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Bowser's Castle II

Posted:
Wed Jun 18, 2014 5:20 am
by Terrantor!!!
Added:
-Doors
Spoiler (click to show/hide):
controls: wasd/arrow keys move and zoom, shift+z resets position, and space jumps
Spoiler (click to show/hide):
Click to Play
(Javascript Required)
Bowser's C.swf [ 394.6 KiB | Viewed 6721 times ]
Re: New Bower's Castle

Posted:
Wed Jun 18, 2014 6:14 am
by IxFa
Very bouncing. Colliding with stuff makes the player fling around quite a bit. Good luck with this though, I give you what moral support I can
Re: New Bower's Castle

Posted:
Wed Jun 18, 2014 7:07 am
by FurrinGok
Okay, taking notes: Once you zoom in, the zoom out doesn't work to the full extent--you'll still be about half zoomed in until you close and reopen the game.
Jumping just outside the (Nonexistant) castle gate: I'm standing on top of the long platform of bricks, and... Wait, it stopped once I moved, but I was bouncing back and forth a few pixels horizontally when jumping. I cannot seem to reproduce this issue, so it was probably a one-off, rare instance. It seems to reproduce at random. Every now and then when I am at the location, it starts happening again.
Bouncy collision: Just as IxFa has noted, bumping into things gets a harsh bounceback. This makes platforming under a roof difficult, because if you hit the ceiling, you not only stop rising, you actually get accelerated downwards rather than losing your momentum.
Re: New Bower's Castle

Posted:
Wed Jun 18, 2014 10:08 am
by rezian
I am still very interested in writing.
Here's what I have so far:
https://docs.google.com/document/d/1MDu ... sp=sharing
Re: New Bower's Castle

Posted:
Wed Jun 18, 2014 7:25 pm
by Terrantor!!!
I look forward to hearing more from you, Rez. as for the buggies, I appreciate the feedback. I'm sure I know what the problem is, now it's just a matter of finding a way to fix it. I can fix the vertical recoil, I won't be able to change the horizontal recoil w/o breaking the current setup, so what I can do is lower the max running velocity, so you'll move a bit slower, but you won't have so much bounceback. Would that be alright?
Re: New Bower's Castle

Posted:
Wed Jun 18, 2014 9:08 pm
by KingKaor
Other than the bugs that Furrin and IxFa have noted (which I was able to reproduce), I haven't noted any major bugs. There is one thing with Mario/Luigi/whoever's momentum: When switching directions, holding down the key in the new direction you want to go causes you to go sliding away in the original direction you were moving in. Not holding it down causes you to lose any and all momentum whatsoever. I've also seen that, when you fall from really high up (I saw it happen at the "castle" "gate" from the highest up platform to the lowest ones) you'll phase through the platforms.
Also, I'd suggest making the zoom function on a toggle, rather than having to hold it down. Or possibly have a little button-menu-thing that lets you select between multiple levels of zoom. Just some ideas for it, I understand it's still VERY early on.
Honestly, I really want to help see this get made.
Re: New Bower's Castle

Posted:
Thu Jun 19, 2014 12:18 am
by Terrantor!!!
Bump.
Forgot to put this. set it to low quality as of now, because I forgot to optimize it. Don't worry it runs a lot faster as a bitmap.
Re: New Bower's Castle

Posted:
Sat Jun 21, 2014 4:42 am
by Terrantor!!!
Yay, you can choose costumes, now.
Re: New Bower's Castle

Posted:
Sun Jun 22, 2014 2:47 am
by tzm25jeep
So if I wanted to try the game, where would I find the post for it?
Re: New Bower's Castle

Posted:
Sun Jun 22, 2014 4:40 am
by konamicode13
Collisions really have gotten a lot better, great work!
Re: New Bower's Castle

Posted:
Sun Jun 22, 2014 4:46 am
by MPLDAM9919
The prototype looks good. But I can't stand the controls! The "WSAD" key set up isn't for everyone. Maybe have a control option like Ivan put in PUT.
Re: New Bower's Castle

