Link to Minotaur
Tell me what you think,
TOG the Mighty.
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Link to Minotaur
Tell me what you think,
TOG the Mighty.
It's actually not that bad, but 2 things I didn't care for were how large level 9 was comapred to 8, and around level 5 I started on a staircase so I went from level 4 to 6...
Pretty good, but maybe you could add a bigger line of sight.
Also their aren't enough junctions in the earlier levels, it's more like a set out track.
But overall a good game :)
It's a bit boring untill you hit about level 6, prehaps the mazes could be much larger so you actually have to remember which way to go.
Dudes, the maps are randomly generated... which if you look at it is quite impressive...
Pretty nice :). I would suggest changing the player icon though. The rest of the game has a nice retro feel to it, but the player doesn’t fit. I enjoyed it though, played quite a few levels :).
Ali
Thanks guys... I agree about the first few levels being boring; although sometimes they come out okay... It is random afterall. Once there were no splits on level 7, which was really weird.
I thought I fixed the thing where you start on the exit; but who knows? I'll look at it again. The size of the levels is random as well; the formula is...
(L=the current level)
L+3+random(L)
Perhaps I'll make it...
L+6+random(L)
...or something.
Thanks for the feedback,
TOG the Mighty.
Its good but it is like a track (as said before) you actually have to go one way and until you get far in the game its more like you dont have to do anything and the game just plays itself
Trog, I like it. What else do you plan to do with it?
Updated player graphics and made more paths in each level (made them rectangles, which annoys me, but it gaurantees that there will be no serious mess ups.)...
I was planning on put holes in certain walls, and also adding fake walls, both of which would be easy enough... although I'd have to redo the doors as a result of putting holes in the walls.
This is really great.
It reminds me of Haunted House on the 2600 a little bit, because you can't really see where you're going.
What if the maze disappeared a few spaces behind you too? Like you can only see the few tiles that are illuminated by your torch. It would make it more challenging to remember where you've already explored. Might be too frustrating though...
I agree with the others that there isn't enough variety in the maze, at least in the first few levels. I think there should be more consequence to my decisions in the maze too. Like if I choose to open the 'wrong' door, then I won't find enough keys to explore the whole level.
It's cool that the levels are being generated randomly, but they might be more fun if you sat down and designed some static levels.
I love the originality in your games.
i think you should put the music file into the game itself, instead of a seperate link. and improving the graphics is key in any game, but can sometimes be the hardest to pull off, not quite sure how you made each maze have a workable path to the staircase (probably because there can be so many ways), i just assume you made a path with random sub-paths spliting off of it, maze is nice though!! don't like minotaur to sword ratio though
In response to Cadin:
I think I had better leave the discovery of paths alone, because some determined people might take the time to draw out the map... and I will just save some of their time.
By variety, do you mean more paths to choose from?
I can try to make your consequences a little more severe; but it might get far too annoying...
Where would the static levels fit into the game, and also, people would know the layout of it.
Thanks.
In response to Trogdor:
Midi's are not supported in Flash MX... because Midi's are the only sort of music files I know how to create. (There are a few others, but Flash MX doesn't support them either.)
Used erosion method, that is labeling a tile, moving randomly, putting a hole between the next tile and the one you're on, and so on and so forth, not being allowed back on a labeled, unless a dead-end is reached... A similar thing was done for the items.
What do you mean by minotaur to sword ratio? Are there more minotaurs than swords, or vice-versa, because if you find a minotaur, run for an unexplored path in the attempt to find a sword; because there should be enough.
What about when you die or get hit by a trap, restarting that "level" but generating a new map? As soon as you hit a dead end, the minotaur beats the crap out of you, even if you have 3 lives, and that's happened to me 3 times now before level 3.
I meant that you would have pre-designed levels instead of random ones.Quote:
Originally Posted by TOG the Mighty
Yes, people would learn them over time, that would be part of the game.
Which brings me to my next point,
Not just more paths. I think the game should have a feeling that the choices you make effect the game in some way (this is also what I meant by consequences).Quote:
By variety, do you mean more paths to choose from?
When I played it, it kind of felt like I would always find a key, a door, a monster, reveal the whole level and then go to the staircase. But what if you could only find everything you needed if you made certain choices along the way. It's like in Super Mario Bros, you can go down the pipe and get extra coins, or skip it and get the 1UP, but you can't do both.
