Powered by Invision Power Board

 
    Reply to this topicStart new topicStart Poll

> The Dry Story, A Drybones game I made
United States
Elite Bavoomian
  Posted: Mar 21 2009, 09:58 PM
Quote Post


Standard Member


Group Icon
Group: Members
Posts: 30
Member No.: 6097
Joined: 16-March 09

Status: (0d) [--]


The Dry Story:

This story begins when a lone Drybones gets a order from Bowser to fight mario, Who then sets out to fulfill his mission. Then in the midst of battle, Mario realizes Bowser's sinister plan and takes off. Now Drybones, chasing in hot pursuit, falls in a pit to a unkown place called banovia. And now he must find a way back to the Mushroom Kingdom.

The Hud System:

The Heads us display (A.K.A the Hud) is the purple box at the top screen.

The faces are your Defence Points (DP). They are reduced as you take damage from Baddie fu's, and when they're all gone it's game over.

The bar is your Bone points (BP). when they reach
100 you gain DP. They are gained by collecting bones that appear by destroyed Baddie fu's or just by floating around.

The LV. stands for bone level. this indicates the power of your bones. the higher this is, the stronger your bones will be. The highest LV. is 4 and the lowest LV. is 0. Higher levels also award new abillities.

The blue boxes are power up item storage boxes. These hold various power ups and other items such as Keys for doors.

The controls:

Z shoots out bones respective to Drybones facing.
Arrow keys are what you use to move and jump.
PG up teleports up 64 pixels.
X shoots out bones in a 225 or 315 degree angle respective to Drybones facing.
( LV.4 required )
C shoots out bones in a 135 or 45 degree angle respective to Drybones facing.
( LV.2 required )
S shoots out bones in a 90 degree angle. ( LV.4 required )
Control is the run button. It allows you to speed up ( Speed bone required )
Space bar pauses the game. Functions as a "yes" button for ingame questions.

Other controls:

Backspace is used to go to the World select screen.
Enter is used to restart levels. Functions as a "yes" button for ingame questions.
Escape ends the game. Functions as a "no" button for ingame questions.
Delete saves and ends the game.
(World select screen only)
F1 Brings up the game infomation.
F4 Changes full screen mode to window screen mode and vise versa.
Shift Changes room speed from 30 to 60 and vise versa.
F9 Takes a snapshot of the game.


Objects:

Objects that do various things.

Keys: You collect these to unlock Redlocks and to finish levels in world 6: Serena Forest.

Keydoors: Placed at the end of levels in world 6: Serena Forest. you need Keys to get past them.

Star blocks: You must collect 5 of these in every level of World TR: Trial cave.

Trialdoors: Placed at the end of levels in world TR: Trial cave. you need 5 Star blocks to get past them.

Greenlocks: only in World 8: Salvatour Graveyard, you can not get past these without first destroying 5 Hammerbros.

Redlocks: Typically placed next to secrets, you need Keys to get past them.

Bounce clouds: Bounces the player when stepped on. They move left and right.

Bouncesprings: Bounces the player when stepped on.

Switchs: typically placed on walls. you can hit them with bones or bump into them. there are 6 types:

Purple switchs: Make Purple blocks disappear.
Yellow switchs: Temporally disables Yellow blocks.
Blue switchs: Makes a Yellow sphere appear.
Red switchs: Make Red blocks disappear.
Green switchs: Temporally disables Green blocks.
Rainbow switchs: Makes Bouncesprings appear.

Warpspheres: Teleports the Player. totaling 7 types:

Green spheres: Teleports to next area.
Yellow spheres: Teleports 90 degrees by 128 pixels.
Red spheres: Teleports 270 degrees by 128 pixels.
Blue spheres: Teleports to a specific spot.
Purple spheres: Teleports to a specific spot.
Rainbow spheres: Teleports to next area.

