Tomb of Twelve (Adventure) Free Video Game PC, Mac, Linux

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Is Tomb of Twelve fun to play?

Yes.
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No. Here's why...
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Total votes : 5

Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby Zivouhr » Thu Sep 04, 2014 3:09 am

digiot wrote:
Zivouhr wrote: ...Sounds like you're a pro gamer...

Ha, ha, no, by no means, rather the opposite !
I'm so bad, I haven't even found a way into the tomb at first !
Your post made me explore the surface a little deeper, all keys found now !
In the tomb, I was stopped by the bats. You have varied enemy movements there, not only
left/right or up/down, that's great !
Are that paths, or did you use custom algorithms ?
I don't know, how deep that tomb is, I haven't reached its end, but I have to
revoke my former statement :
The demo IS large enough, to get a good overview of the game.

It doesn't display any version number, or at least a date ?
I'm curious about, because on some versions, there are Linux sound issues, and
on others, there is no OSX export.
So your OSX-version exports well for all 3 desktops ?


Cheers !


:D I'm relieved to hear you found all the keys and the unlocked Demo Tomb was more of a challenge. I was thinking at first you conquered the whole tomb and reached the special demo ending already. The full game's version of that tomb has since changed more and is a bit more challenging. Challenging but fun is the goal. Not so difficult that it's no longer fun but a chore; as some diehard game developers prefer. In the past I made games like that on my old computer, but then when even I couldn't get through them, I stopped making them so difficult. :mrgreen:

The Bats are looped paths created by linking the very last movement dot to the original dot to close the gap. In the full game, I also included enemy followers, who will pursue the hero, though they take up a lot of memory, so had to be used sparingly for now.

Yes, though I didn't find the version, the creation date for the OSX Game Editor is 7/4/10 (July 4, 2010) as the creation date. Exports successfully to Mac, PC and Linux. Thanks to you I can confirm now that it works on Linux. Thanks Digiot, I appreciate your help and feedback! 8)
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby DjVan » Thu Sep 04, 2014 8:15 am

fixed.
Last edited by DjVan on Tue Dec 02, 2014 3:25 pm, edited 3 times in total.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby MrJolteon » Thu Sep 04, 2014 11:06 am

DjVan wrote:how can someone jump like that :lol: :lol:

You just need to show a complete disregard for the laws of physics.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby digiot » Sat Sep 06, 2014 4:14 pm

Zivouhr wrote:In the full game, I also included enemy followers,
who will pursue the hero, though they take up a lot of memory, so had to be used
sparingly for now.

Why that ?
I can't imagine, some enemy-actors, pursueing the player, and beeing active, even
if off the view, will increase the memory such a lot.
But I have no experience in that, maybe I'm wrong.

Speaking of the view : What do you think about changing the games view-ratio to 4:3 ?
It's not because I'm using a 4:3 monitor, but a gameworld, which can be scrolled
horizontally and vertically, is displayed more clearly in that ratio, IMHO.
Just a little suggestion...

And I noticed a little glitch in the gameplay:
Sometimes, during a continuous movement in one direction, the player shortly speeds up,
but immediately falling back to its normal speed.
Not a big issue, JFYI.

@ all those, knowing nothing about jumps and physics :
Obviously, that animation (Thanks for bringing it up, I haven't noticed it before !)
shows the wellknown "Yogi-jump" !
Due to the advanced age of the player, he can't perform the Indian style sitting anymore...
And what is it, what makes him stop his jump at a level, and then fall back to the ground,
if not the terrible impact of gravitation ?


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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby DjVan » Sat Sep 06, 2014 6:07 pm

Actually the problem isn't the gravity, you see when you don't press any key for a while, old man bumpus sit on the ground yeah it's not a yogi jump!
but if you press space to jump he jumps using that lazy animation instead.
Perhaps you already fixed this in the full game.

keep the good work 8)
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby digiot » Sat Sep 06, 2014 6:32 pm

DjVan wrote:...if you press space to jump he jumps using that lazy animation instead

That's the Yogi-jump !
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby lcl » Sat Sep 06, 2014 6:58 pm

Zivouhr wrote:In the full game, I also included enemy followers, who will pursue the hero, though they take up a lot of memory, so had to be used sparingly for now.

