Gianas Return by Giana's Return Team [web] | ||||||||||||||
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popularity : 64% |
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alltime top: #3591 |
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added on the 2009-08-15 22:51:55 by Kojote |
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comments
Cool!!!!!
rulez added on the 2009-08-15 22:53:59 by Premium
Absolute great game ! GIANA RULEZ !!!
Very good, indeed.
Very good!!!!!!!!!!
Niiiice!
execution is flawless, now if only it wasn't a mario clone in 2009, we'd be onto something
and that quote about imitation is vile :)
and that quote about imitation is vile :)
nostalgic.. cool... thumb!
p.s. there is a new version of Giana Sisters on the Nintendo DS also..
p.s. there is a new version of Giana Sisters on the Nintendo DS also..
hmmmmm.... part of the team myself, but a thumb up can't hurt :D
Appreciate the effort, but it's not up to standard. Controls feel sluggish, and the graphics could have been better.
There we go with the first guy who obviously never played the original... :)
yep more than 20 years ago :)
great, want a gp2x version :)
beauty <3
Pretty much meh, such games should be played on C64!
such games should be played on NES
nice !
fucking brilliant
A big double hooray \o/ for you finally being ready to release it! The game starts with a higher difficulty than the original but that's just what giana sisters cracks may like. Also reading the readme with the controls is a good idea as it won't show up during the game :) Also crabs with claws can be jumped on, this is not wario land! Fucking nice little free game, thanks for producing that gem, it will keep me busy for some time.
DL Link broken ... any other one there ?
pretty cute.
Well done, nice graphics :)
Haven't yet played by myself but looked great on the bigscreen. So big thumbs up for the effort and the implementation
nice one!
Cool one!
What lugoober said, and just for the record, I'm able to finish the original in 8 minutes.
Seriously: Art and music are just not that good and don't work together with the game design (most prominent example: the spikes that look like a random background element) and Giana steers like a cow. Unlike the original.
Seriously: Art and music are just not that good and don't work together with the game design (most prominent example: the spikes that look like a random background element) and Giana steers like a cow. Unlike the original.
Wow, I don't have the time to put back what this must have taken to create.
I love the original, this is very nice, but the controls just feel somewhat suboptimal... piggie.
The expert may give attention to the txt files comming along with the release, the controls are fully customizeable and also gamepads are supported...
controls/jump physics kind of suck indeed, and the grey spike pissed me off aswell, but I still played the first 14 levels, so that must amount to something.
But level passwords in 2009? You don't have to copy _every_ annoying (and now pointless) game mechanic of the 1980s. ;)
But level passwords in 2009? You don't have to copy _every_ annoying (and now pointless) game mechanic of the 1980s. ;)
The windows version autosaves, you can also use "continue" in the menu context.
We are already working on fixing the spike issues, as this is something we dont like on our own... :)
We are already working on fixing the spike issues, as this is something we dont like on our own... :)
I enjoyed playing this but yes the unseen spikes had me twice.
The physic model (if there's one) seems fucked up, it looks like the velocity is clamped.
what decipher said
Haha! Fun. Smoother scrolling would have been nice.
And it works perfect with WINE on Linux systems!! Great! =:-)
After playing a few levels I think I've mostly figured out why it feels so wrong:
- first, Giana's look direction should be based on the direction you're steering, not on her velocity
- then, if you run into an object the velocity itself isn't set to zero but Giana is clamped against the obstacle. Try it: run against an obstacle at full speed, then turn around instantly (and jump) - it won't work. This is the main point why the controls suck so much - what you see on screen is not what the code thinks is up.
- also, collision handling is fucked up: stand next to eg. one of the fire barrels, jump, then steer a few pixels to the right. Normally this should make her land next to the fire; but what really happens is that she falls back down, now "stuck" inside the barrel.
- additionally the threshold that determines who's the "winner" of a player/monster collision is way too high. In the original Giana Sisters as well as in every Super Mario games it's basically "if (player.y<monster.y) kill(monster);".
Point is, when simulating simple old jump and run physics, be sure to _make_ it simple. Treat all characters and background as rectangles and use these exact rectangles for collision. Also, make sure what you see on screen is a 1:1 image of the internal state.
And even if you should fix this, my thumb down still stands for one reason: It's nice to have x levels, y soundtracks and z credit screens but you really should focus on getting the basic gameplay mechanics right first. Have _one_ prototype level with basically everything in it and only continue designing the rest of the levels and everything around it if that one level feels right. Which in this case it doesn't because you somehow had completely wrong priorities. Which is not the way to write a sequel to a retro game that tales most of the fun from the refined gameplay - the original was quite a faithful copy of the Mario mechanics and those went through several weeks or even months of testing if I'm not mistaken.
- first, Giana's look direction should be based on the direction you're steering, not on her velocity
- then, if you run into an object the velocity itself isn't set to zero but Giana is clamped against the obstacle. Try it: run against an obstacle at full speed, then turn around instantly (and jump) - it won't work. This is the main point why the controls suck so much - what you see on screen is not what the code thinks is up.
- also, collision handling is fucked up: stand next to eg. one of the fire barrels, jump, then steer a few pixels to the right. Normally this should make her land next to the fire; but what really happens is that she falls back down, now "stuck" inside the barrel.
- additionally the threshold that determines who's the "winner" of a player/monster collision is way too high. In the original Giana Sisters as well as in every Super Mario games it's basically "if (player.y<monster.y) kill(monster);".
Point is, when simulating simple old jump and run physics, be sure to _make_ it simple. Treat all characters and background as rectangles and use these exact rectangles for collision. Also, make sure what you see on screen is a 1:1 image of the internal state.