Floattarrows: Floating arrows hanging in the air. Totaling 4 main types and 25 sub types. Main types:

Flashies: Moves you in a set path.
Nonflashies: Shows you where to go.
Bouncies: Moves you.
Rainbow arrows: Takes you to a bonus stage.

Blocks:

Some Blocks meant for stepping on.

Healing blocks: Heals DP when stepped an, 2 types.

Healing blocks: Heals 10 DP when stepped on.
Super healing blocks: Heals 20 DP when stepped on.

Flip blocks: Goes to fliping to stanby and vice versa,
They can not be stood on while flipping.

Teleport blocks: Disappears and reappears.

Donut blocks: Falls when stepped on.

Warp blocks: This has all Warp sphere capabillities.


Hazards:

Hazards are not meant to be touched.

W & Y Spikes: Takes DP when tounched. Stationary.
Lava: Takes DP when touched. Stationary.
Long Spike: Takes DP when touched. Stationary.
Fireball: Takes DP when touched. Mobile.
Gordo: Takes DP when touched. Mobile.
X & Cross blaster: tosses Bullet bills in 4 directions. Stationary. Can be jumped on
Shotzo and Zall cannon: tosses Zalls in 2 directions. Stationary. Can be jumped on.


Baddie fu's:

The ingame Enemies you fight, when defeated, they drop Bones. There are 15 main species. 35 subs.

Spiny, Boo, shroob, Yo-bro, Fighter fly, Spintop, Electroshocker, Flygoon, Bob-omb, Paratroopea, Hammer bro, Electro koopa, Ghoul guy, X-nuat, and Blazing shroob.

Bones:

You collect bones to replenish your DP, they are several colors such as Red bones. You get them by destroying Baddie fu's and finding them in the air, When you collect Bones and your BP reaches 100, you gain DP. There are 10 colors that are all worth different amounts of BP.

Bonecolors:

Red = 5, Purple = 10, Orange = 20, Pink = 45,
White = 100, Light blue = 300, Green = 500,
Blue = 1000, Dark blue = 3500. Black = -100


Credits:

MFGG: For sprites, tilesets, sounds, and backgrounds.
TSR: For sprites, tilesets, and backgrounds.
TSGK: Some sprites.
VG music: Most songs.
Me: edited sprites, tilesets, backgrounds, music. story, programming, and planning.
My Mom: For letting me use her computer.
My Bro: For uniting me with my game.
Mike Overmars: For crating Game Maker.
Willow Software: For crating Anvil Studio.
Microsoft: For crating Paint.
The J-factor: For crating The textbox engine.

Notes:

Drybones is the main character of the game.
This game has 12 mandatory worlds. 2 optional.
This game uses a custom engine I dub "The Dry Engine".
This game has cutscenes that uses a blue text box, black outline, and huge purple text.
This game takes approxemently 8:00 hours to beat and 10:00 hours to complete.
The Baddie fu's have mutiple versions of themselfs.
If you find a glitch, please show me a screenshot with the F9 key. ( Doesn't work in talk scenes )
This game is in the beta stage.
I have elemental bones and other ideas planed for the sequel like shell dashing.
Please play the tutorial before playing the main game.
This description was copy and pasted from the help file.
This game was made in Game Maker 7.
This is a shooter/platform game. Minus the guns
EDIT:I only had windows XP computers too test the game out on.


Download

Screenshots

This post has been edited by Elite Bavoomian on Mar 23 2009, 06:59 AM


--------------------
PMEmail Poster
Top
United States
kirbyhi5
Posted: Mar 21 2009, 11:49 PM
Quote Post


your typical MMF user
[*][*][*]

Group Icon
Group: Members
Posts: 1341
Member No.: 4893
Joined: 2-January 08

Status: (0d) [--]


Alright I've played it but sadly there's a game breaking glitch making me unable to proceed. I'll give feedback on what I can for now.

