Newest Version; >>Click Here Last Version; >>Click Here Oldest Version; >>Click Here Spoiler: Last Update _____________________________________ Good day, Fellow citizens of Everypony.com. So, I've been thinking of ideas for my next game project this last week (Not that I've ever completed any of 'em), when it suddenly ocured to me, I haven't actually made anything Pony-Related yet. Like, evar. So, I decided I might try something quite pony. After thinking through some ideas (At one point, I was going to make a Shoot 'em up, starring Dashie), I decided that I might make a game where each episode of the show would be a level- After thinking it through even more, each "level" became a separate Micro-Game. So, now, I've whacked up a simple engine for a game full of five-second Micro-games, which takes you up to a Boss game. You'll have four lives, which take the form of Fireworks, and for each game you fail, you'll lose a life. After 15 Micro-games being completed, you'll come to a boss game, after which the level will be completed. (The game's engine can be found here; http://www.mediafire.com/download/uj6u41bsm7i7h14/trixieware***** Oh, perhaps I should give the controls, too. Z-Action button. Arrow Keys- Move something around. Esc- Exit the game) As I've already stated, it's just a simple engine, for a game which takes you through fifteen microgames before presenting you with a Boss game. There are very few games, and what games there are are often repeated. This will, of course, be fixed when I'm a) Not lazy or b) I create more games. It also has no music, so you might want to play your own whilst you play through, otherwise it might become a little... Meh. On the subject of meh, my sprites are quite meh too. But eh. Anywho, the reason I'm showing you this is that I want your feedback, and your help. If you're willing to offer either, that is. Firstly, I want to know whether this project is worth continuing. I don't wanna spend more time then necessary on a project that's gonna turn out badly. Secondly, I want to know what your thoughts are on the game generally. Even though it's in its (very) early stages, it'd be nice to know exactly what I'm doing right and wrong. Thirdly, I'd like to ask to borrow your imaginations. Often, this genre of game will be full of whacky, weird and wonderful micro-games, and I'd love your help thinking of strange 5-second games to add to my to-make list. Here's a list of all the games I've currently got on my engine; Spoiler: ... DragonShy- Rainbow Dash must kick a Dragon in the face. Sonic Rainboom- Create a Sonic Rainboom Threading a Needle- Thread... A Needle. Apple Bucketing- Catch apples. In a Bucket. Yay Training- Yay as loud as you can. Flouring- Cover Pinkie in Flour Rainbow, Destroyer of Clouds- Rainbow Dash must fly through clouds. Garnish- Sweetie Belle must stick parsley on the Egg. Too Many Pinkies- Find the real one. Moustache- Stick a Moustache on Pinkie's face Rub Scoots- Rainbow must Rub Scootaloo. Ya. Boss game- Race to Canterlot, against Lightning Dust Another thing that I may need help with would be Sprites and Music. At the moment, I'm pinching sprites from artists- Which, if I were to fully release it, I'm pretty sure they'd be peeved about. (Since I'm only showing you guys, I think I can get away with it... For now...) There's some I wanna continue using, so I'll have to ask permission, but otherwise, I'm probably planning on giving the game a brand new face some day. As for the music, if anyone could whack out some five-second tunes for me, that'd be wonderful, please! So yeah, if you could give me any feedback, ideas, or assistance with the game, That'd be a beautiful thing! (TL;DR im making warioware with ponies xPPPPPPP)
My first recommendation would be explaining the controls before the game starts. The games look good, but I can't figure out how to play them.
Yeah, I guess they aren't all so clear... The game starts immidiately too, which I should probably change. I'll make sure to throw a description on there, thanks. Well as far as controls are concerned, you'll only ever need to use the Arrow keys, and the Z key. In games like the Dragon Kicking one, or the Garnish placing game, you need only press the z key at the right time. On other games, like the Needle threading one, you'll need the arrow keys, to guide the thread through the hole, or catch apples in a Bucket, etc. Oh, by the by I don't know whether this's clear enough, especially since in an earlier game the aim is to touch the clouds, but on the Boss level you want to stay away from the grey clouds. They'll slow ya down.