And even if you should fix this, my thumb down still stands for one reason: It's nice to have x levels, y soundtracks and z credit screens but you really should focus on getting the basic gameplay mechanics right first. Have _one_ prototype level with basically everything in it and only continue designing the rest of the levels and everything around it if that one level feels right. Which in this case it doesn't because you somehow had completely wrong priorities. Which is not the way to write a sequel to a retro game that tales most of the fun from the refined gameplay - the original was quite a faithful copy of the Mario mechanics and those went through several weeks or even months of testing if I'm not mistaken.
finally contructive critism, we will do better in the final :) thanks kb
There is allways a way to do it better and as i see it's 0.99. I just like the game, grafix and especialy the great tunes very mutch. Retrofeeling 101%!!!
played the first 8 levels. i really like the music. well done! and there is also a good retro-feeling while playing the game. but i also have some comments:
- the water texture doesnt really fit to the rest. looks too much like standard photoshop-texture
- in some levels there is not enough time to explore the whole level including the secret underground ones even if you are very fast
- the grey spikes are annoying, because they are most times invisible on the background
- i think the "physics" are a little bit sluggish while jumping the character. too slow in y-direction and too fast in x-direction so you are most times not able to aim the character to a spot to land on
- this game needs a windowed mode!
but anyway, continue on it. good stuff :))))))
- the water texture doesnt really fit to the rest. looks too much like standard photoshop-texture
- in some levels there is not enough time to explore the whole level including the secret underground ones even if you are very fast
- the grey spikes are annoying, because they are most times invisible on the background
- i think the "physics" are a little bit sluggish while jumping the character. too slow in y-direction and too fast in x-direction so you are most times not able to aim the character to a spot to land on
- this game needs a windowed mode!
but anyway, continue on it. good stuff :))))))
brilliant
Great!
it's nothing new... playable like the original on c64 or amiga... But for the nice work and effort in coding this, the graphics and music...
I just managed to reach the very final boss level in the wiz version and I'd have to say:
- Too much "jump precisely in the right pixel, one pixel less you fall, one pixel more you are burned" occasions that in the later level it's really annoying.
- When you loose your life you also loose your rubies. It doesn't make much sense to collect in the later stages. The gameplay mechanic in mario was,. while playing and sometimes loosing, you were slowly slowly collecting some gems. So in a next play you collect the hundredth rubby and occasionally you get some life. Here, you definitely will not manage in the harder levels to get a life and everytime you start there aren't even there the rubbies you have taken. I can't explain it but it makes it senseless to gather rubbies. In mario you had that last revelation, to have no life but 98 coins and after a lot of loses to gain another life. You collected the coins after many looses and it made sense..
Also,. in the very last level (56 I think) there is a final boss, some kind of blob running in floating water and you have to run fast to the right. There is a place where your jump just doesn't make it. A long area with water, then nails then fire ascending and no up area to jump from there. Is there an invisible platform or some secret? (I should have asked this maybe in a game forum but the website of this game is currently down :P)
- Too much "jump precisely in the right pixel, one pixel less you fall, one pixel more you are burned" occasions that in the later level it's really annoying.
- When you loose your life you also loose your rubies. It doesn't make much sense to collect in the later stages. The gameplay mechanic in mario was,. while playing and sometimes loosing, you were slowly slowly collecting some gems. So in a next play you collect the hundredth rubby and occasionally you get some life. Here, you definitely will not manage in the harder levels to get a life and everytime you start there aren't even there the rubbies you have taken. I can't explain it but it makes it senseless to gather rubbies. In mario you had that last revelation, to have no life but 98 coins and after a lot of loses to gain another life. You collected the coins after many looses and it made sense..
Also,. in the very last level (56 I think) there is a final boss, some kind of blob running in floating water and you have to run fast to the right. There is a place where your jump just doesn't make it. A long area with water, then nails then fire ascending and no up area to jump from there. Is there an invisible platform or some secret? (I should have asked this maybe in a game forum but the website of this game is currently down :P)
The game is indeed a bit hard on jumps, but everything is doable. It's just about getting a feeling for it.
According to your theory, if Giana dies with all possible power ups, you should start with all those powers again? Collecting rubies makes sense, after all you get points for it, which you'll not lose. Also there are several hidden bonus caves, so things will add up. Our beta tester can complete most of the levels without a single scratch.
If you would read what Swampy tells you before he chases you... you'll know how to uncover the "secret" :)
According to your theory, if Giana dies with all possible power ups, you should start with all those powers again? Collecting rubies makes sense, after all you get points for it, which you'll not lose. Also there are several hidden bonus caves, so things will add up. Our beta tester can complete most of the levels without a single scratch.
If you would read what Swampy tells you before he chases you... you'll know how to uncover the "secret" :)
Yes, I guess I didn't read his hint. I was just pressing fire to move the text forward manicly (Heh,. do I ever read story in games? :P)
Strange. I ran the original C64 version of giana sisters (also the 32k remake too) and these are the ones that have the cow sluggish movement. The new game is better at this :)
Strange. I ran the original C64 version of giana sisters (also the 32k remake too) and these are the ones that have the cow sluggish movement. The new game is better at this :)
Forgot thumbing this marvellous piece of devotion and reawakened memories
Been playing the latest version on my dreamcast today - lots of fun. Considering that the game is the same standard of other indie/modern DC games that are being *sold* and this is freeware, I'm really impressed. Looking forward to the final - keep up the good work guys!
Yaaaay!
made me play a while and forget my little problems.. thank's for reinvoking giana.. loved that game ( like so many people :) )..
Thanks for making this. Its beautiful.
BTW. Ver. 1.0 is out, containing a few fixes and additions
BTW. Ver. 1.0 is out, containing a few fixes and additions
I played version 1.001 until the second desert level. It is great. In the 1990s this could have been released as a commercial game for 16 bit video gaming consoles.
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