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Author Topic: Flame the Dragon (Demo released!)  (Read 3438 times)

Description: not the one from Spyro

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Offline smbmaster99

Flame the Dragon (Demo released!)
« on: August 10, 2011, 12:28:58 pm »
DEMO HERE:
==============================================
http://www.mediafire.com/?e9y6e99m3g8ke6d
http://www.megaupload.com/?d=I9INSSJC
And as of right now, this project is on hold. Not canned, but delayed. I've spent well over a year on it and I've got new game ideas in mind. Enjoy!
===============================================

Some credz early so you won't get the wrong impression:
NO Body the Dragon has permitted me to edit some of his chars to look like mine, so I  thank him much for that ^( ^
many graphics have come from various places, from the engine itself, to TSR, MFGG, and other random places that I can't remember :facepalm:
Music and sound effects by Nintendo, Capcom, and SNK


Please let me know what you think ^( ^

Hey, it's me. Some of you may remember a while back that I made a game of NB's characters. I had made a big mistake. XP NB and I got things settled and he let me change the sprites to my characters and the story-line was also re-written.

The game's title is simply, Flame the Dragon, my 4th game (after making a few examples, 2 non-serious joke games, the NB game and Super Difficult Mario Bros, which was my first game)

This is the game that I always went on about in my topics for help in GM (mainly on the old message board and on MFGG)

It's about a young Dragon named Flame, his bother Alexander (usually called Xander), a few friends from school, and his best friend Crystal who dream of exploring the world.
info ahead D:

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The sprites used for the main characters (and a TON of NPC's) were edited off of NO Body's sprites, WITH HIS APPROVAL; And the characters you see (Flame and Crystal) are MY characters, and are not free to use

A majority of the enemy sprites were custom made by No Body the Dragon

this game was inspired by the Zelda series, and thus, there will be lotsa Zelda stuff in this game, from enemies, to exploration. I've had this game in mind for about 2 years, and finally started working on it about 2 months ago. I built this game off of the MKFDev source, but I assure you, almost everything you'll see in these videos were coded from scratch by myself, or they were heavily edited to do what I felt they should.

If y'all got questions, ask them.
4 PARTS TO THE ENTIRE PREVIEW :O the credits are at the end of part 4 (or should I say, a link to them XP)

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---Most recent updates---
Here's some pictures of Adrian Cave:


And lately there has been a bug causing music not to play when you die and restart in the room you died in. It was irritating. And today, I finally CRUSHED THAT BUG LIKE AN EXTERMINATOR CRUSHES A FLY UNDER A FLY-SWATTER. I can now resume work on Adrian Cave, which is almost done :awesome: I'll probably have a video of it up in a couple days.

Stay tuned!
« Last Edit: January 02, 2012, 01:00:04 pm by smbmaster99 »

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Offline TheomanZero

Re: Flame the Dragon
« Reply #1 on: August 10, 2011, 03:36:04 pm »
Glad to see this topic here.  I'm quite getting used to the new place.

Offline smbmaster99

Re: Flame the Dragon
« Reply #2 on: August 10, 2011, 04:41:48 pm »
Yeah, I like the new place too. It was a slight surprise at first, but after a little while, it has grown on me XP

I fixed a youtube video error in my first post (it was the trailer video). And tomorrow marks the ONE YEAR ANNIVERSARY of work having started on this project :awesome: You know what this means? A new video :P It'll be showing Adrian Cave, and I hope that anything that is found by whoever sees it can be fixed ^^

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Offline smbmaster99

Re: Flame the Dragon
« Reply #3 on: August 11, 2011, 07:49:47 am »
It's been one full year today that work started on this game, so have another video :awesome:
<a href="http://www.youtube.com/watch?v=iiM51CnKJBI" target="_blank">http://www.youtube.com/watch?v=iiM51CnKJBI</a>

Please tell me what y'all think about this level ^^

Edit: Oh yeah, and the frozen enemies land on slopes now XP I fixed it after the video was recorded, and the stone monsters from Paper Mario (Clefts?) aren't supposed to freeze, so that's been fixed too.
« Last Edit: August 11, 2011, 07:52:46 am by smbmaster99 »

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Offline Triggerpigking

Re: Flame the Dragon
« Reply #4 on: August 11, 2011, 08:56:00 am »
Looking nice are you going to release a demo soon.



Offline smbmaster99

Re: Flame the Dragon
« Reply #5 on: August 11, 2011, 08:57:36 am »
No plans for a demo right now, but I might release one in the future.

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Offline TheomanZero

Re: Flame the Dragon
« Reply #6 on: August 11, 2011, 11:20:44 am »
Hooray for a new video!  I've got lots to say about this one.
It looks a bit cramped . . . but it's a cave, so that's appropriate.  What concerns me is the prevalence of low ceilings over bottomless pits this early in the game, especially if you lose a whole heart every time you fall in.  Then again, maybe it's a sign you're supposed to use Flame here, rather than Crystal?
This might sound very strange at first, but . . . I think the movement speed in this game might be a little too fast.  It just seems like it's too easy to avoid combat by running right past it.  If you still want them to be able to move that fast, maybe give them a slower walking speed and some sort of dash or sprint function that is discouraged somehow when exploring new dungeons -- maybe they take collision damage from all enemies while sprinting?  Alternatively, you could just give enemies greater means of stopping the dragons, and maybe you were planning to do that in later dungeons anyway.
It'd be nice if the red spear-throwing enemies had some sort of death sprite or animation rather than just disappearing.  It'd up the catharsis factor, and as-is they just seem to fade away in the cloud of breath.
Now this is a totally crazy idea that just popped into my head, but . . . what if the elemental breaths started out really weak (just hitting a small area right in front of them, not much larger than the punch) and got more powerful over the course of the game (say, every time you beat a dungeon)?  It occurred to me that it seems a little overpowered right now, but weakening it would make it useless in later dungeons . . . so I thought of this.

