Slig's Adventure(fan made game)
If ya just want the game scroll down to the bottom of the post.
Prologue A Glukkon by the name of Belknap was given special permission from the Magog Cartel to form a army consisting entirely of mechanical soldiers. These robots were created by the insane, yet innovative, Vykker scientist Dahmer. Dahmer had created these robots, the RH series, as a favor for his savior the Mudokon entrepreneur Joe, CEO of Gloke-Gola. These three(Belknap, Dahmer, and Joe) plotted to use the army and the ancient Mudokon artifact of the Mudegasi to overthrow the Magog Cartel. What they did not expect was for a Slig, by the name of Ugai, to discover there plans. Ugai with the help of many friends, consisting mostly of Native Mudokons, formed a rebel force to fight Belknap's army. Belknap and his soldiers were decimating the resistance when something very unexpected arrived. A Native Mudokon by the name of Doe was attempting to harness the power of the ancient Mudokon artifact of the Mudomo. While this artifact empowered Doe it also drove him insane. Doe destroyed almost all of the mechanical soldiers... as well as his native brothers. The enraged Doe eventually calmed down after realizing he had killed many of his own kind. Doe ran from the blood scarred land and hid in Mudegasi forest and has not been seen by his Native friends(those that are alive...) since. Dahmer was killed, Joe is sitting safely in his office, and Belknap has disappeared somewhere with the ancient artifact of the Mudegasi. Inside the Bumble Bee As the drop ship, the Bumble Bee, flew over Mudegasi Plains a soldier looked down at the name tag locked onto his mechanical legs: Name: Slig Function: Cannon Fodder Pet Peeve: Whistlers and loud music The soldier couldn't comprehend most of the words, but he knew his name when he saw it: Slig. Supposedly he was average looking and acted so stereotypical Slig like he didn't deserve a real name. Slig stared at the side of the ship opposite him wishing there was a window to look through. This was to be his first time seeing the barbaric native world outside of his industrial home. Slig had lived in Coagulation General all his life. He had worked at the General all his life as security. The job was rather slack and he got plenty of opportunities to sleep on the job... but alas he got caught. Slig, not wanting to be reported, begged for a chance for redemption... and well this was it. Apparently Boss had been close with some loser named Belknap. The guy was wanted with a 500,000 Moolah reward. That kind of Moolah was nice, but for what ever reason Boss wanted Belknap all to himself. So here Slig was flying towards Mudegasi Jungle for some pathetic loser. "Rmmm! Mmm mm mmm!" Shouted (or at least what passes for shouting with Interns) one of Slig's coworkers. Slig just growled in annoyance. He was going on a capture mission in native territory with a bunch of bitc*y nurses. The only reason they had agreed to come along was so they could relax believing that what ever Sligs do must require no actual effort. Slig just sighed, "I just hope my day doesn't get any worse." Just then the intercom roared, "All of ya! Seat belts! Now!" Slig mumbled as he jammed a bunch of pills he had stolen from the General into his mouth, "Just my luck." -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Characters and Objects Slig: A lazy security guard who wants nothing more then to just sit back, relax, and catch some Zs. He has major insecurity issues and rather then deal with his problems he overdoses on medication he's pilfered not even knowing its purpose because he can't read. Native Mudokons: These guys seem to all have their loin cloths wedged up their... well you know. It's best to avoid them... well maybe they'd be nicer if you were saving them rather then killing them. Moolah: Use this to make purchases from vendors! What are vendors doing in complete random places like Mudegasi Plains? You find out why they are in Spooce Shrub Forest then we can swap notes. Vendors: With just a little Moolah you can increase your abilities! Why do these drinks allow you to alter gravity? Um... the Vykkers did it? Blunderbuss: Poor Slig lost his blunderbuss when he fail from the Bumblebee. I hope the two of them become reunited! Platforms: Watch where you step! Not all platforms are what they appear! ???: A cameo appearance from a well respected franchise as the final encounter!? Could it be Alf? Our beloved rehabilitated tea brewer? I hope not cus you can't defeat pure awesomeness. Controls W: Press this to shoot your blunderbuss... oh what's that? The button isn't working? Could it be the fact that you don't have your blunderbuss? A: Use this to make Slig walk left! D: Use this to make Slig walk left... er right! Space: Use this to make Slig jump! (Note: When landing from a jump you can't immediately turn the opposite direction and jump again. This definitely has nothing to do with the limitations of Game Maker version 7. This is definitely the fault of those Vykkers for making such cheap mass-produced mechanical legs.) Other Stuff I want to thank Aryxl for the sprites, Lorne Lanning for the beautiful universe for my mind to dance in, and Alf because he is awesome. Oh and tip! Listen to w/e a ninja tells you. I've managed to upload the game on Game Maker's site here. However, you need to download this to use it. I think you have to be using Firefox or some similar browser. Fwee! |
I feel like giving you a reveiw.
