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F1ak3r
11-11-2007, 01:26 PM
Elements Of Escape

This game is my entry into GM Tech & MarkUp's GM Race Fire & Ice competition. It reached the Top 10.

In the game, you control two characters, Fire and Ice, and have to use their abilities to complete a succession of levels. Everything you need to know is explained in-game.

There's now a level editor. Please use it, and send any levels you make. I may put them in the game.

Download from Box.net (http://www.box.net/shared/3ysbdmdbll)
YYG Link - Please Rate (http://www.yoyogames.com/games/show/16455)
Download from 64Digits.com (http://www.64digits.com/games/index.php?cmd=view_game&id=4339&download=1)
Made in GM7
Fullscreen
Version 3.1
Doesn't change resolution
4.1 MB
Zip file

Screenshots

http://i230.photobucket.com/albums/ee65/F1ak3r/screenshot106.png

http://i230.photobucket.com/albums/ee65/F1ak3r/screenshot111.png

Enjoy the game, and please tell me what you think.

dislekcia
11-11-2007, 01:51 PM
Just a quick question regarding the controls: Why A and S specifically? If I'm using that part of the keyboard to move I'd prefer WASD-layout controls, especially if W is jump, because then I can use 3 fingers for 3 commands easily instead of having to cramp or just use 2 and move the S finger for jump.

Also, any particular reason that you have two buttons for selecting which character you are? That's essentially a single action/verb: "Switch character" so you should be able use a single command for it. I'd suggest S or the down arrow, meaning that you can then use WASD or the arrow keys to control the game. Both is always a good idea (friendly for both left- and right-handed platformers - Miktar is right-handed, but plays platformers with his left hand on the movement keys, for instance).

-D

F1ak3r
11-11-2007, 02:14 PM
Did I say A and S in that tutorial? <slaps forehead>. It's A and D. And W IS the jump key. I'll set that arrow key thing up in a future version, thanks!

edg3
11-11-2007, 02:19 PM
I love this game :D

I just have one issue here:
http://img205.imageshack.us/img205/977/screenshotfl5.th.png (http://img205.imageshack.us/my.php?image=screenshotfl5.png)
I cant get my guys through the gap :( I tried everything, they just wont make it....

Otherwise its a great game! Im hooked!

F1ak3r
11-11-2007, 02:38 PM
Fear not, edg3, for I have submitted a new version, in which I have fixed that problem!

edg3
11-11-2007, 03:08 PM
Thanks :D back to playing it!

Tr00jg
11-11-2007, 05:08 PM
I also want to enter something, but at the moment my game just isn't that fun. I am still thinking on how to do that.

Agrajag
12-11-2007, 02:21 AM
I love this game. It takes me back to playing The Lost Vikings, just that element of having multiple character each with unique abilities and all necessary to finish the level really does it for me.

Just a few points:
-When you create the ice block, am I right in saying that the bottom left of the block is where your cursor is? It would be better in my opinion to have the center of the block where the cursor is clicked.
-The credits screen feels inconsistent with the rest of the game. Did you use Game Maker's help thingy for it? I would suggest replacing it with a splash screen.
-I found that sometimes when I died and restarted the level that the enemies had spawned in a different place, usually one block up or down from usual.

I really liked the general feel given by the graphics and the point where you introduce the 'brownish, greyish and dirty yellow' checkpoints that are like that due to budged cuts. It shows that the game isn't taking itself too seriously which is definitely a good thing. Also, the facial expressions are cute.

Seriously, this game is awesome. Keep up the good work.

F1ak3r
12-11-2007, 10:41 AM
Actually, the cursor IS in the middle... I think... (87.5&#37; sure).

I am planning to fix the credits in my next version (in which I'm implementing dislecksia's suggestions as well as yours). Yes, I did use the GM info screen for it.

I'm not sure what's wrong with the spawning, but I'll try to fix it.

Thanks for the compliments! I really appreciate them. Also, I'm glad you liked the facial expressions!

SkinkLizzard
12-11-2007, 10:53 AM
um could you perhaps upload it to filecloset.
I'm having trouble downloading from that box.net thing.

F1ak3r
12-11-2007, 04:31 PM
I don't have time to register on FileCloset, but I'll give you a 64Digits link. That okay?