I haven't gotten to the boss level yet (namely because the arrow keys on my laptop are tiny), but what I did play was fun. As for games, may I recommend "Pin The Tail On The Pony?"
Hmm, giving proper feedback on this is difficult. One of the biggest selling points of Wario Ware is the wacky presentation, which your game is pretty much lacking in. There are also no speed-ups (or at least they are not announced), no apparent levels of "difficulty", not even an extra life after winning the boss level. And speaking of the boss... it just dragged on and on and wasn't very fun or interesting at all. But well, as you said, it's just a simple engine so far. And while I haven't played all of the games, other than the boring boss, the ones I've played weren't bad at all. I can certainly see potential.
Heh, thanks man, and I quite like that idea! Just thinking on how I could make it work. :3 Aye, Speed increase, difficulty and extra lives are things I'm planning on adding 'soon as I've finished with getting the basic framework up. I'll probably get to the life thing now actually, it should only take three lines of code. :33 The boss really needs improving on, yeah. I'll work more on it after I've done some other stuff with the project though. Another main thing I want to flush out is the picking, then re-picking of the same games during the same round. Sometimes, I've found it giving me the same bloody game four times in a row, which is kinda silly. But since there's only 11 games, and the Boss requires 15 to have been passed, I'll take the lazy route and just wait until I've made at least 15 games before setting that up. And I should make the controls clearer, 'course. :33 Thanks, dudebro! :33
DoDo1234 if I spelled you name corectly I get just a curius question wait program you use to make this game ? there is many choices I use that the PRO geame makers use
I know a handful of programming languages I could've used, but went for a lazy option. I used "GML", the Game Maker language- Game maker being a simple yet flexible program. You can make some Professional-Quality stuff with it too. I use Standard, which unlocks some pretty nice features, though there is a free version too. It's a little more limited though. Oh, and By the by, for anyone who cares; Although I haven't yet uploaded the updated version, I have added Speed-Ups and added lives after a Boss battle. These are also announced (I even have a neat little animation for the rocket appearing!). I'm having a little play around with the boss battle, and have created a new micro-game. Here's a screenshot of the new game, bet ya can't guess the scene; I've also fixed some bugs, and added some other minor stuff. I'll be re-uploading... I dunno when I'll be re-uploading.
Sounds good. But I'd also add a bit of music for the next release; even simple placeholders from Wario Ware would help making the games more exciting, especially after a few speed-ups.
For anyone who might care, I'm still working on this. It's still very incomplete n' crappy, but eh. I've added speed, and added lives at the end of boss battles. I'm still working on difficulty increase, so difficulty wont increase after the boss yet. I've added a little audience. As you progress through the stage, your audience grows- I also wanna give them a little animation later. I've made a new boss, this one, I feel, being a little more interesting than the previous one. I've added new sounds and music, some of which are just placeholders, but. Eh. I've also improved the engine a little, removing some bugs I found. I've added these new games, too; Pony Launcher- Applejack must Launch Rainbow Dash into the air, by landing on a platform. This's the one screen-shotted in my last post Header- Rainbow Dash must keep a ball in the air, using her head Apple-Kick- Applejack must kick the red apples into a bucket, avoiding any rotten apples. Dance Dance Twi- Press the Arrow Keys as indicated, to make Twi Dance! New Boss- Scoot's Adveture - Scootaloo has attached a Rocket to herself, to go on a magical horse adventure! I'm also working on a few new games, including this, a game I'm quite excited about. I'm thinking about how to implement "Pin the Pony" and "Sort the cherries" I've got 15 games now. So, I should be able to start preventing the selection, then re-selection of the same games. I'm giving it a test-run before I upload it. Gimme a sec! Edit; Done! Here's the newer version; Clicky!
Of course I still care. I'll give it a go once I have a bit more time again. Edit: Okay, so this is what I have to say about it. First of all, the fanfare sound after won minigames gets really annoying. Speed-up system seems to be broken. First it gets very fast after a very short while and then, after the Boss level, it is back to slow and stays that way for the rest of the game. The Boss level only shows up once during a play-through. Twilight's dance level throws more "arrows" at the player than necessary. Not really a bug, just a bit confusing. The basket's slow movement in the apple catching minigame isn't very suitable for a grid based movement in my opinion. I'm still not sold on the presentation, but I assume that much of it are still placeholders. The growing crowd at Trixie's show is a nice touch, even though (to me at least) it would probably make more sense for the crowd to indicate the lives Trixie has got and to use the fireworks after a won minigame instead. But that's just me, it's good either way. The new minigames are good and the boss is indeed a big improvement over the last one.