I guess you mean slowing the game down, instead of memory issues? I mean, normal actors following another actor don't cause memory issues, but if there's much of them doing that at the same time, they can make the game lag. What you could use as a solution, and what is recommended anyway, is to make the actors follow the hero only when the hero is within a certain radius of the enemies. This way only a few enemies will be running the chasing code at the same time, and the game won't lag.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby bat78 » Sun Sep 07, 2014 8:54 am

lcl wrote:
Zivouhr wrote:In the full game, I also included enemy followers, who will pursue the hero, though they take up a lot of memory, so had to be used sparingly for now.

I guess you mean slowing the game down, instead of memory issues? I mean, normal actors following another actor don't cause memory issues, but if there's much of them doing that at the same time, they can make the game lag. What you could use as a solution, and what is recommended anyway, is to make the actors follow the hero only when the hero is within a certain radius of the enemies. This way only a few enemies will be running the chasing code at the same time, and the game won't lag.


I suspect he meant memory consumption issues.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby Zivouhr » Thu Sep 11, 2014 6:19 pm

Thanks for the responses! And for posting that image of the game on the forum menu. 8)
Yeah, that animation where if you don't move the old man Bumpus for 20 seconds, he's like Sonic and decides to take a seat instead, waiting for you to get going again. In the demo, I didn't address it for when the jump button is pressed, but in the final game it will change the animation. Thanks.

Preparing to get the final game Tomb of Twelve out before the end of the year 2014, just deciding a few final things about it. I also like to give the game a little breathing time so when I return to play it again a couple weeks later, it still matches the goals I was going for in playability, fun, challenge, etc. So far so good and it's the game I wanted to make thanks to Game Editor and the helpful tips of this forum. Thank you.

LCL, yeah, that is a good suggestion about enemies only becoming active within a certain vicinity of the player. Bat78, yes, memory was an initial concern, agreed.

EDIT: Yes, that's the Yogi Bear Jump. ;) Digiot, 4:3 I was considering, but prefer widescreen just in case I convert the game to fullscreen if Game Editor gets a new feature to change full screen to window without having to have two games for each view. I'll test it out though, thanks, considering your experience with the possible lag you mentioned.
On my 2.5 GHz and 4 GB Ram computer, I didn't experience the lag, but will keep a close eye of it if I can test it on other machines again soon. Thanks.
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby digiot » Fri Sep 12, 2014 2:45 pm

Memory again : What is it, what eats your memory ?
Have you dozens of pursuers, or is the pursue code too memory expensive ?
Any clue ?

The "lag" is more likely a temporally, short speed-up !


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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby DeltaLeeds » Fri Sep 12, 2014 5:41 pm

Alright, I tried your game and first, the graphics are amazing! I can't even dream of making graphics like that! The game is also very fun and the levels aren't boring, the enemies aren't repetitive, and the level design is awesome! Well, there is still the mid-air jump bug (When you can jump mid air when going down from a platform without jumping), but other than that, everything seems good! (No moonwalk which is rare in platform gE games, kudos for that) Keep it up Zivouhr! +1 for the awesome game!
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Re: Tomb of Twelve (Open Land Adventure) PC, Mac, Linux Demo

Postby Zivouhr » Fri Sep 12, 2014 10:01 pm

Digiot, well, the memory thing is under control with a near finished version at about 100 MB or so for each version on PC, Mac and Linux, considering I have all of the final enemies just where I want them.

jonathang wrote:Alright, I tried your game and first, the graphics are amazing! I can't even dream of making graphics like that! The game is also very fun and the levels aren't boring, the enemies aren't repetitive, and the level design is awesome! Well, there is still the mid-air jump bug (When you can jump mid air when going down from a platform without jumping), but other than that, everything seems good! (No moonwalk which is rare in platform gE games, kudos for that) Keep it up Zivouhr! +1 for the awesome game!


