Thanks for the feed back. There should be some more improvements coming next week. I recently made a lot of changes to improve preformance (cut down processor use by 2/3), but I introduced a lot of bugs.
Thanks for pointing out the glich, I fixed it on my local copy and will upload it with my next update. There should be a few sound effects in place now on the shared link.
Anyway I am pretty happy to have gotten to the point of getting something sharable even if it does a quite a bit of work to get it to marketable quality.
Thanks for the feedback. I have heard the sound effects issue from a couple of people. I had some on there, but didn't like them, so I took them off. I will start looking for better ones after I finish optimising for slower machines (it turns out using 5-6 layers in construct is a bad idea).
This is an online version of the game; however, the final version will be offline only. This means there are 2 issues in the game in this medium that won't be in the final cut.
1. Delayed time until music loads.
2. Text appearing in the wrong spot on non-Chrome browsers.
Anyway let me know your thoughts and for best results try with Chrome.
Finished the random level select. It is so random that even the text that tells you what level you are playing next is only correct 90% of the time! Which is a feature, definately not a bug...
I got my shop up and running. For the most part. One powerup requires getting the random level select up and running. I will do that after I finish level 20. Then I should be about ready to release a demo. Hopefully will get there by Saturday.
I found it insteresting that he shop pretty much only uses CC0 elements. I re-used some of my own artwork, but I had released it before under CC-0
Start with the Unity tutorials. They will have you make simple games.
Then you will need to set a budget and a timeframe. How much money will you spend on the game and how long do you have to complete it. I gave myself $200 and a month and a half. (I will not finish in time)
Then you can move onto the prototype, where you build a quick working model of the gameplay elements and check for 2 things: is it doable and is it fun. It must be both of these things, otherwise scrap the idea and come up with a new idea. When prototyping you can just use shapes or Kenny's assets for the art.
Then comes expanding the protoype into a game. I don't really have a plan for this part as my game is small. I just get assets as needed with my level design flowing around what I can find. Keep in mind that being flexible with your assets will save you a lot of money. It is also worth learning how to use an image editing program. I use inkscape and most of my art as svg so I can edit it.
Don't spend money until you are sure of what you need. Until then you should just use stand in art or music. Professional artists prefer it when you can give them an exact list of what you need and the style you need it in. Although with my budget, I won't be hiring any.
I gave it a try, it was a nice little game. I may have missed it, but a way to access the menu while playing would have been nice.
I have been busy, but found some time for updates to the game:
1. Tighter Control at Beginning
2. More time to complete levels
3. A new level
4. Knock back reduced a bit
Do note that you can shoot through enemies that flash when you shoot them by hitting them 4 times. Enemies that don't flash don't die.
https://melaniko.itch.io/broomstick-delivery
Finally released an update. I have been busy with work.
https://melaniko.itch.io/broomstick-delivery
Contains a new level:
Desert Delight
Thanks for the feed back. There should be some more improvements coming next week. I recently made a lot of changes to improve preformance (cut down processor use by 2/3), but I introduced a lot of bugs.
Thanks for pointing out the glich, I fixed it on my local copy and will upload it with my next update. There should be a few sound effects in place now on the shared link.
Anyway I am pretty happy to have gotten to the point of getting something sharable even if it does a quite a bit of work to get it to marketable quality.
Nice, thanks for the update.
Thanks for the feedback. I have heard the sound effects issue from a couple of people. I had some on there, but didn't like them, so I took them off. I will start looking for better ones after I finish optimising for slower machines (it turns out using 5-6 layers in construct is a bad idea).
I hope to have an update out next week.
Alpha demo is live!
https://melaniko.itch.io/broomstick-delivery
This is an online version of the game; however, the final version will be offline only. This means there are 2 issues in the game in this medium that won't be in the final cut.
1. Delayed time until music loads.
2. Text appearing in the wrong spot on non-Chrome browsers.
Anyway let me know your thoughts and for best results try with Chrome.
Finished the random level select. It is so random that even the text that tells you what level you are playing next is only correct 90% of the time! Which is a feature, definately not a bug...
Sigh...
I got my shop up and running. For the most part. One powerup requires getting the random level select up and running. I will do that after I finish level 20. Then I should be about ready to release a demo. Hopefully will get there by Saturday.
I found it insteresting that he shop pretty much only uses CC0 elements. I re-used some of my own artwork, but I had released it before under CC-0
Start with the Unity tutorials. They will have you make simple games.
Then you will need to set a budget and a timeframe. How much money will you spend on the game and how long do you have to complete it. I gave myself $200 and a month and a half. (I will not finish in time)
Then you can move onto the prototype, where you build a quick working model of the gameplay elements and check for 2 things: is it doable and is it fun. It must be both of these things, otherwise scrap the idea and come up with a new idea. When prototyping you can just use shapes or Kenny's assets for the art.
Then comes expanding the protoype into a game. I don't really have a plan for this part as my game is small. I just get assets as needed with my level design flowing around what I can find. Keep in mind that being flexible with your assets will save you a lot of money. It is also worth learning how to use an image editing program. I use inkscape and most of my art as svg so I can edit it.
Don't spend money until you are sure of what you need. Until then you should just use stand in art or music. Professional artists prefer it when you can give them an exact list of what you need and the style you need it in. Although with my budget, I won't be hiring any.
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