) Varia Suit turns Shy Guy into Varia Guy, which basically is just a yellow Shy Guy, but the belt has firing powers! By the way... what is the link between the Chozo and the Shy Guys? It's a mystery that shall never be solved. Screw Attack gives Shy Guy the option to switch between Gravity Guy and Fly Guy. Gravity Guy can shoot and is lava resistant, but Fly Guy can reach the unreachable with it's infinite jumps.
And now something a bit more storywise, it appears that the main Shy Guy wasn't the only one seeking the ultimate power. The demo ends with the defeat of Boo Guy. The door back to Area 2-3 will appear once he is defeated. Another one will appear also, most likely to area 2-5, in the future.
If you are wondering what the blue doors are, they lead to Save Rooms, where you can retrieve and store your progress. It's also a checkpoint; just like in the Metroid games, you will return to where you saved last when your Energy reaches 0. You get the option to quit the game when that happens.
The game still lacks any enemies, except for Boo Guy. Enemies will respawn when a room is revisited and drop Energy Crystals at random when defeated, but that's all for the next demo.
Oh, and feel free to comment. I do not fear any critique.
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EDIT: It appears I forgot to put back certain blocks with masks on them (they have a name, but I would give away the boss's name if I say it), so when you reach that point, imagine that they are still there. Both that and the Boss song not ending in the second Boss Room has been fixed (not in the demo, but you won't find these problems anymore in the next)
Frogjester's walking Fly Guy animation has succesfully been added. Bad news is, you won't see it until probably the next demo, which could be the last.
Another Boss makes it's appearance. Some kind of guardian mask lurks in Area 3. Who could it be... The game goes as far as getting the Ice Beam power-up. Ice Beam can't freeze Bumpties, though. I had some kind of glitch I couldn't figure out, so I used 'Bumpties have cold-resistant skin' as an excuse. Each Save Room now has Medi Guy ready to heal you and a Map, where you can see where you are currently at and see what Power-ups you've found so far. Click the Power-ups to read the discription. The game now has enemies: Bumpty, 2 HP, flies in circles (the path caused the glitch mentioned earlier) Black Bumpty, 3 HP, flies in circles, only Bombs damage them Plasma Boo (green), 3 HP, fires an aimed shot that deals 20 damage, doesn't move, appear as soon as the Varia Suit is obtained Laser Boo (red), 10 HP, fires every 2 seconds in stead of 3, doesn't move Fang (the bat-like enemies from YI), 2 HP, appear out of warp pipes and fly horizontally at Shy Guy Cactus Ball, 1HP, doesn't do anything... at all, only Bombs and Ice Beam shots damage them
Once you reach the Grand Hall you'll notice there are no more doors where you need a specific amount of coins (except for 1, Boss room in Area 3). At that point you might think 'Why bother collecting those darn coins?', well... so far for nothing until the last demo.
You need to start over might you want to play it properly. Loading an old save-file causes some rooms to stay the same way, causing some objects to be missing, including DOORS!
Oh, and I must warn you, the second Boss is really tough, so try to find as many Energy Tanks as you can! He can deal 80 damage to a regular Shy Guy in one shot!
Well... enjoy the demo! ...or wait until it's finished, I dunno
This post has been edited by NICKtendo DS on Sep 15 2008, 02:07 AM
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| QUOTE (thingy @ Sep 15 2008, 06:33 PM) | This game is incredible, carry on after the minigame comp please.
Also, Shift should be jump so that there could be an aim up, Boo Guy should be easier and energy things should fall, not stay in mid air. |
I probably will carry on.
I use Up for jump, because Shift is already used for switching between Fly Guy and Gravity Guy. Space is used for shooting and I don't like to use keys like Ctrl and Alt. Boo Guy stays as it is, because it's pretty easy if you get the hang of it. I believe there are 2 Energy Tanks before facing him, so if you miss one (or two, which would be really pethatic since the first one is in clear sight) If you find Boo Guy tedious, you'll love boss #2! [/sarcasm] The energy crystals won't fall; In the Metroid games they didn't either.
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| QUOTE (MechaBowser @ Sep 15 2008, 09:01 PM) | uh I said this in the minigame compo thread, but this may be more appropriate.
Your game is kinda bugged, ie, you can't open some doors that you were supposed to, and it took me forever to realize that door 35 was one you could enter and not just the door you came from in the beginning.
And the whole save/load thing is annoying as hell, same goes for music. |
As I replied:
| QUOTE | I'm sorry, but I tried my best at making a decent, playable platform game engine. The numbers above the doors show how many coins you need before you can enter. Game Maker 7 Lite has only one Save action and one Load action, so I'm pretty much limited in that area, but if you mean keep entering and exiting blue doors, that's your problem. As for the music, I use MIDI's for a reason. 1 MP3 is as big as a standard GM game!
I respect your opinion, but I just wanted to clear that up.
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