Go Nuts Competition Entry - Axonite

Started by iWasAdam, September 18, 2020, 07:36:12

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Derron

yet sound 1 ("disk") influences the volume of the menu screen music ...  8)

bye
Ron

iWasAdam

NO - it doesn't! period NADA
You found a bug with the escape key - which will be fixed
and as for mixing desk stuff. guess what QasarBeach has:


In this case I know exactly what I am talking about - You don't!

Derron

Maybe give a little insight what the ESC key does / how screen transition affects sound voluume etc. Might help to understand :-)

Bye
Ron

iWasAdam

V1.03 has now been upped:  8)
https://adamstrange.itch.io/axonite

Second update

removed ship drift for Steve

minor sound volumes tweak

sound issues with clicks fixed

crash if pressing keys at start fix

escape triggers menu when only in game

minor map edits

Xerra

Been having a few plays this afternoon. Played on noob mode - definitely not a good idea as it's too long waiting for bad guys to shoot. Possibly maybe a different way to make game easier could be an idea in future, rather than the removal of some attack waves. Left me feeling that there's not a lot going on in the game that way when playing, which is obviously not the case once you select a harder level.

There looks to be a bit of a problem with some of the power up icons sticking inside the scenery when aliens drop them there after being shot. Some will work their way out but often too late to grab without wrecking half the ship in damage.

On level 3 I got jet-set-willy-ed at the part where I'm navigating between some walled areas with only small gaps. As I died once the respawn put me right at bottom of screen with a long wall directly in front of me and my exit to the left of screen was already covered with long vertical wall. Couldn't go backwards enough to prevent repeated deaths as I kept respawning at that point. If I remember rightly, the original xenon 2 actually let you move backwards a considerable distance over ground you'd already covered and only made it a bit slower, just so you could recover from scenario's like this. I'd recommend the same here.

The game is also much improved with the updated version, with better input handling of other areas such as the shop and intro screens. It's really good to play and I reckon I can complete the bugger with another few tries. I thought Syntax Bomb was your best game playability-wise, to date, but I think you've topped that now with this one.

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Steve Elliott

This is so much better.  Playability-wise, graphics and sound-wise, it's excellent.  Very much a Xenon 2 version from SyntaxBomb - with some visual tricks.  Well done.   8)
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iWasAdam

I'll see about the bonus situation just for you  ;D

iWasAdam

Now working on level 4!  :o


This will appear after the competition ends, as it is completely new with new enemies, etc :)

Derron

For your next game: maybe think of making tiles "repeatable" a bit ... or maybe have multi layer tiles: a more or less "tileable" pattern as background for overall shape - and then some "decoratives" which you can place on tiles + offsets (so they overlap tile boundaries).

This might result in a more organic look instead of the current "puzzled together" approach. In this "scifi-environment" you could have pipes or such stuff which come out of one tile on the left, go down a bit and finish a tile or two below. So stuff becomes more "connected".

Also ensure that the "outside" elements "end" - so another layer "on top" (if you did not need transparency - and so "transparency masks").


Think that would bring eg. this game to another visual level - Honey Quest was more "tied together" in this area. I assume it is because of the "size" of the levels and the amount of work to put in - but I know you are smart enough to be able to write your own "generator" which fills a given shape with something useful (as basement) and you then just doing some final arrangement changes here and there.



Albeit I wrote a lot about it now it is not there to "nag" around ... as always I want people to improve to create even more stunning and interesting games for us to play - and enjoy.


bye
Ron

iWasAdam

one things begin to move it smooths things out a bit :)

I also needed a mechanic boss for this level. And here is in all his parts and pixel glory...

Derron

Looks pretty cool that "mob".

Tiny suggestion: the cables and the "connector" - they look as if you copy+mirrored the same basement (same "pixel outline") - maybe move one of them to the center of the connector - at least magnified they look a bit "odd" (as if there was a second cable/tube missing below the other one).


that "arm"/claw looks similar to the clam/seamonster-boss ... let's surprise us how it "moves/behaves" at the end. Mechanical mobs could collect metal debris and fire it towards the enemy...


bye
Ron

3DzForMe

Awesome work, love the graphics and the sound and how frantic it gets as you level up ;)
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iWasAdam

hehehe - thanks :)
Last level is almost done:

iWasAdam


blinkok

That looks superb. It's got a real donpachi feel to it