A test build for (formerly) Monster Frogger

Published November 23, 2018
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I've finally created a project page for this thing, but no video today because I just don't feel like there's been any significant changes. I've uploaded a Windows build. With Unity, of course, anything's possible, so I suppose I could also do Mac and Linux builds, but I have no way to check that they work.

Also, after several days of deliberation, I think I've managed to come up with a semi-decent name. Plus, scribbled together a cover image today.

Oh, I've redone the player controller. It works better (and feels more responsive, I think), but still is far from perfect. In fact, it's fairly easy to get into an unkillable state, or simply glitch out. The thing is though, this state is good enough for me. I'd rather spend the remaining time on some more art assets than wrack my brain over perfect movement.

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lawnjelly

Just been playing it, it runs fine under wine in linux. Is very good, I got up to level 5. Graphics are great and the intro cinematic bit works well. Even the normal mapped floors look good after the worry about that warping effect. :) 

If I was to pick anything to improve, one is I couldn't see an indicator for how many lives, and I wasn't sure how the score worked, it seemed to go up and down.. and the other was the movement of the player could perhaps be a bit more responsive. Excellent work though! :D 

November 23, 2018 06:42 PM
Rutin

Link for those looking:

 

I'll try it out and post back soon! :) 

November 23, 2018 06:44 PM
Rutin

Wow! Nice job man! The lighting wasn't bad either as I remember there was an issue with that prior. Everything ran smoothly for me as well. :) 

Only issue I had was player movement at times was hard to adjust.

November 23, 2018 07:49 PM
supermikhail

Thanks!

12 hours ago, lawnjelly said:

Just been playing it, it runs fine under wine in linux. Is very good, I got up to level 5. Graphics are great and the intro cinematic bit works well. Even the normal mapped floors look good after the worry about that warping effect. :) 

If I was to pick anything to improve, one is I couldn't see an indicator for how many lives, and I wasn't sure how the score worked, it seemed to go up and down.. and the other was the movement of the player could perhaps be a bit more responsive. Excellent work though! :D 

First, hopefully you'll stick around until I get a real Linux build up... I don't know what to do with the Mac tag in the project description. Well, I can build it. I guess I'll trust Unity not to screw it up.

Not sure about the score problem... Oh, I get it. Yeah, there is a separate score for each level. I guess that's confusing. But it's also handy for being able to save progress. Hm...

11 hours ago, Rutin said:

Wow! Nice job man! The lighting wasn't bad either as I remember there was an issue with that prior. Everything ran smoothly for me as well. :) 

Only issue I had was player movement at times was hard to adjust.

I've been gradually increasing level lighting throughtout the development, as my expectation of what "gloomy" means evolves, I guess. :)

Also the movement... Well, there's not going to be any radical changes, but I'm only listening for player input once on the ground. It feels like I should start a few frames before that.

And now I have to confess that I'm really burnt out. Maybe that's rather going into the post-mortem... Oh, I also have to plan for writing that up. I thought publishing a project would be a breeze, but it did take a day, what with scribbling and stuff. And there's only a few days left... The point is, this might be the final build for the project. Hopefully we're happy with that. ?

November 24, 2018 07:28 AM
lawnjelly
46 minutes ago, supermikhail said:

First, hopefully you'll stick around until I get a real Linux build up... I don't know what to do with the Mac tag in the project description. Well, I can build it. I guess I'll trust Unity not to screw it up.

Sure I can test. :) In my meagre experience so far I didn't get any problems going from linux -> windows builds on either unity or godot. The only thing that I can foresee could be a potential issue is that linux has case sensitive file system, whereas windows does not, however I would hope they have a mechanism for dealing with this automatically. And don't worry too much because wine is excellent for running windows games under linux. A much bigger issue is e.g. making android builds. I have not tried a mac build either so maybe I will try this too and someone with mac will test.

54 minutes ago, supermikhail said:

Also the movement... Well, there's not going to be any radical changes, but I'm only listening for player input once on the ground. It feels like I should start a few frames before that.

Could try queuing up the input for the next move while still moving, see how it feels? For my frog the key was getting the jump duration quite short, but there is still a delay on mine for responsiveness due to animation / sound which I may try to improve.

56 minutes ago, supermikhail said:

The point is, this might be the final build for the project. Hopefully we're happy with that.

It is fine I think for meeting the challenge, just take a few days off then you might feel refreshed to add a few more things, even after the date. :) Once you have a working game, the payoff / effort for adding new features can be much more rewarding.

November 24, 2018 08:35 AM
Rutin
1 hour ago, supermikhail said:

And now I have to confess that I'm really burnt out. Maybe that's rather going into the post-mortem... Oh, I also have to plan for writing that up. I thought publishing a project would be a breeze, but it did take a day, what with scribbling and stuff. And there's only a few days left... The point is, this might be the final build for the project. Hopefully we're happy with that. ?

Don't worry about it! :)  You did a fine job and that's what counts. :) I personally do these challenges just to change things up in my life, and to be honest I don't care personally about the game once it's done. It's up to you if you want to work on it after, but as far as the challenge goes if you've met the requirements you're good to go!

Great job again, and I really like what you came up with in the end.

November 24, 2018 08:47 AM
Awoken

@supermikhail, I was looking forward to trying this one and had the headphones on and everything but I can only play one level, the first one.  Do you need to get a perfect score in order to advance to the next level?  I'd like to try the other four level but I can't.

November 25, 2018 06:39 PM
supermikhail
22 minutes ago, Awoken said:

@supermikhail, I was looking forward to trying this one and had the headphones on and everything but I can only play one level, the first one.  Do you need to get a perfect score in order to advance to the next level?  I'd like to try the other four level but I can't.

Oh, sorry. Basically at the current stage, you have to fill all the pentagrams, and you get only a preset number of CyberFleas... And I put too few of them in the first level (well, not too few, but just enough). I'm going to have to change this to a more reasonable system.

November 25, 2018 07:06 PM
Awoken

[ EDIT ]

I went back to see if there was something I was missing.  It was the 'next' text I had to click.  I wasn't paying attention the first time around and I think I clicked something else.

Anyways, played all five levels and I think the imagination you put into this challenge is great.  I happen to enjoy darker themes and atmospheres and there was a lot this game had to offer.  I personally found those spikes to be the hardest obstacle to time properly.  Well done sir, hats off.

November 25, 2018 10:22 PM
supermikhail
10 hours ago, Awoken said:

[ EDIT ]

I went back to see if there was something I was missing.  It was the 'next' text I had to click.  I wasn't paying attention the first time around and I think I clicked something else.

Anyways, played all five levels and I think the imagination you put into this challenge is great.  I happen to enjoy darker themes and atmospheres and there was a lot this game had to offer.  I personally found those spikes to be the hardest obstacle to time properly.  Well done sir, hats off.

Phew, thanks for this update... Well, there's still plenty of bugs to catch, I'm sure, but the one where I somehow managed to screw up counting filled pentagrams would have been pretty nasty to test.

Yeah, maybe I should make the "Next" button more visible.

November 26, 2018 08:39 AM
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