Jump to content

Recommended Posts

Posted

Hello, my android game called diego, is under heavy development since 3 months +

 

Its side scroll 2D game, similar to mario, but much more advanced, plus android market lacks this kind of games.

 

Thats how does it look (test version, still a lot of to do, plus graphic improvements ofc)

 

H3eGZ.png

 

Level Editor:

 

v3h9ht.png

 


 

Little description:

 

- there will be couple of words (normal/winter/jungle/under water etc)

- there will be 18 levels per each word

- achievements integration

 

And here's my question for android devices users, would you like to play such game?

 

Also I would be glad if someone can provide some ideas, about different ideas about features to this game, because till now game environment is quite poor, for now I have implemented:

 

- Boss AI, there will be special Boss after every X Levels completed

- obstacles such as Saw, collapsing/crushing boxes, saw and so on

- monsters - birds/ants for now

- moving platforms (right/left or up/down movement direction)

- and some more, but still I need to implement more features

 

... to make game more attractive, so thanks for every idea!

Posted

holy shit, great matim.

 

Is there any link to try it out or its still in beta?

 

Also it would be better to focus on 2 buttons only, left and right panel. Its way to hard to play with the touch pad controling 4 moves of your character with only 1 finger.

Posted

Thanks.

 

Soon there will be beta version available, maybe I will be even able to finish game development till end of the year (but graphic part is still not done) when whole development will be finished, I will be able to focus at level creation part (won't take long time, since I made simple level editor)

 

About controller, there is multi touch, in fact left/right movement is really simple, you don't even have to detach the finger from the screen (just moving finger like you would use normal game pad) And to jump, you simply have to press screen in any suitable position for your (in this case its most likely left bottom corner, which is most comfortable while you are holding your phone in a hand in landscape view)

 

It could be confusing because on screen, you can see controller with 4 available directions (digital controller) but in fact only 2 are supported, right left, and jump function is executed in way i mentioned above, look of the controller is temporary.

 

:)

  • 3 weeks later...
Posted

Bump, is there someone who is able to provide some ideas, about new features  :)?

Don't fall down from big games such lineage 2 to android bullcrap. By the way it's very interesting :)

Posted

I'm really inspired by your idea. It seems really great, worths everyone's time. Keep it up Matim. Great work!

 

 

Posted

Nice job Matim

but as i can see in the screen its like you are playing in desert lack of objects  you need to implement more objects

and also it will be hard to control moving you can do left button in the left of screen  to move left and right button in the right of screen to move right and button in the middle to jump

P.S just giving my opinion

Posted

You could disable the controller and make it move by movement i've seen those kinds of games are missing mostly . Everyone got a smartphone nowdays with those potentials .

Posted

Nice job Matim

but as i can see in the screen its like you are playing in desert lack of objects  you need to implement more objects

and also it will be hard to control moving you can do left button in the left of screen  to move left and right button in the right of screen to move right and button in the middle to jump

P.S just giving my opinion

 

Its hard to explain, but it works quite cool (I mean controller) Its like analog button like in game pad (but digital, limited only to right/left movement) There is full multi touch, so there there is no difficulty with controlling character, jumping (you simply have to tap screen to jump, anywhere)

 

About lack of objects, you are right, its quite poor atm, till now it has:

 

- collapsing boxes (collapsing, after X seconds, after contact with player's feet)

- crushing box (hitting ground every X seconds, cool shake camera effect implemented  ;D)

- circular saw

- spikes

- moving platform (up/down, right/left)

- some plants, trees, blushes (still lack of them)

- some kinds of monsters

 

I'm talking with Australian Game Studio, about cooperation, they will take care about beauty full 2.5D Graphic - so everything will be professional  ;)

 


 

Thanks for answers. 

 

Posted

hmm.. let's see if my beautiful mind (I can get ideas like no one else), can help you.

 

Obstacles:

 

Of course there's the obvious classic ones:

 

*Fire that is active a few millisecs.

*Clouds to make you climb up.

*Bombs like in mario, coming from nowhere.

 

How ever, you want something unique?

 

Obstacles could be something like:

 

*An angry garderner with a lawn mower coming towards you.

*De-hydrated flower that if you click on it will instantly grow far up in the sky, so you can climb it and continue with ur "quest".

*A pair of garden scissors lying in a bush or on the ground, walk over it and you'll "power up" and make u run faster (cuz it cuts the obstacles).

*A Rainbow can appear anytime, follow it until a lepricon is there with extra lives.

 

just a few of many things that comes out of my mind when I see those images.

 

Good luck!

