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Well, I haven't said much about it but I have been working on this over time, and now I have a proof of concept that is functional enough to work, to at least show what I want to do with this game.
the only thing absent is the tethering mechanic but I felt that was extraneous enough to leave out for now.
the instructions are in the game, beware as it's still a little buggy.
I may end up moving off of stencyl and going into game maker for the sake of getting more programming support, since not too many people are fluent in Haxe it seems.
the only thing absent is the tethering mechanic but I felt that was extraneous enough to leave out for now.
the instructions are in the game, beware as it's still a little buggy.
I may end up moving off of stencyl and going into game maker for the sake of getting more programming support, since not too many people are fluent in Haxe it seems.
Category Flash / Inflation
Species Dragon (Other)
Size 600 x 600px
File Size 1.15 MB
I see.
But one genuine bug that I found was that holding down W pumped up ALL enemies in (and near) the screen, not just the ones you were holding. Not to mention, holding it down was the only way to pop the dragons; they reset their size to their uninflated selves if you just pressed it. Even my record-breaking tapping of the button couldn't pop them; it had to be held down.
But one genuine bug that I found was that holding down W pumped up ALL enemies in (and near) the screen, not just the ones you were holding. Not to mention, holding it down was the only way to pop the dragons; they reset their size to their uninflated selves if you just pressed it. Even my record-breaking tapping of the button couldn't pop them; it had to be held down.
Actually, something really weird just happened now, where the enemy just suddenly flipped upside-down and is huge in sprite size. Here's a picture: http://imgur.com/lmgElbf I don't know what precisely caused it, I think I was jumping down the stairs when that happened...
Not to mention, sometimes the enemy just disappears when at max size and I'm trying to just up the stairs.
Not to mention, sometimes the enemy just disappears when at max size and I'm trying to just up the stairs.
That is more or less a combination of the hold mechanic and the squeeze mechanic freaking out, to be honest, the latter is not that well built, it's supposed to tween the subject when it's left and right sides are making contact with both a tile and the player, and when it is making contact with neither, return to it's shape.
however, with the hold mechanic, turning left or right causes the held object to snap to the other side instantly, and in this case, it get's embedded into the wall and causes the squeeze mechanic to freak out like that.
I'm hoping to build a stronger version of the code in later versions.
however, with the hold mechanic, turning left or right causes the held object to snap to the other side instantly, and in this case, it get's embedded into the wall and causes the squeeze mechanic to freak out like that.
I'm hoping to build a stronger version of the code in later versions.
Wow man! That's really cool concept -- it's always nice to see fellow game dev on Furaffinity! I did my game using ActionScript framework FlashPunk and after it was discontinued I was looking into the HaXe port of it. Though now I moved towards Unity -- because of the performance, ะก# and shaders.
I made a few notes while playing the game.
- Are you going to have 600x600 resolution in the final game? Most games tend to be in the 16:9 widescreen.
- I notice that enemies don't deflate or respawn, is this intentional? What happens when you are put in a situation where you need to use an enemy as a platform but already killed them? Also, can enemies be pushed when inflated?
- You can't ride an enemy like in Super Mario Bros. 2, they keep moving but you don't.
- Is there an easier way to grab a balloon before it floats away? Every time I finish pumping it up it floats away. I have to let go of the 'x' button and then press it again before it goes out of reach.
- With the way enemies instantly go to the other side when you change facing it's easy to get them stuck in walls.
- Will it be possible to climb on top of enemies? The maximum height you can reach with a jump is 1.5 tiles high, which isn't high enough to jump over an inflated enemy.
- How do you reach that last dragon, the one at the far right?
- Are you going to have 600x600 resolution in the final game? Most games tend to be in the 16:9 widescreen.
- I notice that enemies don't deflate or respawn, is this intentional? What happens when you are put in a situation where you need to use an enemy as a platform but already killed them? Also, can enemies be pushed when inflated?
- You can't ride an enemy like in Super Mario Bros. 2, they keep moving but you don't.
- Is there an easier way to grab a balloon before it floats away? Every time I finish pumping it up it floats away. I have to let go of the 'x' button and then press it again before it goes out of reach.
- With the way enemies instantly go to the other side when you change facing it's easy to get them stuck in walls.
- Will it be possible to climb on top of enemies? The maximum height you can reach with a jump is 1.5 tiles high, which isn't high enough to jump over an inflated enemy.
- How do you reach that last dragon, the one at the far right?
~I probably will go 16:9 in the future
~For now, this is the case since the code was not implemented, but enemies will respawn and deflate in the actual game
~technically the enemy should hurt you, but for now they don't
~in the future I may make it so you autograb the B balloons once you stop inflating.
~as mentioned, this is more or less a proof of concept, I want to create more sophisticated code for the real project, and one idea for that was to have the enemy actually move to the other side like in super mario world
~ I didn't add the tethering mechanic but you can tie an inflated enemy on you and that would influence your jump or even give you limited flight, for now I cut it for the prototype just to get it out there.
~I'm afraid you can't.
~For now, this is the case since the code was not implemented, but enemies will respawn and deflate in the actual game
~technically the enemy should hurt you, but for now they don't
~in the future I may make it so you autograb the B balloons once you stop inflating.
~as mentioned, this is more or less a proof of concept, I want to create more sophisticated code for the real project, and one idea for that was to have the enemy actually move to the other side like in super mario world
~ I didn't add the tethering mechanic but you can tie an inflated enemy on you and that would influence your jump or even give you limited flight, for now I cut it for the prototype just to get it out there.
~I'm afraid you can't.
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