New version! I've made it Miktar-friendly, simplified character-switching, and fixed the credits. Enjoy!

SkinkLizzard
12-11-2007, 05:47 PM
dont have time to register ? its the smallest reg form I've ever seen.
ok yea sure what ever another link lets try it hopefully it works my stupid interweb.
yay it worked.

Agrajag
12-11-2007, 09:08 PM
I see that you redid the credits. Nice. But the placement of the ice blocks still seems a bit off center. After some careful experimentation (ie. clicking the mouse repeatedly and leaping to conclusions) I think that it might be because you are aligning the ice block with the grid so it doesn't end up exactly where I clicked.

Thaumaturge
13-11-2007, 02:42 AM
This is a nice little puzzle game - I particularly like the characters' expressions. ^_^

I encountered what would appear to be some bugs, I'm afraid:

1) When loading a game (in this case the tutorial level), I found that the fire effect for flammable blocks didn't appear when they were shot - they simply disappeared. Resetting the level dies not seem to have helped.

This also seems to have appeared as a result of resetting the level on at least one occasion.

They seem to have reappeared in the next level, however.

2) When resetting a level, blocks that were on fire appear to remain on fire, albeit without disappearing.

3) I've had at least one occasion of a burning block not destroying a neighbouring flammable block (on level 3, shooting the left-hand of the right-most two blocks causes it to be burnt, but the right-hand block is not destroyed.

F1ak3r
15-11-2007, 03:57 PM
Thanks Thaumaturge! I've fixed those bug (I had to rewrite the save system, but I fixed them). I've uploaded the new version (1.2), in which I have done the aforementioned bug fixing and added everyone in this topic who helped me. Thanks!

F1ak3r
02-12-2007, 02:35 PM
I don't usually double post, but I thought you might like to know that this game made it into the GM Race's top ten. See for yourself: Click! (http://www.thegmrace.com/?pg=entrants)

Tr00jg
02-12-2007, 03:36 PM
I don't usually double post, but I thought you might like to know that this game made it into the GM Race's top ten. See for yourself: Click! (http://www.thegmrace.com/?pg=entrants)

Hey, congratulations man!! Good luck with the rest of the competition. :D

Cyberninja
02-12-2007, 06:40 PM
Congratulations dude. Well done. :P

Thaumaturge
03-12-2007, 07:58 PM
I don't usually double post, but I thought you might like to know that this game made it into the GM Race's top ten.

Congratulations, and very good luck indeed! ^_^

dislekcia
03-12-2007, 10:40 PM
Nice, congrats :)

I'm not up to speed with that comp, but it looks like games "battle" against each other or something? Is that right?

-D

Tr00jg
04-12-2007, 11:48 AM
Nice, congrats :)

I'm not up to speed with that comp, but it looks like games "battle" against each other or something? Is that right?

-D

Afaik the finalists are placed in a head-to-head battle...

Chuluka
10-12-2007, 03:11 PM
Pity you didn't make top 5 man. I really thought your game was really good, but you and I are going to win this Winter comp. Don't you worry:D

AcidAssassin
11-12-2007, 01:36 AM
Wow, nice game!

F1ak3r
23-12-2007, 12:04 PM
New version coming soon! It will have bug fixes, better graphics, and maybe even a few new levels. Here's a screenshot, just to whet your appetites

http://64digits.com/users/F1ak3r/After.JPG

dislekcia
23-12-2007, 01:02 PM
Looking forward to the new version :)

Quick thing though: Any chance of making that text easier to read? That green really isn't easy on the eye, I'd suggest going for white text on the grey background for higher contrast.

-D

Nandrew
23-12-2007, 02:09 PM
Keep working on this, it's very good. ^^

While on the subject of text, try change the default font. To anything else, really. :P It's a surprisingly large aesthetic jump, I find, for a relatively small effort.

|-|1Pp13
23-12-2007, 03:34 PM
Keep working on this, it's very good. ^^

While on the subject of text, try change the default font. To anything else, really. :P It's a surprisingly large aesthetic jump, I find, for a relatively small effort.