Thanks man! Yeah, I kinda knew I'd over-used that sound effect- It's another place-holder thing... I wanna cut down on it, as soon as possible. The speed up system wasn't so much broken- More so simply mid-way through creation. I have released a new version, I'm going to link to it below. In the new version, there're now three difficulty levels too, which, while not effecting all microgames yet, should make about half of 'em more difficult. You face the boss three times, too, on each difficulty. Hmm... I'll edit the twidance game for the next release, limit it to releasing three keys per game. That's fair, perhaps I need to speed that basket up a little. As for the Presentation- I'm not much of a spriter, so at the moment, a lot of the graphics I use are from the show. I've used some fanart too. I'm not really sure when I'll be able to get more suitable graphics in. I did think about using the crowd as the lives, but... I'm not sure how I'd implement it. Having just four people in the audience might seem a little strange. Perhaps each life could be a group? I'm not sure... I'll think about it. Thanks man! and sorry about the late reply, I only just realised you'd edited your post... Anyway, I was gonna drop in the update for the game here now, had it prepared and everything, so I'll just whack it below. ______________________________________________________________________________ Time for another Update! Woot! Well, quite a bit of my work has been just making the game more flexible, y'know. But I've added some nifty little features. Y'know how it would pick the same games, over and over? I finally got 'round to fixing it. Now, you shouldn't get the same game any more than once, up until the Boss, where it'll reset the games it'll throw at you. Speaking of the Boss, y'know how it used to, after the boss, throw an endless amount of microgames at you? No more. It'll now reset the variable which controls the speed-ups, bosses and such, so you can play through the microgames again. And after bosses, some microgames should become a little more difficult. There're three levels of difficulty, and they should slightly adjust the microgames. However, since there's no level four yet, the game will inform you of your awesomeness once you complete game 45, before ending. Also, at the moment, I haven't given every game increased difficulty. So the difficulty levels will not yet affect all the games. I've also updated the boss with a slightly better tile set!! I've added some new games; -Flight over Ponyville- Twilight must fly to her library, avoiding the Everfree Clouds. -Changeling Shooter- Twilight and Pinkie must Protect Canterlot from the hoards of Changelings! -Pin the Tail- Pin the tail to Rarity's arse! Yaaaaaaaay! -Cider Serve- Serve the cider! I've been thinking, For a "Trixie-Ware game", the Microgames don't have much Trixie. Needs more Trixie, me thinks. I'm thinking of games I can include her in, like a battle between her and Twilight, where you have to press a certain combination of arrow keys to win, or one where you have to catch her hat on her head... or something. Perhaps one where she slays an Ursa Major, or something. I'm going to improve the "Cover" microgame soon too, it's waayyy too easy right now. Anyways. About the Sweetie Belle Scoot game- I'm trying to work out the actual goal of it. "Scoot 6 metres"? "Scoot to the goal"? "Burn the carpet"? I dunno. I've added a new "Scoot" option, so you can scoot now. Enjoy. ^_^ ANYWAY. Have a link; Clicky
Okay, the new version is pretty nice. I like the new games and the graphical improvements to the boss. The speed-ups and difficulty levels make the game much more enjoyable. Also, it's okay if not all of the games get much more difficult. Some games in the Wario Ware series seem to use them just for graphical variations or whatever. Also, it's always good to have some breather levels every once in a while. Well, since you're already using fanart anyway, you could just as well make it a collaborative effort and have other people make graphics for this game. But a better looking timer would be nice, like Wario Ware's bomb fuse. Like I said, if all else fails, the crowd is fine as it is. Well, except that all ponies just vanish after the boss and Trixie has to regather them, which is odd. It would be nice if the crowd kept growing with each success and started cheering and stuff. But if you do make them lives after all, then yeah, small groups would work. As for more Trixie-related games, something like having Trixie avoid bouncing wheels? Or have her walk with her wagon from one town to the next in one simple grid-based maze. A ridiculously over the top fight with Twilight or one of the Ursas (or, better yet, plush or cardboard representations of them to make it even more silly) sounds like it could be a good boss level, too, if you ever plan to group the minigames like Wario Ware usually does (once you have enough of them, of course). A Whack-a-Mole minigame maybe, with Trixie hovering a squeaky hammer to hit Twilights (and ignoring the Trixies in the higher difficulty settings)? Just some ideas. Yeah, it's much more difficult to add Trixie references into games than it is with Wario Ware, where you could just slap funny mustached noses on everything and call it a day. I don't really know.
