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Alex

Multiplayer platform game: Koopa Bros

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I've posted a game I made on my website. It's called Koopa Bros, and it is a multiplayer adventure game. Up to 4 players play together, and must cooperate to complete levels, while at the same time compete to be the player who finishes with the most coins. Check it out at: http://www.sourcestudio.net/koopa.php Let me know what you think! [Edited by - Alex on April 26, 2006 8:35:01 AM]

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I just posted an updated version including a new map, new enemies, updated camera movement, and some bug fixes.

There are screenshots on the web site, or at the following addresses:

http://www.sourcestudio.net/koopa/koopa1.jpg
http://www.sourcestudio.net/koopa/koopa2.jpg
http://www.sourcestudio.net/koopa/koopa3.jpg
http://www.sourcestudio.net/koopa/koopa4.jpg
http://www.sourcestudio.net/koopa/koopa5.jpg
http://www.sourcestudio.net/koopa/koopa6.jpg
http://www.sourcestudio.net/koopa/koopa7.jpg


Feedback and suggestions would be appreciated.

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Thanks. This project was something I did in a few weeks for a software design course at school, so I didn't have time to make original art for the game. But I am working on another larger project that will be completely original.

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Programmed in Java???
I must applaud you there, for I would go insane. Also, were you using Direct3D? (I know the rotating could probably answer that, but I just want to be sure).
The view movement was interesting, as was the gameplay. Only thing that bothered me somewhat was when you got to the point where the big puffs are walking around, and the question mark generates more of them. Where do you go after that point?
As for the sprites and such, you might want to try putting them into a sprite sheet instead of individual files. Plus, instead of creating images with simply a different color scheme (recolored to a specific color), try using the vertex colors to avoid so many images.
A little awkward movement in a few places, but other than that, good, very good.

Couple of things:
> The view seems to shake when you stand still.
> Might want to try to reposition the shell in the image so that it does not move up and down while its rotating.
> The coins seem a little... Too energetic. Try slowing them down a little, and reducing the count.
> When you hit the enemies with the shell, they don't die... Could HP work better? Plus, collision seems a little funky. Whenever you jump under a shyguy with enough speed, it'll register as though you jumped on top of him, and with the goombas and puffs, if you even get a little bit below them, you get hurt.
> Make the views a little more controlled. Whenever you shoot off in the shell, the view can't catch up. See what it's like when you center it around the turtle.

Keep up the good work!

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Thanks for the suggestions! I'll work on those for the next update. You mentioned the view shakes when standing still: another person mentioned this to me, but I havn't been able to reproduce it so far. What kind of frame rate are you getting? I'm trying to track down what could be causing this, and I think it might be when the rate slows down and the view moves past the destination it is trying to reach.

Yeah, the java thing did drive me crazy ;). This was for a class project and our prof forced the class to use Java. But I was able to get parts of DX involved thanks to some coolJava plugins.

The point where you got stuck: you can jump down through the bridge platform.

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