Gaming 3DS Browser Sidescroller Game: Nekos in Wonderland

AkiseAru

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---Project Wonderland---



http://socialneko.com/wonderland/game.php
How it began:


Wonderland began development on June 24. We originally wanted the game to be released on the DSi and 3DS. As I was creating the engine for Neko, i realized that the engine was too much for the DSi to handle. So when making the demo for the 3DS, I didn't even bother with the DSi version.

Artwork:

If me and Akise are going to release something... we want the artwork to be at LEAST decent. So we began work on sprites. Thanks to Akise, I was able to focus on the engine more as he helped out quite a lot with sprites. The sprites look great. We hope you enjoyed the work we put into them.

Development:

When creating the engine for Neko and collisions. It was a bit difficult.. not so much with the physics itself, but the collisions were a bunch of trial and errors. But as soon as i got it off the ground.. we began the level design. Originally, I wanted NiW to be a simple side scroller. When, i told Akise about this... he told me it would be better to create a level that takes advantage of the physics itself. Thus, that one hard part with the 2 platforms was born...

Development For DSi:

After the release of the demo, we had realized... many of our users at http://socialneko.com don't have 3DS'. Although DSi platformers were unheard of. I began work on a new engine. This engine was much simpler as it doesn't have physics to it. Basically besides gravity, you stop on a dime. I don't really like that idea...but its the only way to keep the DSi from losing to many frames. I also had to make an engine for all the collisions as well which is paying off so far...

Current Plans:

- Finish DSi Demo
- Make Changes to Physics (3DS)
- Make Changes to Collision Detection (3DS)

3DRd0.png


3DRew.png


3Ryow.png


3DRxW.png


Stay tuned...
 

The Real Jdbye

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---Project Wonderland---
http://socialneko.com/wonderland/game.php

How it began:

Wonderland began development on June 24. We originally wanted the game to be released on the DSi and 3DS. As I was creating the engine for Neko, i realized that the engine was too much for the DSi to handle. So when making the demo for the 3DS, I didn't even bother with the DSi version.

Artwork:

If me and Akise are going to release something... we want the artwork to be at LEAST decent. So we began work on sprites. Thanks to Akise, I was able to focus on the engine more as he helped out quite a lot with sprites. The sprites look great. We hope you enjoyed the work we put into them.

Development:

When creating the engine for Neko and collisions. It was a bit difficult.. not so much with the physics itself, but the collisions were a bunch of trial and errors. But as soon as i got it off the ground.. we began the level design. Originally, I wanted NiW to be a simple side scroller. When, i told Akise about this... he told me it would be better to create a level that takes advantage of the physics itself. Thus, that one hard part with the 2 platforms was born...

Development For DSi:

After the release of the demo, we had realized... many of our users at http://socialneko.com don't have 3DS'. Although DSi platformers were unheard of. I began work on a new engine. This engine was much simpler as it doesn't have physics to it. Basically besides gravity, you stop on a dime. I don't really like that idea...but its the only way to keep the DSi from losing to many frames. I also had to make an engine for all the collisions as well which is paying off so far...

Current Plans:

- Finish DSi Demo
- Make Changes to Physics (3DS)
- Make Changes to Collision Detection (3DS)

3DRd0.png


3DRew.png


3DRxW.png


Stay tuned...
Remove the black text from your post. I can't read it on the dark theme.
Looks fun though.
 

Ethevion

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That's a really neat game. One problem I found in the demo is that you can't jump higher than the screen allows even though there's nothing blocking you. Not sure if you meant to do that or not, but I thought I'd let you know.
 

Duo8

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That's a really neat game. One problem I found in the demo is that you can't jump higher than the screen allows even though there's nothing blocking you. Not sure if you meant to do that or not, but I thought I'd let you know.
This prevented me from getting past the first level.
 

AkiseAru

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Changed the sprites for better ones.

Added doublejump (it's now easier to get past the 2 floating platforms)

Also, I'll leave this here

 

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