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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Turon » Mon Jan 18, 2016 6:52 pm

I'll try it out when my computer is working again :)
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Tue Jan 19, 2016 2:49 am

Turon wrote:I'll try it out when my computer is working again :)


Thanks Turon. 8)
I'm interested to hear how others are experiencing it on PC, Linux and Mac.
Frame rate, if it plays as it's supposed to, etc.
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby DeltaLeeds » Sat Jan 30, 2016 3:32 pm

I'm gonna rate your game. 8)

Graphics: ★★★★★ - Nice artwork as usual Ziv! You can really be a game illustrator!
Music: ★★★★☆ - Nice title music, the game music gets a bit repetitive and ear raping when heard for a long time, but it's still good.
Sounds: ★★★★★ - Nice sounds!
Gameplay: ★★★☆☆
  • The framerate is okay! Knowing game editor, bugs are bound to be found everywhere, making the game very hard to play, but you can fix them I bet, let me tell you some bugs I found and drawback.

    Bugs
    • When attacking zombies even though you don't get hit, you sometimes get knocked back as if you were getting hit, making the game rather impossible to play in normal because of the sheer amounts of zombies on the screen (in normal) and getting knocked back while attacking the zombies make it impossible to counter attack quickly.
    • The attack animations glitch as well, really making it hard to attack fast.


    Drawbacks

    • Zombies come out much faster than you can kill them, even in normal. Maybe make the attack range more or spawn less zombies? Also, it's hard to kill the slugs because of the their size... The special attacks and backward attacks to compensate a bit for that though. :)
    • Loads quite long at startup.
    • Huge file size.

Creativity: ★★★★☆
  • Zombie games are everywhere (-3★)
  • Overpowered grandpa with walker (+0.5★ because Angry Grandma)
  • Backwards attack (+0.5★)
  • Slug as an enemy??? (+0.5★)
  • Special attack (+0.5★)
Overall: ★★★★★
Awesome game for game editor, despite it being a zombie game, I can see a lot of dedication made for this game, especially because of the fact that it's made in game editor. This is almost equivalent to a game made in unity, it's just a bit buggier and some features are limited, but other than that, it's awesome. :D
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Sat Jan 30, 2016 10:36 pm

Update: Just finished most of Level 3 and added a driveable car to plow over zombies with, which you can exit and enter the car freely during the level before it breaks down after so many zombie hits. The 3rd level is giant, so a car is essential.
I'm going to attempt to see what happens with this game on Steampowered.com very soon.



jonathang wrote:I'm gonna rate your game. 8)

Graphics: ★★★★★ - Nice artwork as usual Ziv! You can really be a game illustrator!
Music: ★★★★☆ - Nice title music, the game music gets a bit repetitive and ear raping when heard for a long time, but it's still good.
Sounds: ★★★★★ - Nice sounds!
Gameplay: ★★★☆☆
  • The framerate is okay! Knowing game editor, bugs are bound to be found everywhere, making the game very hard to play, but you can fix them I bet, let me tell you some bugs I found and drawback.

    Bugs
    • When attacking zombies even though you don't get hit, you sometimes get knocked back as if you were getting hit, making the game rather impossible to play in normal because of the sheer amounts of zombies on the screen (in normal) and getting knocked back while attacking the zombies make it impossible to counter attack quickly.
    • The attack animations glitch as well, really making it hard to attack fast.


    Drawbacks

    • Zombies come out much faster than you can kill them, even in normal. Maybe make the attack range more or spawn less zombies? Also, it's hard to kill the slugs because of the their size... The special attacks and backward attacks to compensate a bit for that though. :)
    • Loads quite long at startup.
    • Huge file size.

Creativity: ★★★★☆
  • Zombie games are everywhere (-3★)
  • Overpowered grandpa with walker (+0.5★ because Angry Grandma)
  • Backwards attack (+0.5★)
  • Slug as an enemy??? (+0.5★)
  • Special attack (+0.5★)
Overall: ★★★★★
Awesome game for game editor, despite it being a zombie game, I can see a lot of dedication made for this game, especially because of the fact that it's made in game editor. This is almost equivalent to a game made in unity, it's just a bit buggier and some features are limited, but other than that, it's awesome. :D


Very helpful review Jonathang, thanks a lot! 8)
Glad you were able to give it a try and generally enjoyed it.

