There are many balls! Get one of them to reach the exit! Have other balls turn to stone and become platforms to guide other balls to advance through all eight stages.
Extra points awarded for balls left over at the end of stages.
Z: Turn current ball into stone
R: Reset stage
SPACE: Use mouse to look (left-click while using to hold position)
This is a bit late! But I've been waiting for the right combination of free time and inspiration.
ONLY CUTSCENES ARE ON DOWNLOADABLE FILE
https://mega.co.nz/#!YAVgUY6K!Uok12Xb6tDNnnsx1_H9ARH-NSXZxbeBGH6fTWeQlKbM - Game (BEWARE IT TAKES A LONG TIME TO DOWNLOAD)
THE MICHAEL ROSEN GAME IS FINISHEDDDDDDD
What if I made games for MFGG in the 90s/early 2000s?
This is what.
A two-players asymmetric game based on 2D platformers, in which players
must cooperate and obey to retrieve balls hidden in the level… until
one of them betrays the other.
Master Teyopia loves bouliches. He would fill up his life bar, but he’s too big to move. So, he ordered Chipili to pick them for him.
Teyopia may lighted Chipili to show him the path. If Chipili doesn’t obey, he can punish him by throwing lightning.
Chipili runs fast ! He hates the dark but loves the Bouliches.When he is close to Teyopia, he can offer it, but far from his eyes he can also eat it… and maybe one day become stronger than Teyopia.
George was a man fascinated with his dreams. He wondered, what caused them? What were they trying to tell him?
But one day, he had a dream that was out of the ordinary.
Arrow Keys- Move
This was just an excuse to make something with the Platform Object.
You are the Pogo Fox! You're also really hungry!
- Move left and right with the arrow keys.
- Hit diamonds to establish checkpoints.
- Bounce off of platforms to gain points - but watch out, for the platform vanishes as soon as you land on it! And some platforms bounce you differently...
- You can only go through the padlock blocks by paying ten points each.
- Press Shift over the chrome pads to reset your points to zero and restore all platforms and padlock blocks.
- When hitting a checkpoint diamond, any opened padlock blocks that are on-screen will become permasolid, which should solve accidental backtracking issues.
- Hopefully solved an issue where the player might accidentally bypass a post-level checkpoint diamond without actually activating it.
An attempt to correct what went horribly wrong with Grumper.
- Movement physics have been revamped to now have near-instant acceleration and deceleration both on land and in the air (though it's _slightly_ lower in the air still), as well as decrease max horizontal speed.
- Levels were tweaked a bit to accommodate the physics changes.
- The removal of selectable difficulty. This caused the experiment to break because everyone selected a different difficulty.
- A fix for the death location decals not actually getting limited to 100 on-screen.
- When you quit the game during a level, it still saves your death locations for that level.
Again, attach your stats-xx.txt file here when you're done playing.
Move with the Arrow Keys. Jump using Shift. Hold Jump to vary your jump height.
Grumper is a Jumper clone I decided to make after playing the newly fixed Linux version of Super Meat Boy for a while and then reminiscing about the classic Jumper games by YoMamasMama, and then wanting to design a Jumper-esque game of my own. I also made it because a while back, Sergio suggested I try experimenting with game difficulty by deliberately making the game easier or harder to play.
The game itself is quite like Jumper, although it uses Super Meat Boy-style deceleration (insta-brake while on land).
Unlike Jumper or Super Meat Boy, however, you can't double-jump or wall-jump.
- You want to get to the rapidly spinning portal on the other end of the level.
- Leaving the screen from ANY side will kill you, as will colliding with a spike ball. When you die, you reconstitute at the beginning of the level and any moving gimmicks will reset.
- The up-arrow blocks bounce you high (sixteen blocks high I believe). Normally you can only jump four blocks high. When you hit these blocks from the sides or from below, they act like a normal wall (that is, they don't bounce you).
- Red, green, blue blocks are toggle walls, which can be turned on or off by tapping the same color power switch.
- Moving platforms travel horizontally in one direction until they hit an obstruction, causing them to reverse.
The game is broken up into three difficulties: Easy, Normal, and Hard.
- Normal is the original set of 15 levels I created. The set starts off pretty basic with the first few levels, but gets pretty challenging near the end. Perhaps the difficulty curve is rather steep, but with only a small set of levels there isn't much I can do about that. Intended for most players (hopefully).
- Easy takes the Normal levels and makes most of the jumps shorter/easier, adds guard rails in some places (to prevent you from flying off the screen too easily), increases the coverage area of spring blocks, etc.
- Hard takes the Normal levels and increases the coverage area of spikes, shrinks a lot of platforms, and sometimes even forces you to complete a level in a roundabout way. Expect some rather tricky jumps. For veteran players only.
As you complete each level, the game saves statistics into a file on your hard drive. After you finish playing, look for a file in the game's folder titled "stats-16986802.txt" or something similar (the game will tell you exactly what the file is called). You can then select View Results from the main menu, choose this file from the selection dialog, and be able to view all the places you died, and how many times you died on each level. It would be pretty cool if you could upload the statistics file here as a comment attachment. That way I could see where people are dying the most, and just how difficult my levels are. Granted, the statistics are rather basic. They only include death locations, which aren't incredibly meaningful as far as determining where players are having trouble, especially in the more open areas. I tried addressing this a bit by adding in some spikes where you would normally just fall to a lower level on a failed jump. Still, I'm curious about this (and I don't feel like improving on the system - I'm kinda fed up with MMF2 right now as it is).
Note: Even if you don't finish the game (you give up on a certain level and close the game), it will still spit out a statistics file, and you're welcome to submit that as well. It just won't include statistics for any unfinished levels.
This really is Game Maker territory. Game Maker excels at tile-based multi-level games where the same elements are reused throughout each stage. MMF2 does not. In fact, MMF2 has really poor support for global objects. This forced me to stuff all 15 levels into a single frame rather than have them on separate frames in order for me to retain my sanity (otherwise I'd have to retroactively apply changes to EVERY SINGLE LEVEL ONE BY ONE every time I wanted to change something). And then I tried squeezing 45 levels into the same frame but MMF2 really choked on that. I was forced to use a separate frame for each difficulty, thus any changes I might make in the future (if I can even be bothered) are not going to be global across difficulties unless I manually apply the changes to all difficulties. Also MMF2 is slow. Really slow. I think if I were to make a similar game again, I would stay far away from MMF2 and use something like Game Maker 5.3 or hell, even C++/Python/some other established programming language with Allegro/SFML instead. Klik just isn't cut out for this.
The music comes from an old module song, "galactic" by dark halo.