PDA

View Full Version : Elements Of Escape Co-op Comp Edition



F1ak3r
24-08-2008, 04:07 PM
Elements Of Escape Co-op Comp Edition

Elements Of Escape is a platformer in which you (alone or with a friend) have to use the abilities of two characters to finish a variety of enjoyable and challenging levels (completely redone for the YoYo Games Co-op Competition). When you're done with that, you can make your own levels with the built-in level editor.

Download (5.1MB) (http://www.box.net/shared/pabtefv0vm)
Play on YYG (http://www.yoyogames.com/games/show/50096)

http://64digits.com/users/F1ak3r/EC4.PNG

ZIP.
Platformer.
Fullscreen.
Doesn't change resolution.
Made in GM7 Pro.

Features

Nine levels (completely redone from V3).
Level editor.
Keyboard-sharing multiplayer (optional).
Three difficulty levels.
Character facial expressions.
Custom sounds.
Some other stuff too.

http://64digits.com/users/F1ak3r/EC5.PNG

After a long time, V4 is finally out. This is the final major version of the game. By that, I mean that while there may be a V4.1, there won't be a V5. Apart from bugfixes and graphical updates, this is EoE forever.

http://64digits.com/users/F1ak3r/EC6.PNG

I've tried to make this version a bit more puzzling, but I haven't succeeded too greatly. I guess there's only so much you can do with creating and destroying blocks.

Thaumaturge
25-08-2008, 02:03 AM
This strikes me as being a good game for a co-op mode, if done well - a good idea. ^_^

Good luck for the competition! ^_^

[edit]
A few notes on the game itself:
1) I like the inclusion of "ammo" pickups, and the new levels are good, as far as I've played thus far, I believe. ^_^
2) The tutorial claims to be in "hard" mode, regardless of the mode that I selected at the start, and despite the (presumably more accurate) text at the top-left. Of course, the easiest fix is probably just a minor alteration of the text to indicate that the described effects are what happen in "hard" mode, rather than that the level is in "hard" mode, which has the described effects.
3) A "level loading" bar, or some analogous mechanic, might be a good ide, allowing you to provide feedback to the player during level transitions - I more than once pressed "fire" during a level transition, not sure that it was actually transitioning.
4) I didn't see any documentation of your level-reset keys; although I did find the appropriate combination, I believe, it might be a good idea to give this to players.

F1ak3r
25-08-2008, 06:33 AM
Uurgh, I knew there had to be some stuff I left out. There's obviously some typing mistakes in the sign placing code. And I seem to have forgotten all about placing the level reset key sign. That is what comes of making all your levels in the editor and placing signs in the room creation code. But those are easy fixes, I'll have them sorted as soon as possible.

Level load bar? I'm honestly not quite sure how I'd do that, but I can try. Think I've got an example somewhere...

EDIT: Fixed. All of it.

Thaumaturge
26-08-2008, 01:24 AM
Excellent, I'm glad to hear it. ^_^

Thaumaturge
28-08-2008, 03:21 AM
I decided to play the game a little further tonight (I haven't yet completed it), and discovered what seems to be another bug, I'm afraid.

On level five, the grey/black key doesn't seem to be collectible by either character, and slides off to the right as soon as the crates blocking it are removed.

There also seem to be no snowy blocks on that same level, despite the warning signpost.

F1ak3r
28-08-2008, 06:40 AM
*whacks forhead* I obviously stuck a snow block sign where a MOVING KEY sign was supposed to go. Uurgh...

Thanks, I'll fix it.

Thaumaturge
28-08-2008, 07:26 AM
Aah, fair enough, and my pleasure. ^_^

Well, in lieu of the proper sign, how am I supposed to get that key? ^^;

Cleric
28-08-2008, 09:33 AM
This looks pretty damn cool. Will check it out tonight.

F1ak3r
28-08-2008, 09:59 PM
@Thaumaturge: This key was one of Nandrew's ideas from the old thread. Make a trail of ice for the key to travel on, and the door will be opened once the key hits it. I'll have that sign fixed on Sunday (afraid I can only upload a new version then, due to Internet restrictions).

@Cleric: Thanks. I find that, as I released that other game, Alternate Path, on the same day as this one, this one has received much less attention, so please play =).

Protip: Release one game at a time.

Thaumaturge
28-08-2008, 11:06 PM
Aah, I see - thank you, I'll try that, I believe.

I like that idea. ^_^

F1ak3r
01-09-2008, 04:45 PM
Sign fixed.