The music I am in the process of lowering in default volume so the sound effects stand out more. There's a way to shut off the music with the "z" key while playing.

Was the first boss the one that prevents you from getting in an attack? He's tough and is best dispatched by luring him near explosive vehicles.
But I'll test the enemy zombies also to see how they react when the player bumps into them, to make it less frustrating when trying to attack them since there are so many.

When you mention the attack animations glitch, do they stall or disappear? Thanks.

Very glad to hear the framerate is okay/playable on your computer.
How long does the game take to load on your computer I wonder? A minute, two minutes, more?
I have a 2.5 GHz with a faster graphics card, so it's almost instant when I load it to play as the exported game file outside of game editor; about 5 seconds to load the game and start playing.


As a tip, to quickly defeat lots of onscreen zombies at once, the right, right + space bar attack is the most powerful, along with the right + space Grab Toss move (or left arrow depending). Also, the powershot is very effective as well.

Thanks again for all the great feedback, much appreciated Jonathang! :D
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby DeltaLeeds » Sun Jan 31, 2016 8:23 am

Zivouhr wrote:Update: Just finished most of Level 3 and added a driveable car to plow over zombies with, which you can exit and enter the car freely during the level before it breaks down after so many zombie hits. The 3rd level is giant, so a car is essential.
I'm going to attempt to see what happens with this game on Steampowered.com very soon.


Woooah! That's gonna make killing zombies a whole lot more fun!! XD

Zivouhr wrote:Was the first boss the one that prevents you from getting in an attack? He's tough and is best dispatched by luring him near explosive vehicles.
But I'll test the enemy zombies also to see how they react when the player bumps into them, to make it less frustrating when trying to attack them since there are so many. When you mention the attack animations glitch, do they stall or disappear? Thanks.


Yeah the first boss was very OP! I guess you could make the grandpa have a ranged attack like... A boomerang walker! XD
The attack animation just starts over and cancels the attack.

Zivouhr wrote:Very glad to hear the framerate is okay/playable on your computer.
How long does the game take to load on your computer I wonder? A minute, two minutes, more?
I have a 2.5 GHz with a faster graphics card, so it's almost instant when I load it to play as the exported game file outside of game editor; about 5 seconds to load the game and start playing.


Only 10-20 seconds, but that is quite long for the game editor logo to start up. xD

Zivouhr wrote:As a tip, to quickly defeat lots of onscreen zombies at once, the right, right + space bar attack is the most powerful, along with the right + space Grab Toss move (or left arrow depending). Also, the powershot is very effective as well.


I use N and right + space bar! Those are quite effective.

Btw I found another annoying drawback.

Sometimes when you're near the zombie or slug(You don't get hit, but this sometimes happens when you do get hit), you lose health very very fast, like all 5 hearts gone in 2-3 seconds, and you can't do a thing about it. I'd suggest an invulnerable moment after getting hit (Idk, 2-3 seconds?). This is also what makes the boss almost impossible when you're stuck in a corner. Even when you respawn, you're stuck in that one location (Pinned at the right edge of the map) and the boss just kills you easily (All 3 lives gone in 15-20 seconds). Plus, you can't move... So yeah, add an invulnerable moment where you aren't affected by knockback and damage, and that'll make the game much more playable!

Also, if you go to the west part of the screen, the do not enter part, please don't make us lose health. Instead make the x stay the same instead of making us knocked back and losing health, as that's really weird. There's no electric force field or anything.

EDIT: Attack animation glitch quote fixed! xD
Last edited by DeltaLeeds on Mon Feb 01, 2016 8:18 am, edited 1 time in total.
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Sun Jan 31, 2016 4:26 pm

jonathang wrote:
Zivouhr wrote:Update: Just finished most of Level 3 and added a driveable car to plow over zombies with, which you can exit and enter the car freely during the level before it breaks down after so many zombie hits. The 3rd level is giant, so a car is essential.
I'm going to attempt to see what happens with this game on Steampowered.com very soon.


Woooah! That's gonna make killing zombies a whole lot more fun!! XD


Yeah the first boss was very OP! I guess you could make the grandpa have a ranged attack like... A boomerang walker! XD


Only 10-20 seconds, but that is quite long for the game editor logo to start up. xD


I use N and right + space bar! Those are quite effective.