I'll start with the tutorial first since that's the only thing playable right now. The engine is somewhat glitchy. Drybones is able to walk over large gaps.
user posted image

Not only that, but his collisions are off. I'm able to walk right up the green blocks without stopping at the wall.
user posted image

If they were steps, then they are too large.(He should not be able to walk up steps higher than his sprite, or even midway higher.)

There's a small section where you fight some enemies, which is ok I suppose. The music is extremely bland. Always try to go for something original, but that's just a minor problem for now. Anyway on to the main game.

For one, please do not force full screen. It's just something you don't want to do. I realize you can press F4 to switch to windowed mode, but it'll work out best if windowed mode was set as default first. In windowed mode, the window frame seems to change with the scene. (It changes from 500 x 400 to 600 x 200 and what not)I suggest you change that since it'll appear tacky and lackluster. Also, if it's in windowed mode, it'd be suggest that you make the "X" button work.

Anyway after a shortcut scene, the Drybones says "Let's roll", and then nothing happens. I can hear sound effects, but I don't see anything except the background.
user posted image
I try pressing a variety of buttons, but nothing works. Finally I hit escape to return to the main menu.

When returning back to the main menu, I see this:
user posted image

For some reason, the last scene is pasted into the top side/top right portion of the screen. That's about as far as I can get. I tried redoing it maybe 4 times, but it always freezes at that part.It may be a Vista problem, I do not know. I suggest you fix these though first.



This post has been edited by kirbyhi5 on Mar 22 2009, 12:02 AM


--------------------
PMEmail PosterUsers Website
Top
Denmark
Mecha the Slag
Posted: Mar 22 2009, 05:44 AM
Quote Post


http://mechaware.net
[*][*][*][*][*]
[*][*][*]

Group Icon
Group: Members
Posts: 11816
Member No.: 728
Joined: 15-December 04

Status: (0d) [--]


This demo is awfully unplayable. Whenever you end a cutscene, it freezes at that frame, and you have to press ctrl+alt+delete and then cancel for the new frames to appear. There's a load of random bugs and glitches; so many, that I have no idea where to start.

I get the feeling that the developer is already aware of these bugs, but is either too lazy to fix them, or not skilled enough.


--------------------




MechaWare GamesMechaSourceMechaWare for CellphonesMechaWare on Steam

PMUsers WebsiteMSN
Top
United States
Elite Bavoomian
Posted: Mar 22 2009, 06:38 PM
Quote Post


Standard Member


Group Icon
Group: Members
Posts: 30
Member No.: 6097
Joined: 16-March 09

Status: (0d) [--]


Wait a second, what? How? I never ran to any such problems... I was able to play the game perfectly. As a matter of fact, I just beat the entire game twice before I put it up here. I'll see whats up. headslap.gif

QUOTE
Not only that, but his collisions are off. I'm able to walk right up the green blocks without stopping at the wall.


Thats supposed to happen, you're able to appear up 32 pixels. But if you go any higher, you'll stop. The tutorial tells you to just walk across that part.

QUOTE
This demo is awfully unplayable. Whenever you end a cutscene, it freezes at that frame, and you have to press ctrl+alt+delete and then cancel for the new frames to appear. There's a load of random bugs and glitches; so many, that I have no idea where to start.


This is a full game actually, and lots of bugs and glitches? huh.gif Can you please tell me what those glitches are? I can't really find any bad glitches...

EDIT: I'm sorry, but I don't run into any of those bugs. Maybe it's a vista problem?
It could be some temporary files ....who knows? Unfortunately, I only had a windows Xp computer to test this out on. I'll ask around the Gamemaker forums and see what I can do. And for anyone wanting to know, I used timelines to tell the game when to end cutscenes and go to the next room.

