For 3 years now I've been making a mickey fangame with game maker and now its finished ! You can download the full game by downloading it on this website :
http://www.mickeyjourney.ze.cx/
Details :
-over 32 levels
-multiplayer included (on one computer)
-a 2D platformer made with game maker (yoyo games)
-works on windows computers
-all spriter's credits will appear in the final version of the game in the credits ...obviously
-all character's rights belong to disney, this is a fangame !
Could you put some screenshots up? Thanks!
I don't know what you've already planned so I'll just drop anything that comes to my mind.
I'm not going to talk about the graphics but what's going on with Mickey's jump
The red/black in the intro level was kinda confusing and everything is kinda hard to see. I also don't get the connection to Kuzco.
The window format (600x250?) is rather absurd.
The timer should be adjusted to fit the level, most of them had much too much time with 60 seconds. Also, you may want to consider adding different obstacles once the switch is pushed to make it less pure backtracking.
For the boss battle, you should give him a change in his attack pattern at some point and/or reduce his energy, it got really long and boring after a while. Also, I'd remove the bars in front of the cage area as they're obstructiong the view and make the dropping bomb things hard to see.
A nice thing to have would be doing the magic attack while walking (as in, you walk, while walking push the button, Mickey stops, does magic, moves on) so the player doesn't need to let go of the walk button in order to attack.
After completing a level part, it'd be nice to have the view pan over to the new movie panel appearing (*poof*) and then pan back to Mickey to emphasize that a new level part has been opened.
I'd appreciate it if you could add a few screenshots to your post as your website is rather weird and slow when it comes to changing the image or page. I've never been a fan of such "fancy" effects when they affect the usability. Furthermore, the page itself and the video had troubles loading here first.
So, it'd be cool if you could add the screenshots and video to your post, too.
Thanks for your comments :
(08-12-2012, 06:01 AM)Previous Wrote: [ -> ]I'm not going to talk about the graphics but what's going on with Mickey's jump
-->what do you mean ?
The red/black in the intro level was kinda confusing and everything is kinda hard to see. I also don't get the connection to Kuzco.
-->for the connection : it hasn't got any, its just a tutorial...
also I might like you said make the purple lighter
The window format (600x250?) is rather absurd.
-->...you can put it in full screen if that is what you meant...
(or did you mean the format of the view ?)
The timer should be adjusted to fit the level, most of them had much too much time with 60 seconds.
--> I will ^^
Also, you may want to consider adding different obstacles once the switch is pushed to make it less pure backtracking.
-->I know what you mean and I think I will put obstacles like you said
For the boss battle, you should give him a change in his attack pattern at some point and/or reduce his energy, it got really long and boring after a while.
-->the energy will be reduced
Also, I'd remove the bars in front of the cage area as they're obstructiong the view and make the dropping bomb things hard to see.
-->I don't know about that... maybe I'll put fewer bars ?
A nice thing to have would be doing the magic attack while walking (as in, you walk, while walking push the button, Mickey stops, does magic, moves on) so the player doesn't need to let go of the walk button in order to attack.
-->Yes I'll try to recode that
After completing a level part, it'd be nice to have the view pan over to the new movie panel appearing (*poof*) and then pan back to Mickey to emphasize that a new level part has been opened.
-->do you mean after completing a level in a world or after activating the bomb thing ?
I'd appreciate it if you could add a few screenshots to your post as your website is rather weird and slow when it comes to changing the image or page. I've never been a fan of such "fancy" effects when they affect the usability. Furthermore, the page itself and the video had troubles loading here first.
So, it'd be cool if you could add the screenshots and video to your post, too.
--> I will post screenshots here, sorry if I didn't do it right from the beggining... just wait ^^
Here are new screenshots showing new additions like multiplayer :
The game is almost finished !
The jump frame just looks really, really weird, the way he's leaning back and all
Yes, I meant the format, as in, aspect ratio, it is really, really wide as you have it. I think 16:9 or even 16:10 would be nicer than something above 2:1.
After completing a level, you get back to the selection world where you can jump into the next "movie panel". The way you had it was having new level panels just being there after completing another one, instead of showing them appearing (which would show better that there is a new level to play. The first time, I didn't notice anything had appeared and wondered where th next level would be).
I played through the first world and started the second, tried a few keys to pause the game and closed it with ESC, oh whoops!
There's a few things. Mainly about those coins to collect. It would be nice to get a mark above the level entrance panels once you have all three coins of one level. Also, there should be a notification when you have all coins of one world collected and unlocked another magic or whatever. Then one major point is their placement. Many of them are just there, in plain sight and really easy to collect (about all of the first world) while others are only to be found by accident (second world, first level, if you never drop down anywhere, how are you supposed to know there are coins hidden in some pits? - It should be avoided to force the player to suicide and trial&error).
What would also be nice would be a small sign above the player head when he is in front of a person to talk to or entrance / exit to visualize that the action of the space bar is changed. Have a small "Talk" floating there when Mickey is in front of Dshinni & Co, for example.
(10-14-2012, 12:02 PM)Previous Wrote: [ -> ]I played through the first world and started the second, tried a few keys to pause the game and closed it with ESC, oh whoops!
There's a few things. Mainly about those coins to collect. It would be nice to get a mark above the level entrance panels once you have all three coins of one level. Also, there should be a notification when you have all coins of one world collected and unlocked another magic or whatever. Then one major point is their placement. Many of them are just there, in plain sight and really easy to collect (about all of the first world) while others are only to be found by accident (second world, first level, if you never drop down anywhere, how are you supposed to know there are coins hidden in some pits? - It should be avoided to force the player to suicide and trial&error).
What would also be nice would be a small sign above the player head when he is in front of a person to talk to or entrance / exit to visualize that the action of the space bar is changed. Have a small "Talk" floating there when Mickey is in front of Dshinni & Co, for example.
...I see what you mean...
as for the pause button its "P"
by the way I put online another version of the game with a big bug corrected (it stopped you from continuing after a certain level...)