Btw I found another annoying drawback.

Sometimes when you're near the zombie or slug(You don't get hit, but this sometimes happens when you do get hit), you lose health very very fast, like all 5 hearts gone in 2-3 seconds, and you can't do a thing about it. I'd suggest an invulnerable moment after getting hit (Idk, 2-3 seconds?). This is also what makes the boss almost impossible when you're stuck in a corner. Even when you respawn, you're stuck in that one location (Pinned at the right edge of the map) and the boss just kills you easily (All 3 lives gone in 15-20 seconds). Plus, you can't move... So yeah, add an invulnerable moment where you aren't affected by knockback and damage, and that'll make the game much more playable!

Also, if you go to the west part of the screen, the do not enter part, please don't make us lose health. Instead make the x stay the same instead of making us knocked back and losing health, as that's really weird. There's no electric force field or anything.


Very helpful, thanks again.
20 seconds, that is a long time in Game Editor. The game has tons of graphics, so that's probably the reason it loads longer. Thanks.

Yes, the Rage attack move is useful for cleaning up enemies, at the cost of one health heart (which refills slowly in normal and easy mode).
For the boss, I wait for my stamina meter to refill (beneath the heart health) and then hit the boss with the power shot (in easy or normal mode), but also use the projectiles to time it so when he's above the car, I fire at the car and it does major damage to the zombie boss in the game. Power shot is UP+B when stamina is above 1/5. Once he starts attacking, he's invulnerable till he stops.

I fixed the zombies so when they fall down and are rising up after being tossed, they can't hurt the player as before, which would result in the player getting knocked backwards.

The dark green slime on the ground is the border, but I'll make it so it doesn't hurt the player, only pushes them back. I had a solid object wall there, but whenever the player used his rage attack (which uses a path), the path would warp the player past the wall and defeat the purpose of a wall, but now I'll just use the xscreen or move to command to set them back into the game and take away the damage effect since the path was overriding the wall.

Thanks for the info about the quick loss of health. I'll have to think about that one. Maybe set a timer so the player can't be hurt after the initial impact with the enemy so when the player gets bounced around, they'll stay alive a short while before the timer expires and the player becomes vulnerable again. If it makes the game more playable, even better, thanks! 8)
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby DeltaLeeds » Mon Feb 01, 2016 8:30 am

Zivouhr wrote:Very helpful, thanks again.
20 seconds, that is a long time in Game Editor. The game has tons of graphics, so that's probably the reason it loads longer. Thanks.

Yes, the Rage attack move is useful for cleaning up enemies, at the cost of one health heart (which refills slowly in normal and easy mode).
For the boss, I wait for my stamina meter to refill (beneath the heart health) and then hit the boss with the power shot (in easy or normal mode), but also use the projectiles to time it so when he's above the car, I fire at the car and it does major damage to the zombie boss in the game. Power shot is UP+B when stamina is above 1/5. Once he starts attacking, he's invulnerable till he stops.


Ah yes the up+B. But well the problem is that most of the time we lose our gun when we're at the boss point. Maybe put a gun right at the boss area?

Zivouhr wrote:I fixed the zombies so when they fall down and are rising up after being tossed, they can't hurt the player as before, which would result in the player getting knocked backwards.

The dark green slime on the ground is the border, but I'll make it so it doesn't hurt the player, only pushes them back. I had a solid object wall there, but whenever the player used his rage attack (which uses a path), the path would warp the player past the wall and defeat the purpose of a wall, but now I'll just use the xscreen or move to command to set them back into the game and take away the damage effect since the path was overriding the wall.


A solid wall isn't a good idea, yes. But the simplest solution is just to perhaps you can just use the good ol' x limiting (which you might have used already?)
Go to the player's draw actor -> Script Editor ->
Code: Select all
if(x<[x of the leftmost part of the screen where the player can't go right])
{
   x = [x of the leftmost part of the screen where the player can't go right]
}


Zivouhr wrote:Thanks for the info about the quick loss of health. I'll have to think about that one. Maybe set a timer so the player can't be hurt after the initial impact with the enemy so when the player gets bounced around, they'll stay alive a short while before the timer expires and the player becomes vulnerable again. If it makes the game more playable, even better, thanks! 8)


