• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Close friends Gameactive and “Dorami” take a relaxing, much-needed vacation to the Mushroom Kingdom… that is, if having clichéd antagonist Dreadnought kidnap the latter can qualify as a vacation.

Well, we all know what the inevitable next step is.

Gameactive must now travel through six vibrant worlds to challenge Dreadnought and save his supposed love interest! But as one could expect, Dreadnought has allied with Bowser’s forces to hamper Gameactive’s progress! Fortunately, Gameactive will be able to complete missions and side-quests to earn abilities and items to assist him on his way! So leave no stone unturned as you show Dreadnought that you’re not a threat, but the crasher of his greater scheme!

With over 50 planned levels and a dizzying array of side content, this Mario-styled side-scrolling platformer won’t be holding back! (However, it’s also going to take AGES to complete, especially due to an unplanned port into a new engine, and just life generally getting in the way of my ambitions.)


This game-play footage is of one of the very last levels in the game, and hopefully you can tell just by the looks of it.

Latest Blog

No blog entries have been posted yet.

  • Hiatus
  • Gameactive
  • Game Maker Studio
  • Platformer
  • 04/17/2014 02:34 AM
  • 09/24/2015 09:16 AM
  • 09/01/2014
  • 10055
  • 4
  • 0

Posts

Pages: 1
Ratty524
The 524 is for 524 Stone Crabs
12986
I wonder if you can even beat the mess that's going on in that level from your vid...

This looks great, though. Subbed.
author=Ratty524
I wonder if you can even beat the mess that's going on in that level from your vid...


It’s a nightmare, but I’m getting close to beating it without making use of the cheats I added. And would you believe that’s only the first half of the level?
Isrieri
"My father told me this would happen."
6155
If you can't beat it, and you made it. That's not a good sign. Might want to rethink some of that level design.

A rule of thumb I learned the hard way is that people like to make stuff that challenges them, but because you're making the game and have to playtest the hell out of it, you'll actually make it totally impossible for anyone playing the game. The trick to avoid that is to dumb it down and make it SO easy that you can consistently breeze through all of your levels every time without taking any hits. It will seem dumb to you and you'll want to make it harder, but for the newcoming players who don't know what to expect it will be hard enough as is. Super hard stuff that's challenging for even you belongs in some secret post-game area. Not the last levels of the game.

I'm telling you this because you're programming it in Game Maker and I don't want that work to go to waste.
when will you be releasing a stand alone level editor? :)))
author=Isrieri
If you can't beat it, and you made it. That's not a good sign. Might want to rethink some of that level design.

A rule of thumb I learned the hard way is that people like to make stuff that challenges them, but because you're making the game and have to playtest the hell out of it, you'll actually make it totally impossible for anyone playing the game. The trick to avoid that is to dumb it down and make it SO easy that you can consistently breeze through all of your levels every time without taking any hits. It will seem dumb to you and you'll want to make it harder, but for the newcoming players who don't know what to expect it will be hard enough as is. Super hard stuff that's challenging for even you belongs in some secret post-game area. Not the last levels of the game.


Well, technically that level is part of a “secret” post-game area (doing a side-quest offered after beating the final boss unlocks a secret extra world), but I do agree that the difficulty needs to be chiseled down. For one thing, the warp pipe needs to transport faster, and the water causes my character to move slower than the screen. I’m still keeping the reversed-scrolling gimmick intact, but I’m trimming out some of those cannons and adding another power-up midway through the area. I swear, compared to the rest of the secret levels, this one might as well be from SGL: The Lost Levels… which will never come out, so don’t ask for it.

author=kentona
when will you be releasing a stand alone level editor? :)))


Never. A level editor would be too much work to program, and I have my doubts that it’d really be used seriously. I might pack in a live-editing feature as a cheat code or an unlockable mini-game or something.

(By the way, cheat codes disable saving just like they do in SMBX. The difference here is that the cheat that re-enables it has a 255/256 chance of giving you an instant Game Over instead.)
Pages: 1