EDIT2: I Think I understand the glitch now, after looking at your screenshot and checking inside the game, it is most likely do to the room transitions. You see, the room transitions in my game are broken and they never seem to work. They're probably trying to work on your computer, which is making the game crash at the end of cutscenes. Since the title screen doesn't use such transitions, it doesn't crash. I took them out hoping it fixes this glitch, but me and all my friends all use Windows XP so I can't test it out. sad.gif

I changed the download link, would any vista user kindly try the game and see if the cutscenes work now?

EDIT3: Sooo...did anybody manage to get to the first level? Conformation will be appreciated.

EDIT4:

QUOTE
I get the feeling that the developer is already aware of these bugs, but is either too lazy to fix them, or not skilled enough.


I just went through the whole game and didn't run into any such glitch. huh.gif

This post has been edited by Elite Bavoomian on Mar 23 2009, 07:19 AM


--------------------
PMEmail Poster
Top
United States
BurninLeo
Posted: Mar 23 2009, 09:33 PM
Quote Post


Member's Standard
[*][*]

Group Icon
Group: Members
Posts: 1617
Member No.: 2273
Joined: 3-July 06

Status: (0d) [--]


I was able to play the game fluently. However, if you continue working on this project, you should give special attention to the movement engine of Dry Bones exclusively. For starters, the inertia system you have already for his ground movement should also be applied to his jumping movements for consistency (When I press the opposite arrow of the direction I am moving during my jump, I don't want to immediately turn around with the same speed).

This post has been edited by BurninLeo on Mar 23 2009, 09:34 PM
PMEmail PosterMSN
Top
Qatar
Keyser Soze
Posted: Mar 24 2009, 03:01 PM
Quote Post


The Lights are Going Off
[*][*][*]

Group Icon
Group: Members
Posts: 4673
Member No.: 3299
Joined: 13-February 07

Status: (0d) [--]


I'm sorry man but this is awful.

I'd love to be nice to a new game maker, but I'm not going to lie...

I don't even feel like listing everything wrong with this. Fix the glitches, learn some more programming, and make the sprites not clash so awfully.


--------------------
QUOTE (
Raie @ Sep 18 2009, 08:55 PM)
Keyser you're the best person ever.
PMEmail PosterYahooMSN
Top
United States
Elite Bavoomian
Posted: Mar 24 2009, 10:44 PM
Quote Post


Standard Member


Group Icon
Group: Members
Posts: 30
Member No.: 6097
Joined: 16-March 09

Status: (0d) [--]


QUOTE
I was able to play the game fluently.


smile.gif

QUOTE
However, if you continue working on this project, you should give special attention to the movement engine of Dry Bones exclusively. For starters, the inertia system you have already for his ground movement should also be applied to his jumping movements for consistency (When I press the opposite arrow of the direction I am moving during my jump, I don't want to immediately turn around with the same speed).


I see...I took the air traction out at the last minute because I thought it made game easier to play. I'll put it back in. Thanks, I'll be working on this until Stencyl comes out.


QUOTE
I'm sorry man, but this is awful.


I thought the game was good... dry.gif

QUOTE
I don't even feel like listing everything wrong with this. Fix the glitches, and make the sprites not clash so awfully.


Once again, I don't run into any glitches, what are the these glitches you speak of...?

And yeah, I know about the bad graphics. But the graphics get better the farther you get in the game as I was too lazy to fix the clashing of the first four worlds.

QUOTE
Learn some more programming


True, I do need to learn more programming, I barely know any GML. (96% of the game was programed in drag and drop)

QUOTE
If you find a glitch, please show me a screenshot with the F9 key. ( Doesn't work in talk scenes )


NOTE:If you find any glitches, Please tell me what they are so I can actually fix them... cool.gif

This post has been edited by Elite Bavoomian on Mar 25 2009, 01:49 AM


--------------------
PMEmail Poster
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

  Topic Options Topic Options Reply to this topicStart new topicStart Poll

 




[ Script Execution time: 0.0818 ]   [ 14 queries used ]   [ GZIP Enabled ]   [ Server Load: 1.20 ]