He should make the minotaur disappear after he kills you.Quote:
Originally Posted by ImprisonedPride
here are a few games that may give you ideas
odyssey: legend of nemisis, and yes, it's so old that it's free
also try the Avernum Trilogy or Exile Trilogy at the spider web software's site
both of them have similar styles to your game, but are actually rpg's
btw, avernum 1V is a bit differant from the others, so don't immediatly click on it
by minotaur to sword ratio, i mean i can never find a sword after facing the minotaur, so i just run into a corner and die, a suggestion for the minotaur is to not have the "roar!!" every time you move, but maybe something quieter
If I was to do this the highscores would be invalidated. I don't know about everyone else, but I prefer highscores, because you can keep trying to get to the top, even if you are already there, in which case you can pass your self up.Quote:
Not just more paths. I think the game should have a feeling that the choices you make effect the game in some way (this is also what I meant by consequences).
When I played it, it kind of felt like I would always find a key, a door, a monster, reveal the whole level and then go to the staircase. But what if you could only find everything you needed if you made certain choices along the way. It's like in Super Mario Bros, you can go down the pipe and get extra coins, or skip it and get the 1UP, but you can't do both.
Again, what about the highscores, which I find preferable.Quote:
What about when you die or get hit by a trap, restarting that "level" but generating a new map?
What do you mean by that? Are you saying that I should discard the highscores, because that's really the whole point of these games; isn't it? Maybe I should make it so the minotaur dies after he attacks you once, but then the same feeling of death breathing down your neck wouldn't be there would it? A better idea would be to make you able to get past him, but lose some life in the process.Quote:
He should make the minotaur disappear after he kills you.
I queited the roar, but you're right... I'll do as you asked after I'm done typing this.Quote:
by minotaur to sword ratio, i mean i can never find a sword after facing the minotaur, so i just run into a corner and die, a suggestion for the minotaur is to not have the "roar!!" every time you move, but maybe something quieter
Odyssey is only for Macintosh, and I don't have that.Quote:
odyssey: legend of nemisis, and yes, it's so old that it's free
also try the Avernum Trilogy or Exile Trilogy at the spider web software's site
I'd say the graphics in Avernum and Exile is a lot better than mine, so is the gameplay... but mine is simply an online flash game that has highscores; nothing special.
Wow, the new characters are great!
The gameplay is getting much better too. This is getting really good.
Regarding the high scores, I don't think I understand why any of the things suggested by Ray, Imprisoned or myself would mean you couldn't still have them.
Also, I don't think that the score is necessarily the most important thing. To be honest, I didn't even notice there was a score until you pointed it out. I thought the point was to get through as many levels as possible.
If you want people to care about the score, it should be more prominent. I would work on the design of your stats sidebar.
If the level merely restarts when you die, the game would never end.
Sorry, must have misread it... How would I go about doing this? It's already there to some degree; because I don't know about you, but I have used the key on the wrong door, and have had to starve to death to end the game... I have also gone the wrong way and been killed by minotaur, attempting all the while to dash down the paths, where I hoped to find the sword. Traps have also killed me. But I suppose you're saying that the level can still end, but you either get 3 swords or a potion (or something)... is that right?Quote:
But what if you could only find everything you needed if you made certain choices along the way.
If you are not aiming for the highscore, what should it be? I could do level, but then with the randomness of the levels, all the first 15 levels may have only had potions... in which case the level doesn't mean too much. You were saying that the levels should be static, well, if they were then what would people be aiming for? After they beat the last level, there'd be no more reason to play, would there? It could be timed, but I think the guy playing it should have as much time to think as he wants. The game is a puzzle of a sort afterall; although much more a guessing game unfortunately...Quote:
Also, I don't think that the score is necessarily the most important thing.
Ha ha. True.Quote:
If the level merely restarts when you die, the game would never end.
I was thinking he meant that when you get HIT by the minotaur you start the level over (still with your points, but less life). Although I like how you have it now too, where you can push past him and just lose some life without having him attack you repeatedly.
Yeah, me too. I think it is much better now in this respect than when you first posted it. It's still random though. My point was just that with pre-designed levels you could make it more puzzle and less guessing game. But, yeah, once you've solved the puzzle it's kind of over.Quote:
I have used the key on the wrong door, and have had to starve to death to end the game
Just giving some ideas. I make no guarantees as to whether or not they are actually any good. :)
I'm excited to see this finished.