Offline smbmaster99

Re: Flame the Dragon
« Reply #7 on: August 11, 2011, 12:21:36 pm »
It looks a bit cramped . . . but it's a cave, so that's appropriate.  What concerns me is the prevalence of low ceilings over bottomless pits this early in the game, especially if you lose a whole heart every time you fall in.  Then again, maybe it's a sign you're supposed to use Flame here, rather than Crystal?

Yeah, a sort of claustrophobic feel is what I'm aiming for :P Don't worry about some of the pitfalls, I've noticed this as well. I've fixed some of them in this video, but I still need to work on more.
This might sound very strange at first, but . . . I think the movement speed in this game might be a little too fast.  It just seems like it's too easy to avoid combat by running right past it.  If you still want them to be able to move that fast, maybe give them a slower walking speed and some sort of dash or sprint function that is discouraged somehow when exploring new dungeons -- maybe they take collision damage from all enemies while sprinting? Alternatively, you could just give enemies greater means of stopping the dragons, and maybe you were planning to do that in later dungeons anyway.
You gave me an idea here. While Crystal is supposed to be faster and have a higher jump than Flame since she has no wings, the running past NMEs is something people could abuse. It almost makes the walking useless =P Perhaps some NMEs, instead of causing damage when you run into them, you bounce back a little. Maybe not the ones with more aggressive AI (such as Stalfos, who take a swing at you any chance they get), but the NMEs like the red imp.

It'd be nice if the red spear-throwing enemies had some sort of death sprite or animation rather than just disappearing.  It'd up the catharsis factor, and as-is they just seem to fade away in the cloud of breath.
Maybe I could make the death sprite bigger? It does seem a little strange for the mid-sized enemy to just sort of "poof" XP

Now this is a totally crazy idea that just popped into my head, but . . . what if the elemental breaths started out really weak (just hitting a small area right in front of them, not much larger than the punch) and got more powerful over the course of the game (say, every time you beat a dungeon)?  It occurred to me that it seems a little overpowered right now, but weakening it would make it useless in later dungeons . . . so I thought of this.

That is a great idea. I was noticing they seemed a bit overpowered as I was recording the video, but I wasn't sure of a way to fix that. Thanks for the C+C ^( ^

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Offline TheomanZero

Re: Flame the Dragon
« Reply #8 on: August 11, 2011, 01:42:20 pm »
I'm glad you liked my feedback . . . and that I could be of help.

Offline smbmaster99

Re: Flame the Dragon
« Reply #9 on: August 15, 2011, 01:58:14 pm »
2nd dungeon completed :awesome:

<a href="http://www.youtube.com/watch?v=hkJKORkaZ58" target="_blank">http://www.youtube.com/watch?v=hkJKORkaZ58</a>

The Stone Demon is much, much more powerful than the plant monster, so you'll need to be quick and alert when he attacks. If you get crushed under his fists, you lose 2 whole hearts, and as you'll probably only have 4 when you fight him, it'd be a bit painful :P

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Offline TheomanZero

Re: Flame the Dragon
« Reply #10 on: August 15, 2011, 03:15:03 pm »
Heh, I certainly wasn't expecting that little mage guy in the center.  I assume that the rocky shell can only be damaged by bombs, while the mage can be hit with anything?
By the way, can bombs explode in your hands?  They look pretty powerful and easy to use, but most enemies will probably be smaller and/or faster than Secret Rock Mage here, so bombs won't be as useful (also, I imagine bomb pickups are more common during this boss fight than usual).
Oh, and be sure to fix that bug with the frickin' laser beam.

Offline EvilMariobot

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Re: Flame the Dragon
« Reply #11 on: August 15, 2011, 05:50:03 pm »
I think the stone form needs to try to smash you more, especially when his health is low. He only tried it once during the battle.

Offline smbmaster99

Re: Flame the Dragon
« Reply #12 on: August 15, 2011, 07:17:38 pm »
@ TheomanZero

Yeah, the Mage is trying to help the evil that already existed inside the cave grow faster. The Stone Demon had been there before the dungeon became an underground cave and was the source of dark and powerful magic in the game's history. With the Mage's magic, he was able to re-awaken the monster, but not long afterwards, Flame and Crystal kinda ruined it all for him :P

Some more is explained about the Stone Demon and a few other things later in the game- maybe halfway through. But the methods by which they're explained is a :secret: for now cuz it'd spoil some of the game's plot :ph34r: Oh, and the laser glitch is fixed too =P

@ EvilMarioBot: Yeah, that's true. I went ahead and fixed it when you pointed it out ^^

Also, I'm gonna try and make the field more "filled" I suppose is the right word. What I mean by this is, some areas I plan to add little caves in larger rocks, some floating land to fill the empty space in the air and make the field areas more unique, and other small things such as replacing NMEs that are too overused right now in the field.

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Offline Emerald Master

Re: Flame the Dragon
« Reply #13 on: August 15, 2011, 11:08:14 pm »
The footage of gameplay is very entertaining, and nice dungeon ideas. I seen a second video, the second video I watched was the "Swamp Dungeon".

WhiteRoseBrian

Re: Flame the Dragon
« Reply #14 on: August 16, 2011, 04:57:17 am »

Perhaps I can offer ideas for the soundtrack? 


 

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