The Undertaking Game Updated Update!

Posted by ultim8p00 on Sept. 16, 2007, 6:58 p.m.

Yes sir! I have and UPDATE on The Undertaking (TU for short). Basically, I scrapped the whole level design system from the OLD TU (Qui'ifon) and now i'm using a Seiklus style, seamless world system. I think it's pretty cool, so you should too.

It's a lot harder this time around. Know when to combo, or you will get hurt..a lot. I've taken out the dash attack and the nailer attack because I plan to use them in another way later on in the game. Report any errors because this was a rushed demo. I know there's probably a crapload of errors hiding somewhere, so that's why I didn't submit it. Also, you get to fight teh phirst Bohs! He's easy, like all first bosses should be. He's also stupid.

Well, there ya go. I promised you a demo didn't I? Even though it's liek two months later.

One more thing I should mention is that you have to find the sword by yourself. I won't tell you how to find it because I think there is enough of a hint as to where to find it.

Here's the link to the game and some screenies:

I decided to change Roy's sprite because I'm trying to distance this game from Cavestory.

Download Link:

Download it Here (UPDATED!)

Comments

LoserHands 17 years, 3 months ago

Wow, testing right now.

EDIT: Nice gfx, but your low res raped my compy for awhile.

Castypher 17 years, 3 months ago

Yes, it reminded me a lot of Cavestory. I'm going to try this real fast.

OBELISK 17 years, 3 months ago

Advice: Make it possible to get out of. And PLEASE make fullscreen an option.

Castypher 17 years, 3 months ago

Interesting game. Graphics were nice. I hated how I couldn't exit properly or skip demos.

Mush 17 years, 3 months ago

In Roy's Room, when I jumped on a wall, it made me float up until this error showed:

___________________________________________

ERROR in

action number 22

of Begin Step Event

for object Roy:

Error in code at line 5:

if (x>room_width) {persistent=1 room_goto(global.nextroom) }

at position 51: Unknown variable nextroom

Cesque 17 years, 3 months ago

I love this very much. And since this game is almost perfect, I'll just concentrate on the shortcomings ;)

- Please, please make the text in the game skippable. It's generally much nicer when you just press the button to get to the next message rather than have to hear everything again because you've accidentally spoken to a character twice. Also, the intro should be skippable as well, since it takes so much time every time you load the game and after you die.

- Save points should restore health. It'd be much easier than having to fight enemies to get to full health before a boss.

- There is a save point near the old guy, but most of the time, you'll talk to him rather than use it. Perhaps you could reduce the distance of character interaction.

- Having to press Down to get health containers is a bit counter-intuitive. When I found the one atop the house, I tried bumping into it and it did nothing, so I concluded you didn't include them working in the game until I've found the second one :P

Other than that… this is one of my favourite GM projects ever. The polish, graphics and atmosphere are amazing.

thernz 17 years, 3 months ago

The intro is so slow.

Still gotta look for the sword though. >.>

Cesque 17 years, 3 months ago

Finding the sword was easy :P

However, the game messes up for me after getting the wrench, but I guess it's not finished.

Cesque 17 years, 3 months ago

A bit more from, an addict to your game ;)

First of all, I have only now realised Space can forward and skip messages - another counter-intuitive thing, something like X would be better. It would be also great if the messages disappeared only after you 'confirmed' them.

Second of all, there are some major bugs with moving objects on top of walls. Once, after a game start, I headed to the right to the wall of the room, and with my back facing the wall, I suddenly started to rise and ended up in the black area.

I moved further right (dropping off the level) and got this message:

http://img337.imageshack.us/img337/6944/buglt2.gif

I also frequently saw enemies "rising" in the similar fashion atop ledges, etc.

Grand-High Gamer 17 years, 3 months ago

Rip off of 64Digits one…..