Mazer

Hello JGO.

Recently, I have been working on a maze game, and now that you can at least now walk around, I’ve decided to post it. I don’t know exactly where to take this game, so any feedback/comments would be greatly appreciated. Here is a screenshot of in-game footage.

You can download the latest version of the game at this link:


Thank you for your time,
-DarkCart

If you enjoy this game, feel free to hit that Appreciate button at the top.

NOTE: This game has not become my top priority, so updates will come slow and few.

Welcome to JGO! ;D

I tested out the game, feels a bit like a rogue-like! :smiley:

I do have one question though. How come the character moves by tile (from what it looks like) on the X-axis, but freely on the Y-axis? The movement on the Y-axis is a bit slow and odd because of this. Perhaps just a glitch? Is there something I’m missing?
I’ll rephrase if necessary.

For the controls, I would recommend possibly using the arrow keys instead of WASD, because right now it looks like you have no plans to implement mouse support, which is usually why most developers implement WASD controls in their games.

It’s a little bit too early in development, but I personally see no issues with the game’s current state, despite the fact that there’s no tile collision. Looking good so far though!

Also, I’m pretty sure a lot of people here (including me) would be happy to make some art assets for your game in case you need some help with those, because being honest, the current ones don’t look that good in my opinion. Sorry :(.

Keep us posted though! Sounds like a good idea so far.

  • Jev

EDIT: Also, the floor tiles remind me of the Hermann’s Grid Illusion. Nice effect there!

Yeah, that is a glitch, although I could implement it into the story (e.g. Your super-sonic boots only work on the X-axis.) Any ideas? And yes, I need all the help I can get. I’ll admit right away I’m horrible at art, better at the code. I’ll switch the keys over tonight.

EDIT: Added arrow key support.

You could turn the game into Apple Store Frenzy ;D… It’s launch day of the iphone 9, you have to grab all the iphones and fight off the rival shoppers with your umbrella.

Oh gosh, that’s funny. I might actually add that.

Mazer Alpha 1.0 is in the making! Keep a look out!

I’m unable to extract the archive - redownloaded it three times and the same thing happens.

Hmmm… I used WinRAR (Windows and Mac, http://www.rarlab.com/) to package it up, download the trial version for WinRAR and see if that fixes it :slight_smile: Sorry for any inconvenience.

Mazer Alpha 1.0 has been released/made available! Click the link to download the latest version of the game.

CHANGE LOG:

  • Better Graphics (grass, torches, and spikes)

  • Collision Detection! (Gotta obey those laws of physics)

  • Messages (“You won!”, “Ouch!”)

Screenshot will be uploaded soon.

What should I focus on next? Music, mobs, or basic physics?

I need all the help I can get. If you know anyone who can help me, tell them to PM me.

Mazer 1.1 has been released!

All I have done is done some internal stuff, and added some music provided by New Grounds! Suggestions would be gladly accepted, as would anything. I will not include the source code from now on, because of personal reasons. However, I will still continue to give out the files for the game, but not the source code. The download link for the game is below.

Change log:

  • Added Music (Disclaimer: I do not own the music in any way.)

  • Added graphics for hearts and (spoiler) zombie cows.

  • Better Mazes! (However, it’s still just one map :frowning: )

DOWNLOAD:

(EDIT: Patch 1 is here)

Just extract all the files into a directory, and run the .jar file

I ran the .jar file but the player character doesn’t show up on my screen.

Sorry, forgot to include the player tile :stuck_out_tongue: Stupid me! I’ll get a patch for the game in about 2 minutes.

EDIT: Patch!

The character will be back in version 1.2. Atm it’s playing with the src-code. But as you can’t see the src anymore you don’t see the character! ;D
Just two things to mention.
You published 1.0 yesterday, 1.1 today. Your game might get more attention if you just push “bigger” updates.
Secondly, I don’t know how good you are at coding/what you have done so far, but you will learn more if it’s open-src.
Anyway keep up good work :slight_smile:

Ok, thanks, I’ll take that into consideration. Thanks for the feedback :slight_smile:

I’m assuming you’re reading the level design from that text file which names wall tiles, grass tiles, spike tiles, etc. Wouldn’t this just allow the player to edit that textfile and form the level to what he or she wants/exploit this to beat harder levels?

That is not a problem to me, considering the fact that there is only one, very easy map. I included the textures and map files i you want to make texture packs or your own maps.

I wouldn’t worry about that, OP. If the player wants to get past harder levels, they should play a different game, and I always loved reading the map files through text. It gives the potential content creators an easy way to make levels. Plus, REALLY easy level editors. :point:

Considering there is only one very easy map, modifying the map doesn’t seem like a huge problem to me. I’ll even give you a guide on it.

  1. It has to be 15 letters per line for 14 lines for it to be valid.

Types:

g = grass, w = wall, b = bricks, s = spikes, f = finish, r = stone, d = dirt, z = Zombe Cow

To modify the maps, just open the map1.txt file and edit it according to the guidelines above. Then save and run.

i cant get this to work with all your patches… can you please just upload one complete version, and put the link for it in your first post. That will make it simpler for people to find the must up to date version.