*points to fonts thread*

i agree the green doesn't look good at all

Thaumaturge
24-12-2007, 06:58 AM
The points already mentioned aside, it does look to me to be an improvement. ^_^

I do have two comments: I'm not entirely sure about the white outlines to the characters' eyes and mouths, and I would suggest a brighter cursor - that colour seems to me to perhaps stand out slightly too little against the background.

I look forward to the next version! ^_^

Chuluka
25-12-2007, 06:11 PM
You honestly need to get a graphics artist that can spice the visuals up alot more than that. Tey're just so dull and flat...

|-|1Pp13
25-12-2007, 06:18 PM
You honestly need to get a graphics artist that can spice the visuals up alot more than that. Tey're just so dull and flat...

same with my games :/

but if the gameplays good that shouldn't be a probem

Nandrew
25-12-2007, 06:39 PM
I quite like what I see now in the screenshots, actually ... with the exception of the text, but that has been discussed to death now. :P

The graphics seem rather charming in their simplicity. If the expansive gray background is really a problem, maybe design levels to use more of the physical room space. Your first tutorial stage has a glaring maw of space at the top half of the screen, after all.

Chuluka
25-12-2007, 09:38 PM
Getting rid of the grey background and putting in a proper one will do wonders for the overall look and "feel" of the game, trust me dude:)

F1ak3r
30-12-2007, 12:16 PM
Okay... new screenshot! How do you guys like this?
http://64digits.com/users/F1ak3r/AAEOE.JPG
As you can see, I've polished the HUD and added in some scenery. What do you think?

Nandrew
30-12-2007, 12:32 PM
Great stuff, the scene definitely looks "fuller" now than it did before. And the HUD graphics are a vast improvement. :P

Tiny tweak, make the black box leave slightly more space around the text (top and left borders in particular). It'll help it look less "squashed".

Have you changed any gameplay elements since the last version we've seen, or is this just a graphical rework?

F1ak3r
30-12-2007, 02:16 PM
I've added portals and boxes that break when you walk over them. I'm also planning on adding areas where only one of the two characters can go into.

Thaumaturge
31-12-2007, 06:18 AM
Very much improved I feel, F1ak3r. ^_^

I like the changes that you've made to the element icons and to the signposts, and as has been said, the additional "wall" tiles above the play area help to fill it out a little.

Given the busier upper regions of the game view, however, I now recommend a background of some sort to the numbers presented in the HUD - it should make it easier to read them. Similarly, I concur with Nandrew on increasing the space around the text in your text box.

Finally, I think that the cursor should become still brighter, perhaps with a dark outline to provide contrast against any bright backgrounds that you may use.

As to the new features that you mentioned, they sound good. ^_^

F1ak3r
13-01-2008, 12:23 PM
Version 2 is finally out! There are new levels, new graphics, and bug-fixes! Download it now!

Oh, and I forgot to mention this before, but the cursor animates. I doubt locating on the screen will be a problem.

|-|1Pp13
13-01-2008, 01:19 PM
Version 2 is finally out! There are new levels, new graphics, and bug-fixes! Download it now!

Oh, and I forgot to mention this before, but the cursor animates. I doubt locating on the screen will be a problem.

awsomeness

im bit confused about placing ice- can you place it anywhere in view? or is it like the fire ball that "shoots" an iceblock?

also sometimes id accidentally place ice on my fire dude and get stuck =/

the camera moving between fire/ice feels a bit sluggish, so do the fireballs (i could out run them)

oh yes, i think this game could be pretty awsome mutiplayer

F1ak3r
13-01-2008, 01:25 PM
Yes, you can place ice blocks anywhere in the view.
Yeah, I know about that, but I haven't figured out how to solve it without messing everything else up. But I'll find a way!
DOH! I was going to fix those things, but I forgot. Let me just fix them quickly now. If I have time. If I don't edit this post soon, sorry.
I am considering multiplayer for a future version.

EDIT: I've sped up the fire & the view. Enjoy!

F1ak3r
16-01-2008, 04:31 PM
Sorry to double post, but I have a design dilemma that you may be able to help me with.[ln]Other elements. What should they do? I played Meep Meeps, and at first I thought of copying the air meep, and having an air element with the ability to fly. Then I realized that ice staircases made flight unnecessary. I also considered an earth element with the ability to smash through barriers, but the fire element can already burn barriers, and I don't want to add in new things that are just old things with a new coat of paint. What do you think I should do? Do you have any ideas for radically new elements that would be as useful as the original 2, but not a replacement?