Rather than a timer I'd suggest using a variable like if the zombie hits the player, a variable known as "Shield" is made into 60 or 120 depending on the game's fps.
Then go to the player actor -> Draw Actor -> Script Editor ->
Code: Select all
if(Shield>0)
{
    Shield--;//Shield goes down by 1 each frame.
}
else
{
    Shield=0;
}


Also put a collision event on the zombies like:
Collision any side of player -> Script Editor ->

Code: Select all
if(Shield<0)
{
    [Player gets harmed code]
}


So that the player won't be harmed if Shield is over 0... Timers aren't that reliable, plus if you have a power up to increase your shield's length time, variables are a lot easier for that. xD

If you have dropbox or something I can try to help development by sharing the folder, making a copy ged for me to edit (Backup so that if I screw up, no problem). I did that with Enblast and Jolt's game once. :P
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Tue Feb 02, 2016 3:25 am

Cool suggestions Jonathang, thanks!

I was able to get the timer to work with the zombies so the player isn't hurt after the first hit for a second to recover without getting bounced around and it's working reliably thankfully, though I agree for very precise things like a screen that needs to appear at an exact moment in time, the timer sometimes skips.

Recent Fixes:
+Player invulnerable for a second after initial enemy attack hits the player, so the player can recover and fend them off.
+Slow the spawning of zombies down a bit.
+ A few other changes based on the feedback, thanks.




I have the game finally up on steampowered.com as a voteable game under "City of Rott; Streets of Rott", but I'll see how it goes as it's an uphill battle, but I'll give it my best try. So far a mix of positive and some negative comments, but some constructive feedback which is useful also. 8)
http://steamcommunity.com/sharedfiles/f ... =613399890

I plan to make the weapons require more precision when fired, so the player will have to be more on line with the target zombies to impact them. Work in progress. Game Editor fans, feel free to vote on steam if you can. Thanks! 8)
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby DeltaLeeds » Tue Feb 09, 2016 10:58 am

I really hope this goes well as a game made in gE making it through steam is a huge feat! A very very huge feat, for any user of gE, and gE itself. :D

I commented in your video by the way. ;)
AHAHAHAHAHAHAHA!!!! 600th post. Cheers, I guess?
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Wed Feb 10, 2016 1:05 am

jonathang wrote:I really hope this goes well as a game made in gE making it through steam is a huge feat! A very very huge feat, for any user of gE, and gE itself. :D

I commented in your video by the way. ;)
AHAHAHAHAHAHAHA!!!! 600th post. Cheers, I guess?


Thanks a lot Jonathang! 8)

We'll see how it goes and hopefully picks up more steam throughout the year, as they didn't mention any time limit on there but also don't tell you how many votes it to get accepted on Steam or how many votes you've earned so far. Probably 1000+ votes or more required as a general guess.
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Turon » Sat Feb 13, 2016 4:59 am

I've been trying to download the Mac version of the game but for some reason it always comes out corrupted...
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Sat Feb 13, 2016 11:32 pm

Turon wrote:I've been trying to download the Mac version of the game but for some reason it always comes out corrupted...


Sorry to hear about that. I downloaded it to test it out, and it opens up and plays. What OSX are you using? The file is 200MB+ zip, or so, so as long as you load the entire file, not sure why it's not working. After it finishes downloading, it'll look like the zipper icon on a Mac.
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Turon » Sun Feb 14, 2016 8:19 am

Mine is Mac OS X El Capitan 10.11.3 and I don't see the zipper icon as it appear that it's not compressed.
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Zivouhr » Mon Feb 15, 2016 2:51 am

Turon wrote:Mine is Mac OS X El Capitan 10.11.3 and I don't see the zipper icon as it appear that it's not compressed.


Hi Turon. I was able to download it again just now, opened the zip file, and started the game demo without a problem. I remember when I was on a slower connection, sometimes large files wouldn't load, but once I switched to a faster service, no errors when downloading larger files. If you're already on a faster connection, not sure why your computer isn't allowing you to see the zip file, if you're downloading it from the indiedb website download link under Mac. Thanks.
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby Turon » Sun Apr 24, 2016 5:27 pm

I'm finally gotten to playing City of Rott! I haven't a lot of experience with the genre so I got killed quickly... I'll be playing more in order to make a full assessment. so far it looks like a cool quirky fighting game..
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