Thanks a lot Jonathang! Glad you liked it. 8)

Yeah, that moonwalk was the first thing I had to figure out when I started making the game. I really appreciate your feedback. The final game is huge compared to this demo and includes a save system (thanks to LCL's tips!).
At first I didn't have those parallax scrolling mountains in there, and it felt empty. Once I figured out how to get those to coordinate with the player, I then figured out how to get the tombs to also have a parallax background like the classic 16 bit games, which adds another dimension to the look of a game.

That mid air jump is actually intentional for this game. I was going to originally remove it, but it really comes in handy in this demo and in the main game especially, saving the player from certain death from a simple mistake like accidentally slipping off the edge. Press jump and hop back to the ledge. It's a little bit like a double jump.
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Re: Tomb of Twelve (Adventure) Full Game now Available and F

Postby Zivouhr » Sat Oct 25, 2014 12:51 am

Tomb of Twelve (Open Land Adventure Game) 2014

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Posted by FSudolArtGames on Oct 24th, 2014:

In an effort to promote the fun I had programming Tomb of Twelve using Game-Editor, I'm going to offer the full version of Tomb of Twelve for free to fans of adventure video games in the side scrolling style. I hope you enjoy it. Don't forget to look for thanks to this forum within the ending credits, and also a secret hidden easter egg location in the game. :wink:

Play as Bumpus, on his epic open land quest to toss aside his life of living inside of a cardboard box, for the adventure of a life time capturing priceless gems, unlocking puzzles and avoiding dangers of all kinds. Download the full game now for free on PC, Linux and Mac. Here is the direct link to the free game. Choose your system:

http://www.indiedb.com/games/tomb-of-twelve/downloads

Pick your version for PC, Linux and Mac. Game made using Game Editor. Be sure to post your feedback; thanks!

TOMB OF TWELVE FEATURES:
-SIngle Player Adventure Game set in a large, persistent open Land to explore as you like.
-Run, Jump, leap, swim, bounce, slide, avoid, duck and hop your way to treasure.
-Game requires quick reflexes, skill, patience and timing to complete.
-Acquire Ghost Form and turn into a flying ghost or back into human form at will.
-Ghost Form allows you to reach previously unreachable areas.
-No weapons required. Just your agility, jumping ability and brains.
-Save checkpoints remember your progress after you unlock important items.
-Full and persistent Day into Night cycle.
-Choose to ride on a mine cart, racing down the mine shafts at full speed ahead.
-Customizable features allow you to choose one of the game’s songs, change the color of your character (once earned), the color of the sky and more.
-Sleep at will to regain lives. Several mini Homes to discover, save and rest inside.
-Face against dangerous animals, creatures and traps.
-More than 12 Tombs underground and aboveground to discover and unlock, each unique in challenge, design and difficulty.
-Inspired by classic side scrolling adventure games of the past.
-Mysterious but solvable Puzzles that require thinking outside of the box.
-A wise old man offfers clues to guide you through the Tomb of Twelve.
-Continue collecting Gems to raise your high score, after solving each Tomb to give tombs purpose afterwards.
-Special Warp Doors for fast travel across the Large landscape above and below ground.
-Easy to play, but a challenge to complete.
-Continue playing your adventure after finishing the game to find all of the secrets.
-Fast, fun gameplay set to catchy electronic tunes.
-Graphics, music, programming and design by artist F.Sudol.
-Game created on Game Editor, game creation program for PC, Mac and more.
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Re: Tomb of Twelve (Adventure) Full Game now Available and F

Postby lcl » Sat Oct 25, 2014 4:33 pm

Hi Zivouhr!

I played your game for about 40 minutes, and here's my first impressions about the game and some bugs and things I found.

