ENIGMA Forums
Development => Finished Games => Topic started by: time-killer-games on April 20, 2017, 07:03:41 am
-
A video of the gameplay can be viewed here:
https://www.youtube.com/watch?v=jdvEmSrWGxY
"Key to Success" is free and open source.
Collect all the keys to succeed in this traditional 2D platformer.
An Indie Game by Time Killer Games (Samuel Venable).
Original Soundtrack by HYPERLAMB.
Works in:
- GameMaker 7.0 for Mac
- GameMaker 8.1 for Windows
- GameMaker Studio 1.4 for Windows, Mac, and Linux
- GameMaker Studio 2.2 for Windows, Mac, and Linux
- ENIGMA for Windows, Mac, and Linux
[Download Now] (https://samuel-venable.itch.io/key-to-success)
Cheers.
Samuel
-
the trailer looks cool. will try it
-
Thank you hpg678!
If you find the game too difficult, I do have a "skip level" cheat built in, and if you want access to it, and tell you it in a PM. :)
Calling all Linux users:
Unfortunately, the only Linux machine I own is a dual boot with Windows, and it is an Ubuntu distro installed via wubi, and there is so little memory on the Ubuntu side, that LGM crashes when I try to run or build a binary. If anyone would like to compile a Linux binary from the source code, via ENIGMA, and send me the resulting binary, that would be much appreciated! :D
-
If you find the game too difficult, I do have a "skip level" cheat built in, and if you want access to it, and tell you it in a PM. :)
Thanks for sharing the game. It's nice and works well.
I've found the following interesting code in the press_Enter event :D :
if (keyboard_check(vk_control)) {
if (room_exists(room_next(room))) {
room_goto_next();
-
Thanks for the compliment. And lol, so much for keeping that confidential. XD
-
By the way, it was really nice to share the source code. That's how we can learn how games are made.
I want to do a similar project. I would like to do a remake of the c64 game 'Wanted: Monty Mole' :
https://www.youtube.com/watch?v=r26norwZ_XI
But this time i will use Unity3d. There is an interesting feature in this game : everytime a new maze is created in the center of the map.
-
By the way, it was really nice to share the source code. That's how we can learn how games are made.
I want to do a similar project. I would like to do a remake of the c64 game 'Wanted: Monty Mole' :
https://www.youtube.com/watch?v=r26norwZ_XI
But this time i will use Unity3d. There is an interesting feature in this game : everytime a new maze is created in the center of the map.
Thanks!
That game looks really cool! (But also really difficult and confusing). I wish you the best of luck on the project! :)
-
I was able to confirm that the ENIGMA-built Windows executable works on Linux seamlessly using Wine. Of course, I'd prefer for the game to run on Linux natively as a real Linux binary, but I'm just throwing this out there for anyone who might want to play this on Linux, using Wine, just download the ENIGMA-built version.
-
I've compiled a Linux version of this for you
https://www.dropbox.com/s/6uqvsvnmw7aqclv/Key%20to%20Success%20Linux?dl=0
-
hi, nice game :)
https://www.dropbox.com/s/pd32bfxt2gf8wt1/Key%20to%20Success_linux.7z?dl=0
build Linux Mint 17.3 (x86), in case of problems check run script start-game.sh
-
Hey thanks guys!
@faissaloo
When I tried to run the application you provided, nothing happened, other than an empty text document was created with this name:
"p�@@H� (invalid encoding)"
@rcobra
The application you sent works on Ubuntu without any issues, this is the file I will use when I upload the Linux build to itch.io.
Again, thank you so much! :D
Cheers.
-
New version of the game released. Now has twice as many levels.
-
I want to take a minute to comment on your game, since I've tried it on different occasions since you started.
I've made it very clear in the past, that I am not typically a fan of platformers, it just never really was my genre. But I found your game entertaining for a specific reason. At first, I found it very difficult, so what kept me engaged was just trying to get some of the first couple of jumps right. I think the reason is because this is a little similar to what was done in the original Super Mario Brothers (how a Goomba is spawned to walk directly at you on the first level). After you do get the first couple of jumps, you can get through a level more consistently. But despite that, the challenges you've added to various levels keep the game challenging the whole way through. It's nice to see that you added a few additional levels for the completed version, it feels like a "full" game now. We may have differing opinions on the difficulty level, but I do feel the difficulty progression is consistent within each level because each level sort of has a unique combination/pattern (ironic that I feel this way and they game is called Key to Success; which I find appropriate) to get right before you can beat it.
