Puzzle Moppet (source released)
Puzzle Moppet (source released)
**** Updated 30th June 2012: Aaaand the source is released.
--> http://garnetgames.com/PuzzleMoppetSource.tar.gz
**** Updated 20th June 2012: Puzzle Moppet is now freeware.
Download links:
http://garnetgames.com/PuzzleMoppetFull.exe
http://garnetgames.com/PuzzleMoppetFull.dmg
http://garnetgames.com/PuzzleMoppetFull.tar.gz
**** Updated 2nd August 2011: Mac version, testers wanted!!! See here: http://irrlicht.sourceforge.net/forum/v ... 70#p255170
**** Updated 14th Jan: Test the completed version here: http://irrlicht.sourceforge.net/phpBB2/ ... 442#241442
**** Updated 4th October: See newest release below.
Hello!
This is an alpha of a puzzle game. I am especially interested in if anyone thinks this is actually fun or not? (i.e. worth me continuing on it to make a full shareware game).
A screenshot
Level editor
Download:
http://xzist.org/temp/puzzlegame/PuzzleGameALPHA.zip
(both Windows and Linux binaries included, for Linux you will have to chmod to executable)
I would recommend playing "concept_level" first to get the hang of it, then
"alittlebridge" and "up_and_down" for something hopefully more challenging.
See the readme for instructions!
--> http://garnetgames.com/PuzzleMoppetSource.tar.gz
**** Updated 20th June 2012: Puzzle Moppet is now freeware.
Download links:
http://garnetgames.com/PuzzleMoppetFull.exe
http://garnetgames.com/PuzzleMoppetFull.dmg
http://garnetgames.com/PuzzleMoppetFull.tar.gz
**** Updated 2nd August 2011: Mac version, testers wanted!!! See here: http://irrlicht.sourceforge.net/forum/v ... 70#p255170
**** Updated 14th Jan: Test the completed version here: http://irrlicht.sourceforge.net/phpBB2/ ... 442#241442
**** Updated 4th October: See newest release below.
Hello!
This is an alpha of a puzzle game. I am especially interested in if anyone thinks this is actually fun or not? (i.e. worth me continuing on it to make a full shareware game).
A screenshot
Level editor
Download:
http://xzist.org/temp/puzzlegame/PuzzleGameALPHA.zip
(both Windows and Linux binaries included, for Linux you will have to chmod to executable)
I would recommend playing "concept_level" first to get the hang of it, then
"alittlebridge" and "up_and_down" for something hopefully more challenging.
See the readme for instructions!
Last edited by xDan on Sat Jun 30, 2012 2:11 pm, edited 11 times in total.
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Yep, I think it is fun- played all the levels. Here`re some advices popping up in my head:
1) Avoid creating big levels like the "big and boring" one, especially if you may do sth in the wrong sequence with the blocks etc. and have to restart the whole level.
2) I like the non-shader version mostly.
3) The design of the character is bad, but I believe it`s for tests only.
4) The fans are rotating way too slowly- you may increase the rotation speed a bit, but not too much. Umm.. are you using frame independent behaviour for these?
5) I would do some shaft cover for the fans if I was you- sth like this (made for 5 minutes in Paint): http://pics.data.bg/categories/1/%D0%BE ... 4c02/image
But once again I like the idea as a whole, so it is fun.
1) Avoid creating big levels like the "big and boring" one, especially if you may do sth in the wrong sequence with the blocks etc. and have to restart the whole level.
2) I like the non-shader version mostly.
3) The design of the character is bad, but I believe it`s for tests only.
4) The fans are rotating way too slowly- you may increase the rotation speed a bit, but not too much. Umm.. are you using frame independent behaviour for these?
5) I would do some shaft cover for the fans if I was you- sth like this (made for 5 minutes in Paint): http://pics.data.bg/categories/1/%D0%BE ... 4c02/image
But once again I like the idea as a whole, so it is fun.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Tip: Do not punish the player for a simple mistake by making him restart the level. Do you watch AVGN? Do you read Samus? Have you talked with casual players who play that sort of game (your target audience). They don't like to start from scratch. That's more a trait you'll find in the self proclaimed hardcore gamer (aka, those that have played from young until adult and thus have had the chance to master all the skillset. Even amongst them, a 1 hit fail, do over is not pleasant).
What to do to go around that?
-Checkpoints
-Rewind mechanics à la Prince of Persia of sort
-Generous level that tolerate a certain level of error (the more you progress, the less tolerant it becomes as you slowly master the skillset)
-Elevators that come back if you fall an edge (if at some place it is strategic, make 2 kinds of elevators)
-Teleport back a player who falls to the void to the location he occupied before falling.
etc.
Good luck
What to do to go around that?