First I want to say that I can see you have put a lot of work into this. The graphics are great and you've built a very big game world (actually I think I haven't met any of the edges of the world yet :D ), and only those two things already separate you from most of the people here (including me), most people get tired with making the graphics or building the levels. Congratulations to you for finishing your first game!

I'll now tell you my opinion about the game split into a few categories (because I like splitting things into categories xD).

Things I liked the most in the game so far:
  • Graphics
  • The fact that you can continue previous game, I died a lot
  • The hidden things and places to discover, like extra lives in caves that serve no other purpose than to hide that extra life. I always like to find things in games that are meant to be found only if you search around places people usually won't go look into.
  • I'm also pretty sure I would have loved the puzzles if I had ran into one while playing the game

Things I didn't like so much (most of these are just my personal opinion, so these are not that big of a concern, other people may think just the opposite way):
  • The openness of the game world. What I mean is that as I am a kind of person who wants to finish games "perfectly" as in collect every single collectible item, and completing all tasks 100%, etc. I get overwhelmed by the challenge when the levels expand in all possible directions with no possibility to stay aware of where you've already been to and where you've not. But this is not your fault, as I said, this is my opinion, and well, this is just what you promise when you say "Inspired by classic side scrolling adventure games of the past". I bet the people who enjoy those games will also enjoy this one!
  • The enemies. What I mean with this is that I didn't like the way the enemies act and how you're not able to do anything else than to avoid them. It'd be neat to see the enemies doing something else than just going around the same path mindlessly. Also, I'd like to have some way of defeating the enemies, so that the same enemy won't be a threat to me every time I pass the same place.
  • The music. This again is 100% an opinion thing, I just don't like the particular song. I mean, the melody is great and fits the game and the quality of the sound is good and it sound professional, but I just don't like the electric/techno styled overall sound of the song and the electric noises on the background. It kind of doesn't fit the game in my opinion, personally I'd prefer to hear some more natural instruments performing the same song. Of course it would be the best thing ever if the music changed when entering different tombs or something like that. But again, some other person may find the current song just good. By the way, how can I access the other songs you mentioned? I didn't see an option for changing the song anywhere. I'd like to try out the other songs, if I'd find them more suitable for me. :) But once more, don't be offended by this, it's not a bad song, it's just one I don't like, and everyone has different taste. You've done good work on the song.
  • This one's a bit nitpicky, but I think the player should be in the middle of the screen. Currently he's about 40 pixels to the right from the middle point. :P

I also found some bugs while playing the game, so I'll list them here:
  • The main menu option selecting doesn't seem to function properly. When I press up, it highlights the first option, but just for the time I keep the key pressed. After releasing the key it returns to the option in the middle. Also, sometimes if I press quickly enough, the highlighting can stop at the top option or the bottom option, but pressing up or down after that makes it highlight some of the other options, but not the one I'd expect it to.
  • When in the game and holding P for looking at the progress, the text shakes a little.
  • If I run left and then stop and jump, then jump again and then jump once more without walking left or right between any of the jumps, the character turns to face right after the third jump. Of course, this doesn't cause any problems while playing, but it shouldn't do that.
  • After getting a few Game Overs the game crashed on restarting.

Then there's one more thing, not really a bug, but something I think could make the game a lot better if changed to function in a different way.
That's the movement. I mean the view movement, plus the parallax scrolling movement. Currently it's all a bit shaky and bumpy and relates too much to the player's position. I mean, when the player moves 1 pixel up, the view and the background also start moving, and this makes it look a little bad when going up slopes when the players x and y change at the same time in a jumpy manner. I guess you've made the player the view's parent, right? A better solution would be to make the view follow the player with a little delay, and not pixel-perfectly, but smoothly instead. This is actually very easy to achieve with a few lines of code. Then you'd make the background parallax scrolling layers update their position relative to the view, not the player. Doing this would make the game a lot nicer to look at.

