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(old) Maxwell & Lily: The Beginning - Demo Version

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SquiVoltCreated:
Download:2D7X32KV
Version:DemoSize:2842635
The demo version of an NES-esque platformer/shooter, Maxwell & Lily: The Beginning. In this demo, Maxwell searches the Crystal Caverns for a crystal rumored to sit deep inside. (Old - I'm working on a new name.)

Instructions:

The controls are specified in-game.

Notes:

This demo is a side-story, and is not part of the full game.

WOAH. Amazing. I love the moving platform especially!! Its something i rarely see working well in SB games, but this one worked great. You probably know this but the collision can be a bit glitchy, i went a little farther into a wall then supposed to one time but no game breaking stuff i found. when you die in lava though, I found it a bit annoying to restart the whole thing, maybe as a suggestion you can make the guy just respawn. Oh and one last thing, (and this is just a personal preference) but the main characters animation seemed a little bit small. I could barely tell he was animating. Other then that I loved this, YESSSS FOR MAKING CIRCLE PAD SUPPORT!!!!! 9/10

Replying to:SwanBot
WOAH. Amazing. I love the moving platform especially!! Its something i rarely see working well in SB games, but this one worked great. You probably know this but the collision can be a bit glitchy, i went a little farther into a wall then supposed to one time but no game breaking stuff i found. when you die in lava though, I found it a bit annoying to restart the whole thing, maybe as a suggestion you can make the guy just respawn. Oh and one last thing, (and this is just a personal preference) but the main characters animation seemed a little bit small. I could barely tell he was animating. Other then that I loved this, YESSSS FOR MAKING CIRCLE PAD SUPPORT!!!!! 9/10
Thanks! It's nice to know someone loved it. The collision only checks 1 pixel on each side. I'll figure out a way to polish it up. As for going through walls, I forgot to check if the player is touching a wall on the moving platform. The player is supposed to restart the room when they die, as an extra challenge. In the full version, there will be a choice to go back to the entrance or end the game. I'll make sure to revamp the animations later. Once again, thanks. I'll use your feedback to make the full game more enjoyable.

Replying to:SwanBot
WOAH. Amazing. I love the moving platform especially!! Its something i rarely see working well in SB games, but this one worked great. You probably know this but the collision can be a bit glitchy, i went a little farther into a wall then supposed to one time but no game breaking stuff i found. when you die in lava though, I found it a bit annoying to restart the whole thing, maybe as a suggestion you can make the guy just respawn. Oh and one last thing, (and this is just a personal preference) but the main characters animation seemed a little bit small. I could barely tell he was animating. Other then that I loved this, YESSSS FOR MAKING CIRCLE PAD SUPPORT!!!!! 9/10
sure NP. Good luck on making this!

Scribblenauts?

The intro somehow reminds me of Fishhead, if you know what i'm talking about. Anyways, great game! but i see there are some bugs with collision but you probably already know that.

Replying to:ChaseCZ
The intro somehow reminds me of Fishhead, if you know what i'm talking about. Anyways, great game! but i see there are some bugs with collision but you probably already know that.
The intro is actually based on the intro in Luigi's Mansion.

that's what i'm thinking!

I like it. But I'm wondering why you use 2 separate sprites facing the other direction... Also, nice that you put some sprites in the demo that don't appear there normally. 10/10

Replying to:CyberYoshi64
I like it. But I'm wondering why you use 2 separate sprites facing the other direction... Also, nice that you put some sprites in the demo that don't appear there normally. 10/10
It's to keep him left-handed. If the sprite flipped, he'd appear right-handed. That, and I don't know how to flip sprites.

Replying to:CyberYoshi64
I like it. But I'm wondering why you use 2 separate sprites facing the other direction... Also, nice that you put some sprites in the demo that don't appear there normally. 10/10
character sprites automatically have a flipped variant right after the front-facing sprite

Replying to:CyberYoshi64
I like it. But I'm wondering why you use 2 separate sprites facing the other direction... Also, nice that you put some sprites in the demo that don't appear there normally. 10/10
He defines the sprites with SPSET and it's UV coordinates and changes them (if these are not part of an animation) with SPCHR + desired UV coordinates. You can flip the sprite with #SPREVH as the last argument (Other things like #SPADD for example can be used with it as well.
...,#SPREVH+#SPADD

is this some scribblenauts thing

Replying to:Ertas
is this some scribblenauts thing
No, it's more of a Metroidvania. I'm working on a new name.