Overall, I really like the quality of the game, the playback is smooth, the art is appealing, and the audio really creates the right tone. The only feedback I have is that I think there should possibly be some sound effects for dying/level restarting (though I am really impressed with how quickly the levels restart). I am also super glad that the game plays so well in ENIGMA in comparison to GM and I feel it's a sure sign of progress on the community's part.
Nice job, that's all there really is to say about this one, you got to me to genuinely enjoy a game from a genre I don't typically engage with (Y)
-
Thanks Robert! I really really appreciate the announcement and review of my game.
It's pretty cool that you enjoyed it even though it isn't your genre of choice.
I don't know what you mean by:
though I am really impressed with how quickly the levels restart
All I did was room_restart(), it's not all that difficult. Do you mean how quickly enigma processed that code? It's actually slower than GM to restart or go to a new room in ENIGMA, because it takes long enough to load there is a noticeable flash of a "black screen" in between a room restart/swap. GM 8.1, Studio 1.4, and Studio 2.x don't have this problem. So the way I look at it, this is a bad thing.
how a Goomba is spawned to walk directly at you on the first level
None of the enemies or obstacles that can kill you are able to do so from where you are standing at the beginning of each level, so I'm not sure what you mean here either.
But yes, I am very happy you took the time to play my game for as long as you have, and as many times as you have, and I'm very glad you took the time to write a review that long and featuring my game on the homepage. All that was very nice of you.
Thanks again! :D
Samuel
-
Now available to play in your web browser (https://samuel-venable.itch.io/key-to-success).
-
noticeable flash of a "black screen"
I'm sorry I did not notice that before, so in general I'd say both are fast. I don't know what is causing the black screen (I can reproduce this/do notice it now that you pointed it out) but that should definitely be looked into, I have a feeling it may not occur if you were to set the Direct3D9 graphics system (but I think you may have already done that, I forget). I'm just guessing here that it's a vertical synchronization issue with OpenGL. Can't comment on which is actually faster, just because there's a black screen doesn't necessarily mean ENIGMA is slower, GMS is just keeping the last frame showing while blocking during the next room load (my guess). I can't say until we have additional benchmarking and performance querying capabilities. Regardless, I think both are fast.
None of the enemies or obstacles that can kill you are able to do so from where you are standing at the beginning of each level, so I'm not sure what you mean here either.
Sorry, I wrote this early in the morning, so my thoughts were all over the place. I wasn't making a direct connection between the two start levels just in how your levels seem to use the same approach. Once you get past the first obstacle, the rest are a lot easier. The first obstacle is typically the "key" to figuring out how to do one of your entire levels.
All that was very nice of you.
You're absolutely welcome. Just a little reward for everyone here that has supported ENIGMA. Also, in general, it's nice to let the community share the spotlight since everybody here plays a role in ENIGMA's success to some degree.
That said, I did not put it on ENIGMA's Twitter yet, is that also something you'd be interested? I just like to have relevant things to share with the Twitter followers from time to time and this is a good example. Let me know.
-
Sure, share it on Twitter, or anywhere else you would like to! :D Thanks man! (Y)
-
Linux version now available, built for x86 and x64 native using ENIGMA.
-
(Y) :dance: :dance: :clap:
-
YoYoGames actually gave me permission to link to the same download links for this game on their forums, which means people can see both the downloads that were made with GameMaker and ENIGMA, which I found a bit surprising. They said as long as I'm not actively advertising ENIGMA or linking to the ENIGMA website, then sharing those downloads on the same page is fine. That makes it easier on me, because now I can host everything at the same place, itch.io...
Notice I avoided mentioning ENIGMA anywhere in the actual topic, though:
https://forum.yoyogames.com/index.php?threads/key-to-success.18833/
-
noticeable flash of a "black screen"
I'm sorry I did not notice that before, so in general I'd say both are fast. I don't know what is causing the black screen (I can reproduce this/do notice it now that you pointed it out) but that should definitely be looked into
How did you not notice something that has been a problem ever since ENIGMA came into existence?
-
Well, that may be a bit of overstatement to say it's been here since ENIGMA came into existence because at first ENIGMA did not even have a room system. Perhaps it has been here since the room system was added, but that's besides the point. We don't need to analyze the git blame in order to fix it, I just meant that it was never noticeable enough that I consciously payed attention to it before. Again, on my end the flash of black is mere milliseconds. Also it's possible that if it had ever occurred before I may not have seen it due having vertical synchronization disabled (which can lead to ENIGMA and GM rendering more frames than the player actually sees).