Out of the Blue- A new Update! I just saw it sitting there, and thought I ought to do something about it. I know you're all excited and stuff. I've added new voice files for Trixie, so now she can shout things like "great" or "Neigh". I felt the game especially needed more "Neigh". I've added sounds and music in some micro games, too. For example, every time Rainbow Dash bounces a ball on her head, she'll say "Guh". The audience applaud you after games, but because I've only got two audience sound files, it gets somewhat repetitive. (xP) I've added the following games; -Magic Brawl- Input the keys shown on-screen to battle trixie's most terrifying foe yet. -Whack-A-Twi- Bonk all the Twi's on the head. (Thnx Bot-Chan) -Twitcha-Twitch- Use Pinkie's pinky sense to avoid the falling object. -Autumn Run- Jump over obstacles, without landing on your face. Sounds like sour apples. -Brew- Help zecora find the correct ingredients. -Cutie Mix-up- Match the mark with the mare it belongs to. I've done bugger all with that Sweetie Scoot game. But I have added a Beta-Corner, in which I may or may not put my future in-progress games. I've added a game where Pinkie must jump as high as possible, bouncing on the clouds. I hope to some day make this a boss in one of the later stages, but at the moment I have little use for it. I feel it needs a lil' something extra to jazz it up, too. Feeling the same about the Scoot-Fly boss too, mind. Also available on Beta-Corner is another planned boss, and what I want to make a big Pop'n Twinbee reference with- A game which'll be a top-down rail shooter, seeing you patrolling the skies of Equestria. At the moment it's pretty incomplete, and enemies can't actually deal any damage. I'm happy with how the town looks though, and I like the mountain effect, though I really need a nicer mountain. I've also made powerups, which will be found by shooting clouds. Since they haven't properly been implimented yet, you can activate power ups by pressing the following keys; P- Drone Spawn. A drone will appear and start spinning around you. When you fire, it does too, meaning double the fire power. If one is hit by an enemy, it'll be destroyed. (PS; Sometimes causes fatal errors. I'll fix it, worry you not.) O- Shield. You'll be able to power up your sheild three times, and each time you do, it'll change colour. Red will protect you for a hit, while yellow protects for two and green for three. Each time you're hit, your sheild will lose power and change colour. I- Speed. This will speed you up a little. If you collect too much of this power-up, however, it'll drastically slow you down. U- Gun Upgrade. Instead of shooting straight bullets, you'll shoot three, the additional two going off in different directions. While this'll also slow your shooting speed down, it'll be good for close-range combat and clusters of enemies. Sweetie Scoot will still be playable through Beta-Corner, though still with no real aim. I'm still not sure whether to have you scoot to a line, or what. There's another new game on this update, but it's currently unplayable. I mean, it works fine but I haven't got any suitable graphics, so it looks a mess. Even by this game's standards. Anyway, I've made minor improvements here and there, fixing bugs, tidying up the menus, and stuff like that. The error message you got after the third boss should no longer appear, for example. Oh yeah, I was playing around with graphical effects, and made it rain on the main menu. It looks cool, but it won't be staying. Just me playing around's all. I mean, it can stay if you guys want it to. But eh. Click here to get the new version
Okay, so I'm having a bit of trouble with my keyboard lately (one of the cursor keys being a bit unresponsive) so I couldn't test it as much as I'd like. After multiple tries, I finally got to play the new minigames though, which are some nice additions. The "Brew" minigame could need something else as ingredients than colored orbs, though. Various herbs and flowers would come to mind. I also like the much more varied sounds. Nice