  • 5 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Posts

    • Advanced Lineage II Event Engine – Flexible, Scalable, and Developer-Friendly Introducing a powerful and fully customizable event engine designed to enhance gameplay, increase player engagement, and simplify event management. Whether you're running a high-rate PvP server or a low-rate retail-like experience, this engine provides the flexibility you need to create and automate dynamic in-game events.   ✅ Compatible with aCis 401 – Fully coded for aCis project (revision 401) and ready for seamless integration. 📜 Delivered as a .diff Patch – Simply apply it and start using it right away!   📸 Check out the screenshots & features: Imgur Album (more soon). Key Features ✔ Fully Configurable – Every aspect of each event can be customized, including timers, rules, rewards, and restrictions. ✔ Seamless Integration – Works with existing server configurations and supports custom scripts or modifications. ✔ Automated Event Rotation – Events can be scheduled or started via a voting phase where players choose the next event. ✔ Multi-Mode Participation – Players can join via commands (.register | .leave | .events) or NPC interactions. ✔ Real-Time Tracking – An on-screen HUD displays kills, scores, and time remaining. ✔ Enhanced PvP Mechanics – Auto-respawn, score-based rewards, and First Blood announcements. ✔ Spectator Mode – Allows non-participants to watch events live. ✔ Detailed Event Logs – Administrators can track player performance, winners, and event results for analysis. Reward System Player-Based Rewards: Configurable options for winning, losing, ranking in the top X, or achieving First Blood. Kill-Based Rewards: Earn rewards per kill or based on streaks. Team-Based Rewards: Incentivize team victories with shared prizes. Included Event Modes Team Fights (TDM): Classic team-based PvP with configurable duration, respawn rules, and score limits. Solo Fights (Deathmatch): Free-for-all PvP—highest kill count wins. Last Survivor (LMS): No respawns—last player standing wins. Lucky Chests: Random chests with rewards, traps, or debuffs. Treasure Hunt: Players race to find a hidden treasure. Monster Massacre (PvE Race): Teams compete to slay the most monsters. Territory Clash: Players battle to control a zone and earn points over time. Ultra Rapid Fire (URF Mode): Boosted stats, reduced skill cooldowns, and enhanced combat speed. Assassin Hunt: A random player is marked as the target—others must eliminate them. Monster Mayhem (Boss Raid): A powerful boss spawns; players must cooperate (or fight each other) to take it down. Power-Up Clash: Players collect battlefield buffs for a combat advantage. Why Choose This Event Engine? ✅ Fast Implementation – Set up new events in minutes with an intuitive configuration system. ✅ Performance Optimized – Lightweight and designed for high player counts without impacting server stability. ✅ Extensive Customization – Easily modify or extend functionality to suit your server’s needs. ✅ Developer Support – Well-documented API and configuration options for easy integration. Transform your server’s event experience with a feature-rich, developer-friendly solution. 🚀 Ready to integrate? Contact us for licensing details! Get Your Copy Today! Upgrade your Lineage II server with this powerful event engine and bring next-level gameplay to your players. With fully customizable settings, automated event management, and seamless integration, this system is a must-have for any serious server administrator.   💰 Pricing: Full License: 100e (One-time payment) Support & Updates: included on full licence   📩 How to Purchase: PM me directly for inquiries and purchases. Discord: @Luminous
    • we sell website templates, make websites to order. Great selection at very good prices. My contacts   discord - adver745645   telegram - @mmopromo
    • Hello everyone, people often ask me how to help me. Here I will describe the general principle of how to create a simple window for ui (unity l2)   Here I am looking at an already created ActionWindows window   1. Assets\Resources\Data\UI\_Elements\Game 2.    Let's call it ActionWindows 3. Let's go to the newly created window 4.as you can see it is empty. But we already have a ready-made window template so that we don’t have to assemble it again every time. We will connect a ready-made design for a new window 5. open the window code 6. 7. Add new code  <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns="UnityEngine.UIElements" editor-extension-mode="False"> <ui:Template name="DefaultWindowsAction" src="project://database/Assets/Resources/Data/UI/_Elements/Template/DefaultWindowsAction.uxml?fileID=9197481963319205126&amp;guid=2fdd4636702f00a4e98644cfa7468b14&amp;type=3#DefaultWindowsAction" /> <ui:Instance name="defaultWindowsAction" template="DefaultWindowsAction" style="width: 317px; height: 575px; position: absolute;"> <AttributeOverrides element-name="windows-name-label" text="Actions" /> <ui:VisualElement name="Background" class="background_over" style="flex-grow: 1; min-width: auto; min-height: auto; justify-content: flex-start; align-items: flex-start; position: absolute; background-image: resource(&apos;Data/UI/Window/Frame_DF_Large_Bg_Darker_Center_Alpha&apos;); height: 91%; top: 38px; width: 95%; left: 8px; display: flex; visibility: visible; overflow: visible; opacity: 1;" /> <ui:GroupBox name="BoxHeader" class="drag-area" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-bottom: 0; padding-left: 0; position: absolute; top: 15px; align-self: stretch; height: 4%; width: 88%;" /> </ui:Instance> </ui:UXML>   8.We take a template  project://database/Assets/Resources/Data/UI/_Elements/Template/DefaultWindowsAction.uxml 9. This piece of code can be taken from other windows so as not to write every time 10. Save 11.Drag the GroupBox node   12. Changing its position settings   I can change all the settings from the editor. But if you knew, then a very similar technology to CSS is better   if you open the window code you can notice everything is the same as in css you can create settings in the window code or use a file with all the styles   Assets\Resources\Data\UI\_Elements\L2StyleSheet.uss In the next issue we will write code to connect it to the game logic. Unless of course you delete the article.  
    • Hey, can you please renew download link?
  • Topics

×
×
  • Create New...