Ok first off it's hard. The mudokon on the first screen captures you and that tricky as it is. Then the next screen they push you off. Again hard but very fun. I only made it to the... thing, but it was fun anyway. I liked the platform function. The music actually fit very well and it was interesting how both SW and AO music was used. The screen background may have been a little repetitive, but at least it was well chosen. The graphics I thank Aryxl for. The plot was interesting yet a little odd. I don't think a mudokon would become an interperatour though, much less help out the magog in destroying some natives. Slig was a cool character and the... thing was cool too. The vendo machines that I encountered were definately creative and I liked the way they worked. I noticed a couple of bugs like you could get stuck on a wall or ontop of a mudokon but nothing seriously effecting gameplay. And you can't type in anything at the high score list. Not that I'd want to. Not really a score game. Sounds and music: 8.5 Plot: 8.5 Graphics: 10! Controls: 9.5 Gameplay: 7.5 Overall: 8.5 A good game and I think I'll try it again. |
Oddey's review tells my brain to tell the computer to F**KING LOAD TEH GAME!!!
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very very good! :) apart from i can't get past Bowser its so HARD!
Also why can't you shoot people, your a slig! |
Altogether rather good, I found it medium difficulty, that's very important (too easy and the game becomes crap, too hard and I come and kill you) and everything was well thought through (shame you used some Gamemaker sprites there no origannality and unfortunatly very small... shoulda been longer...
I appologize, my english just got very poor... |
Comments yay!
Thanks everyone for the comments on my game. I worked very hard on it so I'm glad to see that my effort was rewarded. Praise or criticism I accept both with grace.
@ Oddey: I'm glad you found the game to be hard. It must be due to the fact that I designed the game, but I find it rediculously easy. So again I'm glad you find it to be difficult. I also thank Arxyl for most of my sprites. I was sad to discover I couldn't implement tiles because I don't have the version of Game Maker you pay for, but I think I might of found a way around that. The getting stuck to walls sucks it is also due to my version of Game Maker. I refuse to pay for good services when I can have paltry services for free! Also Oddey thanks for reviewing my game. It made me very happy to read your review. PS: More on the story behind Joe the rich Mudokon below. @ Crash Punk: You can't shoot your gun because you don't have it. The gun actually works quite fine but I took it out of the game because it was too easy. I'll add it into the next installment. And you think ??? is a hard boss? You should of seen Alf. He was so great his sheer awesomeness caused Slig to implode. I had to take him out for balancing reasons. @ Carnix: Im glad you liked my game and yeah it really should be longer. I was just so excited I wanted to upload what I had accomplished so far. |
how do you kill or get past bowser? i'm stuck
Off topic: Its Crashpunk not Crash Punk (just saying) |
Idiot, you jump over him and walk into the flute.
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As for ??? you can't defeat him unless you can jump past him to get to the flute. I wanted it to be an axe and to have ??? fall down as is the norm, but this was much easier and I'm lazy. It might be hard to get pass him at first, but after some repetetion I'm sure you'll be able to do it. PS: Press 'O' on Level 1 for a different tune to listen to. I did that because Level 1 was where I spent most of the time developing the structure of the game. I got very tired of listening to the same thing. |
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Oh it's not a gun... It reallly was a flute... I just finished the game which was very fun. But why'd he free the mudokon? I hope to see part two.
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I hope the site stops the password protection soon so I can play the game.
Just 1 question, why do you need Firefox? Also, will downloading Firefox mess up my BT browser? |
Password? Firefox? What? Trevor?!
As far as I know there is no required password and you do not need firefox. You silly man. |
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As for the reason for Firefox. Well you see when you make a game with Game Maker it becomes a exe file and well no one really trusts exe files. So the site has made it so by using firefox(or a similar browser) with the YoYo.xpi plugin you can play the games without actually opening the exe files so your computer is all nice and safe. Also I see no reason why downloading Firefox would mess with BT. I have multiple browsers, but I really only use Firefox. |
I'm using good old Internet Explorer and Yoyo works fine for me.
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Oh okay I'm glad IE works with yoyo.
Also just wanted to let everyone know I'm working on the sequel. I've made the levels larger so all the action isn't stuck in one spot. I also have redone the code for Slig's movement so he will no longer face the opposite direction or stop moving suddenly when you don't want him to. I'm trying to find an innovative way to put game speak into the game. If any of you just so happen to have wav files or w/e of game speak I'd love to put 'em to good use. |
I'm downloading it as I type this. I'll edit this post when I've actually played the game.