FuzzYspo0N
16-01-2008, 04:41 PM
maybe earth element can build ground up, and climb that. cos, its creating not breaking earth,

or a fire elemtn that can melt and reshape stuff

|-|1Pp13
16-01-2008, 05:11 PM
goo that slimes along, build very tempory bridges (as in only it can use them before they collapse) and sqeeze in tight places

dislekcia
16-01-2008, 05:56 PM
The air elemental could go insubstantial, which could be really useful for dodging enemy attacks, traps and the like.

-D

|-|1Pp13
16-01-2008, 06:26 PM
The air elemental could go insubstantial, which could be really useful for dodging enemy attacks, traps and the like.

-D

like noclip minus the floating through walls =P

F1ak3r
16-01-2008, 08:41 PM
Wow. Some great ideas, especially dislecksia's :-). Intangibilty. Why didn't I think of that?![ln]Another thing I'm thinking about is multiplayer. Because of my Interent time is in short supply, it'll be LAN/hotseat. Not that hotseat will work too well, what with the mouse and all. So anyway, I was think of having two game options for multiplayer. Individuals & teams. That is, you can play co-op, with each player controlling one element, or you can race, with each player controlling a team, as they would in single player. I may even make a co-op race mode, if I can. What do you think?

|-|1Pp13
16-01-2008, 09:02 PM
Wow. Some great ideas, especially dislecksia's :-). Intangibilty. Why didn't I think of that?![ln]Another thing I'm thinking about is multiplayer. Because of my Interent time is in short supply, it'll be LAN/hotseat. Not that hotseat will work too well, what with the mouse and all. So anyway, I was think of having two game options for multiplayer. Individuals & teams. That is, you can play co-op, with each player controlling one element, or you can race, with each player controlling a team, as they would in single player. I may even make a co-op race mode, if I can. What do you think?

sounds good, personally i think the co-op will work better

Nandrew
17-01-2008, 12:39 AM
I'd consider granting the old elements additional abilities rather than introducing new elements entirely. I like the Yin Yang sorta idea with the two elements only, and from what you're saying in this post, it just seems that you'd be tacking on these additional elements after seeing them implemented in another game. And that's a bad design road to go down, in my opinion -- you could end up with something that feels tacked-on.

Better yet, rather than giving the old elements new abilities, you could try see how you can make their current abilities affect the environment in new ways. Think of little door-openers that you have to guide to the door using trails of ice that they can walk on. Try get heat-activated triggers that need to be charged with some flame temporarily to manipulate other objects. Have barriers going that will either douse the fire or evaporate the water, effectively forbidding access for one of them. Get enemies going that will require intervention from one of the elements -- either by trapping them in ice or simply firing at them with a fireball. Think of pickups that can either charge up the fire or ice abilities, depending on which one retrieves it first. Try conveyor belts, or maybe slowing goo, or something else that will impede or affect progress.

If you do this, the player doesn't just get piled with more abilities to overcome their obstacles, but rather is forced to think about using an established skill in a creative and interesting new way.

Just my 2c.

Thaumaturge
17-01-2008, 08:19 PM
I second Nandrew's suggestions - they seem to me to be a more elegant means of creating more gameplay than the introduction of new elements.

Having played the new version, I rather like it - the updates are good. I'm particularly fond of the portals (and amused by the reference, as I recall, to their being useful as cake-baking devices ;P). The music is also pretty cool. ^_^

I did notice two issues related to the moving platforms:
1) They sometimes change direction, as a result, I think, of the player's impact with them on landing on them. This can be a minor nuisance, when one is expecting the platform to continue on its way, instead of reversing direction suddenly.
2) I found that in at least one case, jumping onto a moving platform with the other element very close to it resulted in the other element being somehow "dragged" behind the platform - in this case, into a small pit (albeit not a deadly one). (This happened on the level that introduces the snow and fire blocks, I think - there is a pit towards the top of the level, beneath a row of breakable blocks, and over which a platform moves.)