I've got a present for you. Maybe it's too heavy tough :
http://fil.razorback.free.fr/tmp/world1.mp3
Sorry but I like the random levels. I even liked it a little better when it started with simple levels and each level got more complex.
What I meant by "the minotaur should die" was that it just seemed terribly unfair to lose all my lives when cornered by one. I did not know I could "push through" him... That's why I thought, the Minotaur attacks, kills one of my lives, then he "leaves". BUT perhaps I have not paid close enough attention to the player's health/lives. (heh)
I haven't checked out this new version yet. Will do ASAP!
I like the new graphics. I think I found a bug... If you find a key, sword or potion, but you don't pick it up... you just walk away, it disappears. Shouldn't it stay on the map, because it's been "uncovered"?
The pit trap sound is too loud. Reduce it to 80% and it should be fine.
Other than that I like this. In an ideal world, I'd say add some frames to the little man. Like, when he attacks a minotaur, show a sword sticking out for a second. Same for when you use a shield, etc. (Well, in a really ideal world everything would be animated, but you can save that for the sequel. ;-) )
i forgot odyssey was only for mac's, it's actually not a bad game. to make the highscore more noticable, simply add it to the main screen, which i feel is lacking options anyways
ray beez, youre suggestion matches the style of odyssey and avernum, youre character for example is not just one single sprite, but multiple ones that are played during attack, defence, sitting etc. in odyssey, you have multiple still sprites, which i actually like, as it plays well with the music
im liking the new style tog, one problem, one time, when two minotaurs were present, one disappeared when i dodged (but maybe you could tell others that the minotaurs got into a fight ;)) also, you still havent solved the problem of being able to starve even when you just got killed by a minotaur
aww, i also had no key to unlock a door...
Sorry, but adding 2.6 mb to the game would really slow down the download (on dial-up anyway), and I'd like it to load quickly... besides if they don't like the music they can just play their own in the background.Quote:
I've got a present for you. Maybe it's too heavy tough :
http://fil.razorback.free.fr/tmp/world1.mp3
Sorry, I'll fix that now.Quote:
If you find a key, sword or potion, but you don't pick it up... you just walk away, it disappears. Shouldn't it stay on the map, because it's been "uncovered"?
I'll attempt it, although with my animations, it probably won't end up looking very good.Quote:
Like, when he attacks a minotaur, show a sword sticking out for a second. Same for when you use a shield, etc.
I'll look into it, though I can't promise anything.Quote:
when two minotaurs were present, one disappeared when i dodged
Sorry, I'll do that now.Quote:
also, you still havent solved the problem of being able to starve even when you just got killed by a minotaur
By the pit trap sound, do you mean when it's destroyed, or when it hits you.Quote:
The pit trap sound is too loud. Reduce it to 80% and it should be fine.
i like the idea, but its a little to retro for me. I'd like to be able to use the mouse as a torch, move freely, click to attack monsters, ability to avoid traps with spacebar skills, and a better looking dungeon.
i think all your games have been like this, moving an entire tile per move, why not step up a little?
still, its good for what it is
The only other game I've put up for viewing on here is Regeb which definitely isn't like that.Quote:
i think all your games have been like this, moving an entire tile per move, why not step up a little?
The game is updated, and I believe the outside border and inventory are the only things that need to be worked on. Inform me if I'm wrong about that.
Very nice.
Do you have any other games besides Regeb? Are they posted anywhere?
I like that your games aren't always just the same old thing.
I dont like the way i cant "lose" the minotaur as he is always directly behind you. Why cant you lay traps for the minotaur or secret passages. For example when you have a torch and see a secret wall then it blinks green and you can walk through it and into a secret passage and thus losing the minotaur. For me it seem too retro. We are in the year 2006 now add some AI and make the monster chase you but lose interest after a while, for me a kill him or die yourself technique isnt as exciting as it could be.Quote:
Originally Posted by TOG the mighty
You could greatly improve this game, even though its good already, by adding some more depth. You also seem to have a thing for putting in a choose easy or hard mode. This is somtimes confusing and annoying because i could get further than someone in easy but they get more points. Your other habbit in your flash games is the play music link. Although I see your reasoning for this you could use the simple technique that I use. This is when you use the loadMovie. you have a swf file called choosedatail.swf which has the high/low details option. If they choose high detail then you would use:
loadMovie("game.swf")
loadMovie("music.ext")
otherwise you could just load the one movie. Fianally the move by tile thing is good but I would personaly prefer a proper movement game, although I understand its harder, the final thing that really REALLY annoys me is the way you stop when you pick somthing up. If you are being chased its a reall anti-climax. To tell the truth people will notice a giant sword and if they picked it up, there no need for the pause.