-Checkpoints
-Rewind mechanics à la Prince of Persia of sort
-Generous level that tolerate a certain level of error (the more you progress, the less tolerant it becomes as you slowly master the skillset)
-Elevators that come back if you fall an edge (if at some place it is strategic, make 2 kinds of elevators)
-Teleport back a player who falls to the void to the location he occupied before falling.
etc.
Good luck
i'll critique on the visual!
The blocks are pretty fine and I like the skybox. However I don't think it's good to use pure white color for your character. Make it look attractive, preferable warm color (red, yellow, orange) that can attract attention. Good job so far!
The blocks are pretty fine and I like the skybox. However I don't think it's good to use pure white color for your character. Make it look attractive, preferable warm color (red, yellow, orange) that can attract attention. Good job so far!
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My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
I like this, it looks very polished and the controls/camera are smooth and easy to get used to.
I hope to see it with a menu that automatically lists the available puzzles (Perhaps they should be in a separate folder for better organization?).
I hope to see it with a menu that automatically lists the available puzzles (Perhaps they should be in a separate folder for better organization?).
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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really good!
finally someone releasing linux binaries
like shadowslair i think you can change the character.
finally someone releasing linux binaries
like shadowslair i think you can change the character.
Prof. Andres Jessé Porfirio
Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net
Federal Technological University of Parana (UTFPR)
www.andresjesse.com
http://irrrpgbuilder.sourceforge.net
Thanks for the feedback! All suggestions are noted What's "Samus"?
Everything that is white is only a placeholder, I will be redoing the player, fans, lifts, portal. I just wanted to get a playable concept ready quickly. Likewise, with the level loading - I won't bother with a GUI until I've got some gameplay working.
Everything that is white is only a placeholder, I will be redoing the player, fans, lifts, portal. I just wanted to get a playable concept ready quickly. Likewise, with the level loading - I won't bother with a GUI until I've got some gameplay working.
Sorry, it's Shamus
http://www.escapistmagazine.com/article ... ced-points
http://www.escapistmagazine.com/article ... ced-points
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Thanks
- get two blocks to fill the first hole
- then get that new block and float it on the fan by the platform with other blocks on it
- find your way on that platform and push those blocks down, using the floating block as a bridge so they land on the main platform
- then you can move the top block that filled the first hole, send it up a lift on to that platform and push across the floating block as in the previous step
- then float a block on each remaining fan to fill the way to the exit
P.S. an invisible cookie to anyone who discovers the really easy way to solve "up and down"...
if I remember correctly,dipi wrote:How do you do the 'big and boring' level. I'm trying it for a half hour and still no result
- get two blocks to fill the first hole
- then get that new block and float it on the fan by the platform with other blocks on it
- find your way on that platform and push those blocks down, using the floating block as a bridge so they land on the main platform
- then you can move the top block that filled the first hole, send it up a lift on to that platform and push across the floating block as in the previous step
- then float a block on each remaining fan to fill the way to the exit
P.S. an invisible cookie to anyone who discovers the really easy way to solve "up and down"...
Ok! Almost a year later, and I have a beta version!
Download link and more info after the screenshots.
Download links
Windows:
http://xzist.org/temp/puzzlegame/beta/P ... ersion.zip
Linux:
http://xzist.org/temp/puzzlegame/beta/P ... ion.tar.gz
Changes:
- graphics finished! No more placeholders! Main character done by a proper artist!
- sound effects
- menu system
- better camera, with zoom
- auto saving of progress
- a simple game intro
- configuration utility
Most of the levels are the same as in the last version, in fact there is really just one proper new level. If you just want the new level you can run "PuzzleGame liftland.lev".
The game should now be considered more or less feature and gameplay complete. What remains now is for me to make a whole lot more levels, and possibly also some extra block types.
As before, any feedback is much appreciated. Good or bad! Target is shareware, so if you think it's rubbish or unsellable I want to know. Tell me what would stop you paying for it
Oh! And yes, the name is actually going to be "Unnamed Puzzle Game".
Download link and more info after the screenshots.
Download links
Windows:
http://xzist.org/temp/puzzlegame/beta/P ... ersion.zip
Linux:
http://xzist.org/temp/puzzlegame/beta/P ... ion.tar.gz
Changes:
- graphics finished! No more placeholders! Main character done by a proper artist!
- sound effects
- menu system
- better camera, with zoom
- auto saving of progress
- a simple game intro
- configuration utility
Most of the levels are the same as in the last version, in fact there is really just one proper new level. If you just want the new level you can run "PuzzleGame liftland.lev".
The game should now be considered more or less feature and gameplay complete. What remains now is for me to make a whole lot more levels, and possibly also some extra block types.
As before, any feedback is much appreciated. Good or bad! Target is shareware, so if you think it's rubbish or unsellable I want to know. Tell me what would stop you paying for it
Oh! And yes, the name is actually going to be "Unnamed Puzzle Game".