Posted:
Sun Jun 22, 2014 4:14 pm
by Allsop2604
Stupid question: How do I get through the green pipe? Or is there no other content in this yet?
Re: New Bower's Castle

Posted:
Sun Jun 22, 2014 6:21 pm
by Terrantor!!!
I'm actually working on the current map, still. So I don't have a map to transport u to. But don't worry, i anticipate that it will be functional, by the end of this week.
Re: New Bower's Castle

Posted:
Tue Jun 24, 2014 5:31 am
by Matpneumatos
MPLDAM9919 Wrote:The prototype looks good. But I can't stand the controls! The "WSAD" key set up isn't for everyone. Maybe have a control option like Ivan put in PUT.
Why? what's wrong with WASD keys? i first didn't like them but now i always prefer WASD because they are more comfortable for me, and because they are on the far left of the keyboard just like a D-pad or an analog stick on a console controller.
Re: New Bower's Castle

Posted:
Wed Jun 25, 2014 12:24 pm
by Dead2112man
Thank you for making a new page Terrantor!!
Re: New Bower's Castle

Posted:
Wed Jun 25, 2014 7:14 pm
by Bad Idea
Left-handed people sometimes put the mouse on the left side of the keyboard. Which means in order to use mouse + WASD, they need to move their keyboard way over to the far right side of their desk. On a laptop, you can't even move the keyboard relative to the screen, so they have no other option but to reach up and to the left with their dominant hand, while using their off-hand to work the mousepad.
This is actually part of why many PC games use both WASD and the Arrow Keys. It provides one movement option on each side of the keyboard, so the player can comfortably use whichever hand they want.
Re: New Bower's Castle

Posted:
Wed Jun 25, 2014 8:16 pm
by jaznow
Terrantor!!! Wrote:Hey, there!
In other news, this version is a little more pleasing to the ear. The peach is my anim not my pro's so don't judge him. I'mma prob take a break from this one in a bit and pursue unity development. It's been a fun ride. Message me for the .fla
Spoiler (click to show/hide):
Rezi's googledocs discussion on the story:
https://docs.google.com/document/d/1MDu ... 7M2Zg/edit
Awesome Job, Terranator, it looks awesome, and it runs smooth, Keep it up!
Re: New Bower's Castle

Posted:
Thu Jun 26, 2014 11:54 pm
by Terrantor!!!
Bad Idea Wrote:Left-handed people sometimes put the mouse on the left side of the keyboard. Which means in order to use mouse + WASD, they need to move their keyboard way over to the far right side of their desk. On a laptop, you can't even move the keyboard relative to the screen, so they have no other option but to reach up and to the left with their dominant hand, while using their off-hand to work the mousepad.
This is actually part of why many PC games use both WASD and the Arrow Keys. It provides one movement option on each side of the keyboard, so the player can comfortably use whichever hand they want.
Acknowledged and currently tweaking. Good observation. Do you lefties still use the left mouse button to click?
Re: New Bower's Castle

Posted:
Fri Jun 27, 2014 12:17 am
by Bad Idea
Oh, I'm actually a righty, I just watch a lot of
Extra Credits.

Unfortunately, Right mouse button doesn't exist in Flash. In your web browser, it just opens a menu. There are ways around this but they involve hacking the exe after a standalone compile, or putting javascript on the webpage displaying the swf that converts right mouse clicks into callbacks that triggers some other kind of Event within the SWF. Generally not recommended unless you do your own hosting.
Re: New Bower's Castle

Posted:
Fri Jun 27, 2014 7:41 am
by coolness32
MPLDAM9919 Wrote:The prototype looks good. But I can't stand the controls! The "WSAD" key set up isn't for everyone. Maybe have a control option like Ivan put in PUT.
I second this, I prefer to use the Single right-hand in PUT. It's actually kind of personalized for me since I helped Ivan with the scheme of how it is now. When playing these types of games, I use my right hand on the keyboard for movement and my left is used for...non-keyboard functions...