Finally, while I rather like the design of the elements, I kinda miss the cute expressions that I seem to recall their having previously.

(By the way, while the initial logo looks cool, I find it a little hard to read in the short space in which it is shown - but that may be just me.)

F1ak3r
18-01-2008, 04:25 PM
@Nandrew: You have a good point there. I think I will do that. If I do put any more elements in, I'll give them to the player at the end of the game, if they get a certain score, to add replayability.<ln>@Thaumaturge: You can't have portals without a Portal reference! I'll try to fix those moving platforms; they've always been troublesome. And I'm going to talk to my graphics artist about bringing back the expressions.

F1ak3r
16-03-2008, 12:17 PM
Version 3 is out!


So, what's new? Here's a list:

Level editor.
New interface for selecting levels.
Improved highscore system.
New menu song (thanks ESA).
Two new levels.
New gameplay elements.

Download: http://www.64digits.com/games/index.php?cmd=view_game&id=4339&download=1

Chuluka
17-03-2008, 04:52 PM
The only issue with the game is that custom levels randomly reset

Anilihst
17-03-2008, 04:55 PM
I've played the game a little and I love the atmosphere of the game.
Just 1 little bug in the level editor that I spotted was that on the default 32 grid ,some of the blocks where placed on there center and other boxes where placed on the corner. That and the fact that the some boxes aren't placed at the cursor. Which is a by product of the other problem.

F1ak3r
17-03-2008, 05:04 PM
Randomly reset? Do you mean the level will restart during play? How odd...

Ah yes, that. I didn't think it was a huge issue before, but I guess I oughta fix it.

F1ak3r
23-03-2008, 11:23 AM
Right, I've made version 3.1. It has a number of bug fixes, but I haven't had time to fix the placing inconsistencies. I should be able to fix that for the next version though. Enjoy!

F1ak3r
29-03-2008, 06:42 AM
Time to give you guys something specific to post about...

I was given the idea of making the scores time-based. Do you think it could add to the game? If I do implement it, it'll probably be optional. I'm thinking of having it that there's a time limit, which you CAN go over, but if you do, it negates your score rather badly.

Which brings up another point... my practice of allowing you to go into the negatives with fire and ice, to the detriment of your score. Does anyone see a problem with this, because I rather like it, seeing as I came up with it, and it's original.

Also, for the next version, I think I ought to put in difficulty settings. Easy, Normal, Hard. But all I'll probably do with them is decrease your fire and ice. Would that be enough, do you think, or should I alter the levels depending on the difficulty setting?

That's all I can think of to ask right now. Sorry about the triple-post.

Thaumaturge
30-03-2008, 01:43 AM
My apologies for my not having commented earlier - I kept meaning to, but haven't yet gotten arounf to going completely through either of the new versions of the games. Again, I'm sorry. ^^;

As to your ideas...

Why not combine the time-based scoring idea with the difficulty settings idea? The former fleshes out the latter a little, and allows users to avoid time pressure unless they want the extra challenge. The levels might then be described thusly:

Easy: Infinite supply of fire and ice, no timer
Normal: Limited fire and ice, no timer (the current state, as I recall)
Difficult: Limited fire and ice, timer affecting score (and perhaps, if left to run for too long, even being a loss condition? If so, I would suggest indicating this very clearly.)

As to the use of negatives, I see no problem - you indicate quite clearly to the player that this is to be avoided, as I recall, and provide plenty of fire and ice "ammo".

F1ak3r
30-03-2008, 07:52 AM
Fantastic idea, Thaumaturge! You are forgiven for posting late :D. I think I will combine the systems, as it'll make things easy, and elegant.

I'm glad you see no problem, with the negatives. Surprisingly few people have. Makes me wonder why I worried about it.

Hopefully, once my artist finishes up, those facial expressions are going to make a return soon. I'm thinking next next version, as the next version will most probably be a bug-fix version.

FuzzYspo0N
30-03-2008, 12:00 PM
cool ideas guys. i think difficulty will make it cool too because easy will give more gameplay to "non gamer" types... and difficult will make even a hardcore gamer challenged by the sounds of the idea/

i cant wait :_

Thaumaturge
30-03-2008, 01:40 PM
'Tis my pleasure to help, F1ak3r. ^_^