Oh, and still one more thing about the smoothness of the movement. I think you're using the default frame rate limit in GE, 30? In my opinion that is always too little, because most of the screens nowadays are able to show up to 60 frames per second. With 30 all faster movement seems jumpy and causes stress on the eyes. What I'd advise you to do, would be to raise the limit to 60 for example, or to 64 (a power of 2, a so-called cpu perfect number). There's one downside to this, and it's the fact that changing the limit changes the speed your enemy actors move on their paths, and as there's no way to modify the path frame amounts, you can do nothing about it than to re-make the paths if the change in speed is too much. Also, if you wanted to raise the fps of the game, it would make all other movement in your game be faster if you don't do anything about it. But there's a simple way to make the movement stay at the same speed regardless of what the real_fps of the game is at different points in the game. This can be achieved by using a very simple formula to calculate the speed that should be used with the current fps to achieve the same amount of movement in a second as with the original speed with the original fps. In case you want to, I can guide you on how to do this. But if you don't want to, I totally understand, it's a bit unpleasant to start modifying something this big in an already finished game.

I think that's about all I wanted to say about the game for now.
Once more, congratulations on finishing your first game! This one is a lot better than my first game, you've learnt much already! :)
Good job!
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Re: Tomb of Twelve (Adventure) Full Game now Available and F

Postby Zivouhr » Sat Oct 25, 2014 10:48 pm

Hi LCL!

Thanks for playing Tomb of Twelve! And I appreciate the constructive feedback. Everything you mentioned is something I was thinking about myself, and what ways I could improve it during the development process. I like your suggestion about having the camera follow the player and I'll take another look at some examples in the forum. There is one in there with a stick figure that might help.


EDIT: Lcl, just a few quick questions if you have time:
You mentioned the frame rate could be better. On my computer, it works at a nice frame rate and has mostly zero slowdown. Does your game move as if it's going in slow motion?
1. If so, are you using a computer or laptop computer?
2. What are your computer's GHz and RAM stats?
3. Do you have other programs running while playing T12?
4. What Operation System do you use?
Thanks!

The music can be changed at the character's main Log Cabin Home. It's located to the West from your start point in the cave. Run to the left and you'll eventually pass a Tomb Pyramid with Orange triangles on the sides (the fire tomb which is one of the toughest tombs in the game). A short while after that, the Cabin will appear and if you climb the ladder and jump onto the right platform rocks, there will be a selection of music notes, including one that is just background forest sounds of bugs. There are about 7 tracks to play during the game, according to the gamer's mood. Thanks for the suggestion about the style of music. I'll keep it in mind.

Sorry to hear you are not a big fan of open land adventure games that don't have a linear point A to B goal. I like linear games, but I love the freedom to explore freely most of all. For the enemies, I wanted to pay tribute to Pitfall 2 by David Crane on the old Coleco Vision Console. What I loved about it, and what's different than many games, is you don't kill anything. While I like games that allow you to dispose of enemies, Pitfall 2 requires you to time all of your steps when near the condors, the alligators, snakes and more to rescue the Lion and Daughter. It was one of those "get hit by a bird and start over games". That game was a lot tougher though, so I wanted to make this challenging, but more accessible and fun to play without as much frustration.

With practice, this game can be conquered (I'll admit it's not easy though), but I'm glad to hear it was a challenge to your game playing skills! Thanks LCL. As a special thanks to you, I put an easter egg in a tomb with puzzles. It's the brick Tomb Pyramid to the west, not far from the small wooded area where the bears are patrolling (they run towards the player wherever he goes). If you are able to figure out the block puzzles in there, there is a wall that if you climb into a little crevice and touch the left side of the wall, the easter egg appears with LCL in the thank you message. Thanks LCL for all of your help learning how to save the game and also with the treasures!

I'll take a look at your other suggestions and when there is time, look into it more while balancing other projects and work. Thanks again LCL.


EDIT: Is there a way to get this attached image to be shown in the forum in place of the floating jump pic? Thanks. Not sure why it's not changing.
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