Paper Monsters - (Epic 2.5d Platformer!) by Crescent Moon Games

Discussion in 'Upcoming iOS Games' started by robotsvswizards.com, Apr 3, 2011.

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  1. robotsvswizards.com

    robotsvswizards.com Well-Known Member

    Mar 29, 2010
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    Game Development, Music
    CA, USA
    Thanks! :D

    Just added some features to the front page.

    - Classic 2d sidescrolling gameplay with Incredibly immersive 3d environments.
    - Large Levels with checkpoints, saves and even a playable world hub.
    - Powerups including fire breathing dragons, flying bug suits and more!
    - Game Center enabled for leaderboards and achievements
    - Lots of unique worlds all featuring a host of new levels
    - Save progress across multiple devices (via Game Center)
    - Universal for iPhone, iPod, and iPad
    - Full high res Retina™ support
     
  2. injuwarrior

    injuwarrior Well-Known Member

    Apr 18, 2011
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    You sir, are my hero. Got any info on the control scheme(s)?
     
  3. Harpgliss

    Harpgliss Well-Known Member

    Nov 8, 2009
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    Here No More
    Hi,

    This looks very nice and something my son would like.

    I do have one question, will it work on older devices?

    He currently has a 1st gen iPod touch and me and my wife have no plans to buy him something newer, atm.

    David
     
  4. TheFrost

    TheFrost Well-Known Member

    Nov 18, 2010
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    I saw the comparison between the old and the new and i have to say that i like more the old shiny path, and the backgounds also. And you can see the last control scheme: Left and Right, Jump and Fire.

    [​IMG]
     
  5. cplr

    cplr Well-Known Member

    Feb 15, 2011
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    Have you spent a decent amount of time tuning the jumping mechanics? What I have found with most (99.9%) of iOS platformers, is that the developers don't spend enough time (or any time) giving "character" to the player's movement. It's usually very bare logic behind movement: if left pressed, move left. if right, move right. if jump, move player up at a set speed, then move down at a set speed.

    iOS platformers rarely have any sort of inertia in the movement, and rarely use any sort of interpolated curve. This makes games feel both robotic and unrealistic (in reality of course everything moves "on a curve" since there is acceleration). A player character should feel like it actually has mass. No acceleration = no mass (lest we forget Newton's famous equation, F = MA).

    Anyway, developers, please look into this issue, if it hasn't been addressed already. It's something that everyone notices but might not realize. It's one of the reasons Mario is so excellent of a platformer and controls so well. The only iOS game I can think of that actually takes these things into consideration is Pizza Boy. I would love to add another game to this short list.
     
  6. melvin2898

    melvin2898 Well-Known Member

    Feb 4, 2011
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    Sold. How much?
     
  7. ilovemyipod

    ilovemyipod Well-Known Member

    Oct 12, 2009
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    Looks very nice .
     
  8. crex

    crex Doctor of Game of the Week-ology

    Oct 18, 2010
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    Everywhere and Nowhere
    Mark me down for a copy! :D
     
  9. phattestfatty

    phattestfatty Well-Known Member

    Mar 9, 2010
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    wow! I'm getting more and more excited for this. gonna get me a copy. please tell me it's coming before the end of june. the sooner the better.
     
  10. iVaro

    iVaro Well-Known Member

    Dec 18, 2009
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    Who is the main character in this game?:confused:
     
  11. syntheticvoid

    syntheticvoid Well-Known Member

    Jun 20, 2010
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    Musician & factory worker.
    a[V-O-I-D]
    This game just keeps sounding better and better!!!
     
  12. shyguy3

    shyguy3 Well-Known Member

    Sep 18, 2010
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    I would rather "robotsvswizards" and "crescent moon" take their time with this games development. I want this platform game to be perfect.
     
  13. injuwarrior

    injuwarrior Well-Known Member

    Apr 18, 2011
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    Agreed. We need an iconic game to look to when it comes to adventure platformers. This could become a benchmark.
     
  14. swishinj

    swishinj Well-Known Member

    Aug 3, 2009
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    CEO at Apple Inc.
    #317
    I agree LoE was great, but the story was lame!
     
  15. Nidol

    Nidol Well-Known Member

    May 3, 2011
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    Looks great can't wait for release.
     
  16. currymutton

    currymutton Well-Known Member

    Oct 16, 2008
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    Looks like we have another "Aralon" crowd here.... :rolleyes:

    Hope it is good.
     
  17. Prozak

    Prozak Well-Known Member

    Feb 4, 2009
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    #157 Prozak, May 13, 2011
    Last edited: May 13, 2011

    Altough the game looks good on certain area's (a paper world will mostly give your artwork more 'appeal') it has some serious design flaws and the world itself doesn't seem interesting at all. From what I can tell judging pure on the screens, what you see is what you get.. but then again, it's still in development.

    Iconic game? No.. def not but I do wish the dev's all the best :)
     
  18. JoshCM

    JoshCM Well-Known Member

    Aug 11, 2009
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    what has been show so far are not real levels - just tests to get gameplay elements working together.
    actual levels are in the process of being designed now.
     
  19. injuwarrior

    injuwarrior Well-Known Member

    Apr 18, 2011
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    Okay. Could you possibly give a time frame this game might be released, like within the year, fall, early next (hoping not that long but whatever it takes to make it awesome).
     
  20. robotsvswizards.com

    robotsvswizards.com Well-Known Member

    Mar 29, 2010
    563
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    CA, USA
    #160 robotsvswizards.com, May 13, 2011
    Last edited: May 13, 2011
    Most would agree that Mario is the benchmark for great platforming. Even Mario's story is pretty, well... basic.
    Sure, he saves the princess but, what is great are the characters. Who doesn't love cute little toad! :)


    I agree 100%. It all comes down to great level design and actual gameplay.
    Hopefully the time we spend meticulously crafting each and every level will be what really makes the game shine.
    A lot of the levels are quite large with checkpoints, alternate paths, hidden goodies etc. Our goal is to bring console scale platforming to the iOS but, you guys will be the judge of that. All i can say is we aren't taking any shortcuts towards getting there.
     

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