Apart from that, its a really fun game to play and has alot potential.
:thumbsup:
not all retro games are bad (if you had a mac to play that game...) and adding additional "stuff" to the game may require a redo in order for it to mesh properly, so instead, just put extra things (but following the same styles) in it to keep people attracted to the game, if you want animation, that's fine, but if you want to keep that retro look, try cutting it down to two or three frames (as represented in odyssey, god that is such a good representation of this type of game). i can understand how you have problems with animation, im terrible at it too (im better at solid objects that rotate and move and things like that, but no bending)
a good example of a few frame animation is say... a bat, with two frames, one with it's wings up, the other down
not sure hwy, but this situation seems pretty funny to me, worst situation ever:
http://i106.photobucket.com/albums/m...8/untitled.jpg
but at least i was able to see...and i think i might of made it to the highscores!!
Yeah, but if I changed it, it wouldn't be retro.Quote:
For me it seem too retro
Think about it... if you were a minotaur and were really starving, wouldn't you chase down a potential snack?Quote:
I dont like the way i cant "lose" the minotaur as he is always directly behind you.
Regeb no longer has two difficulties; too many people were irritated by it. I'll make it so you don't get so many more points in hard... my friend told me to put it in, but I don't think he'll notice if I remove it.Quote:
You also seem to have a thing for putting in a choose easy or hard mode. This is somtimes confusing and annoying because i could get further than someone in easy but they get more points.
Yeah, sorry, I had it there from earlier because the graphics for the items weren't there. I'll get rid of that delay.Quote:
the final thing that really REALLY annoys me is the way you stop when you pick somthing up
Your other observations are noted, but I don't feel that it's too important... The game doesn't need to be that great, because it is made by flash, and there are limits, (especially since I don't want to wait 30 minutes while uploading the music; my server might decide to kick me off.) although I realize the things you pointed out are possible to reach, yet they are not necessary (who knows? maybe I'll do it in a sequel).
I'm not too sure what you mean by that, do you mean more good item against bad thing (swords, minotaurs; keys, doors; shields, traps...) relationships? Or perhaps more weapons, or different kinds of potions... or something?Quote:
just put extra things (but following the same styles)
I think I'll stay away from animations, mainly because they are not necessary, and they are hard for me to do.
I was about to create a mock up of the interface,- but I have however not time atm.- thus I thought about giving you a usefull link regarding the design/ style:
http://www.dafont.com/theme.php?cat=204
I am pretty much sure you can use those
further more I have a smal suggestion:
- how about adding a time bar that shows in REALTIME (maybe in the lower field where the messages appear) how long the delay requires/ takes. Every time I play it it feels kind of frozen because of the delays when picking something up or facing an enemy- that way one could see like a preloader how long the delay will take.
really nice game
Thanks renderhjs. Using a fitting font will add a lot to the interface.
Thanks for the suggestion, but I'm thinking I might just make it so there are no delays.Quote:
how about adding a time bar that shows in REALTIME
Not as of yet; but don't worry, I will.Quote:
Do you have any other games besides Regeb? Are they posted anywhere?
I like that your games aren't always just the same old thing.
well to be honest I like the delay,- part of the atmosphere imo. - its just that in some cases it could be slightly faster- or one could hit a button to skip the message. But still the timebar imo. would be in any case a good idea
Oh... well, I've already changed it. Perhaps you'll like it enough the way it is now, and if you don't, well... It depends what others think about it as well, not to disregard your opinion (I especially won't if you are the only one responding).
Bad news! Latest version has a bug... I was I THINK on level 3, hit the stairs, and at the bottom it said "Loading level...". Next thing I know, it's frozen and I got the Flash Player "a script is causing the movie to run slow" error. In other words I think something got caught in an infinite loop, or similar.
Still seems like EASY map sizes ramps up quicker than it did a few days ago... Is it my imagination? I kinda liked going through several smallish maps.. each only slightly bigger than the last. Let me know your thoughts on this.
OH and funniest thing! I started a game on Easy and the map was 1 square. :-D I couldn't move anywhere!
I hope and believe I fixed that, and yeah I'll do that for Easy (make it go up by a little bit each time).
Edit: Changed the way Easy works. I haven't run into any problems since I fixed the game, but who knows? Please inform me if you find an error.