Edit: Wow that was random. Cool though. The Bowser was a little unnecessary though. I can't beat Bowser... |
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http://www.uploading.com/files/VZZ89Z5G/Canto.wav.html Don't think it still works though. You could try asking him over PM. |
By password protection, I mean the site wouldn't let me open the page as it said it was temporarily password protecting the site. It has stopped doing it now, however.
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I'm glad it's working for you Munch's Master. Oh and Carnix you're right the link doesn't work so I'll try PMing him. Oh and from now on I'm making a personal vow to never try to create my own sprites unless I'm simply recoloring. Dang I spent hours trying to create a sprite for a RH-unit, but dang that took me forever and it looked like crap in the end. If anyone is sexy enough to attempt it I'd love them forever.
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I need to test this.... Later. :P
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Hey guys! Just didn't want you guys to think I've abandoned this project. I have been fervently working on it every day. I've upgraded from the simple drag and drop coding and have begone coding with GML the coding language in Game Maker. Just take a look at the current engine. This stuff is crazy:
KEY_RIGHT=keyboard_check(ord("D")); KEY_LEFT=keyboard_check(ord("A")); KEY_JUMP=keyboard_check_pressed(vk_space); KEY_DOWN=keyboard_check(ord("S")); if (KEY_DOWN and KEY_JUMP) pass=1; KEY_FALL=keyboard_check_released(vk_space); if (KEY_RIGHT) { hsp=walksp; image_xscale=1; } if (KEY_LEFT) { hsp=-walksp; image_xscale=-1; } if (!KEY_RIGHT and !KEY_LEFT) hsp=0; if (place_meeting(x+hsp,y,obj_Block)) hsp=0; x+=hsp; if (place_meeting(x,y+1,obj_Block)) grounded=1; else grounded=0; if (place_meeting(x,y+1,obj_passbricks)) bricks=1; else bricks=0; if (grounded) pass=0; if (KEY_JUMP and grounded) { vsp=jumpsp; } if (KEY_JUMP and bricks and not pass) vsp=jumpsp; if (KEY_FALL and !grounded and vsp<-1) vsp=-1; if (!grounded) vsp+=grav; if (place_meeting(x,y+vsp,obj_Block) and vsp<0) vsp=0; if (place_meeting(x,y+vsp,obj_Block) and vsp>0) { var cc; cc=vsp+1; while (!place_meeting(x,y+1,obj_Block) and cc>=0) y+=1; grounded=1; vsp=0; } if (place_meeting(x,y+vsp,obj_passbricks) and vsp>0 and not pass) { var cc; cc=vsp+1; while (!place_meeting(x,y+1,obj_passbricks) and cc>=0) y+=1; bricks=1; vsp=0; } y+=vsp; if (grounded or bricks) { if (hsp==0) { sprite_index=spr_SligStand; image_speed=0; } else { if (sprite_index!=spr_SligWalk) image_index=0; sprite_index=spr_SligWalk; image_speed=0.5; } } else { sprite_index=spr_SligJump; image_speed=0; } |
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Beside maybe spriting... I'd love to help with spriting. |
Oh my... That's alot of symbols. Good that we don't have to talk with those. Like in a normal conversation you'd have to say... I don't know.
I hope part two comes out soon. Sounds like fun. |
Too bad i can't play the game my computer dosent loads any games from yoyo games cuz i have WindowsVista and i tried avrything put it yust wont load
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Well sorry for not really saying anything for awhile. The game has changed A LOT since the demo. Movement is much smoother and I'm constantly searching for bugs to squash.
The game now features two characters to choose from: Slig the Slig and Vras the Mudokon. Currently Slig only has a simple blunderbuss and Vras only has the possession ability. I'm planning on adding several weapons for Slig and a number of special abilities for Vras. The game now features a start menu and stage selection. The stages are much longer than in the original demo and the game is a side scroller. The future weapons and abilities will be purchasable with moolah you acquire from stolen Mudokon relics/jewels/etc. Right now I am focusing on drastically changing enemies in the game from simple avoidable hindrances to obstacles you must fight. Slig and Vras will have health in this game and take certain amounts of damage from different weapons. Got any questions/advice/tips please comment away. PS: I'm trying to create a status bar for the characters. The one I'm linking here is currently what I'm thinking about using for Vras. The three empty black circles will have certain abilities within them. I suck at art and stuff so if ya think you can do better then me please do. |
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If you could post a few of the existing in-game graphics I'd be able to make it match them much better. |