Spryke - hardcore new-school platformer

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Spryke is an immersive, deeply crafted speedrunner about a deep sea cyberfish who discovers the joys of dry land! Made, of course, in Clickteam Fusion 2.5

    TRAILER:

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    BEHIND THE SCENES VIDEO:

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    (this first post has been edited to better reflect the current state of the game)

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    Edited 2 times, last by Volnaiskra (March 31, 2017 at 10:26 AM).

  • Things are coming along. gameplay is very solid, 3 worlds are designed, and Spryke is fully animated. I'm about to spruce up my website with a bunch of new animated GIFs.

    If you have a minute, please take this survey to let me know which GIFs you think are the best!

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    Edited once, last by Volnaiskra (May 15, 2016 at 2:37 PM).

  • Gorgeous game design :O
    Very nice and likeable main character,
    you're putting an impressive amount of detail and craftmanship in there!

    (did the survey some hours ago while stepping by,
    and classifying those gifs was quite difficult ;)!)

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  • wow, happy to see the improved and 'juicy'graphics, the change from the previous version is really impressive! May I ask you if you used some software (i.e. Spine/Spriter) to help you with animations?
    I've completed the survey, hope it helps :)

  • Thanks guys. Faber, the animation is all prerendered. I use Toon Boom Harmony 12 do animate, then export as PNGs

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  • Here are some of those GIFs :)

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  • It's really coming alive now! the difference between the early footage and now is really huge, the character seemed flat and lifeless and out place in the environment - now it looks really professional!

    The bubble move looks very cool, a nice twist - this game looks like it could be suited greatly for Lets Players as well which bodes well for it's success.

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  • Yes, she looked and felt like a bowling ball in the early one. It's amazing how different she feels now too. People who have tried it seem to think she's faster and easier to control, even though nothing in the mechanics/physics has changed at all - just the animation!

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  • I recently showed Spryke at my first Conference. It was Adelaide's Avcon 2016. The reaction was very positive. A lot of people loved the game (many adults, but many teenagers and kids too, which was nice to see). People said things like "really smooth controls", "I died a lot but it never felt like the game's fault" and "great graphics". I also did a couple of video interviews, and was mentioned on Please login to see this link. "Best of IGR" list.

    Overall, I'd say that probably about 50-75 people played the game and really engaged with it. It was awesome watching a couple of friends spend 10 minutes replaying the same level over and over just to beat each others' times. And there were a couple of times people came back dragging a friend saying "you've gotta play this game!".

    Of course, there were critical comments too (which is very useful), but it was mainly positive, which made me very happy. I think I'm managing to effectively translate my vision to the player now (which wasn't true in earlier playtests, where players often were confused or underwhelmed and played the game differently to how I'd intended).

    One unfortunate, though perhaps not entirely surprising, thing was that over the 2-day event, plenty of people asked me what engine I used, but only 1 or 2 people had even heard of Clickteam Fusion. And this was in a room of Indie game developers, surrounded by avid game fans! Clickteam really need to get Fusion's profile up!


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    My cheerleading squad at Avcon in their Spryke tshirts :D

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  • Hey mate, I downloaded your demo.. didn't get too far unfortunately because I bumped into a problem.

    I have a USB Xbox One controller for my PC (not an Xbox 360 controller) and the right trigger to create the bubble doesn't seem to work. I just did a quick test with the right trigger in fusion (using the joystick 2 object) and it seems unresponsive.. might want to look into that.

    One other random bit of feedback - there should be a way to go to the next level without having to go back to the menu!

    Edit: using the xbox gamepad object, I've done more testing - it seems with this version of the pad at least, the triggers are not counted as buttons.. the only way to track whether or not they're being pressed is if you set a value eg:

    always set value A "TriggerLeft( "XBOX Gamepad", 1 )"
    always set value B "TriggerRight( "XBOX Gamepad", 1 )"

    then, if either value is 100 you can confirm that the trigger has been pressed... is this the case with a regular xbox 360 controller as well? or does that recognize a trigger as a button press in Fusion?

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  • Totally agree about the next level button. But the trigger thing is weird. I use an Xbox One controller too, and it works perfectly.

    Is yours wired?
    Do you have xinput1_3.dll in the game directory?
    What do you mean it's unresponsive in your testing? Do you mean that your right trigger doesn't work at all in Fusion, even in your own MFAs?

    And yes, the triggers are never counted as buttons in the Joystick 2 object (which is what I use), because they're analog (so you can feather them). They're treated similarly to the joysticks

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  • My controller is wired, I have xinput1_3.dll in the directory. Windows 10 64 bit here..

    The triggers are working perfectly in fusion in my own test mfa (just not as buttons, which you say is correct) so I'm pretty sure it's not the controller.

    Here's some more weirdness.. no matter what I do, the right trigger will never perform the bubble move, but the left trigger will sporadically work.

    If I've used just used the xbox gamepad to perform a jump, and use the left shift button on my keyboard, it won't work - but it will work consistently if I'm not using the controller at all and only use the keyboard to jump/bubble float.

    I'm going to try this with drivers etc. and report back: Please login to see this link.


    EDIT: just followed the steps, restarted my computer - and it works! works perfectly! I'll give it a proper play through tomorrow.

    It might be handy to save that forum info for future reference (when you start making big sales on steam, you'll be ready!).. seems like it is some kind of driver issue..

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    Edited once, last by DaveC (July 27, 2016 at 1:38 PM).

  • oh, ok. Well that's a relief. I just tried my windows 10 laptop with my xbox one controller, and I had the same problem. I'll play around with it a bit before I fix it with drivers to see if there's something I can do to fix it in-game

    But I'm still confused. What did you mean when you said the controller worked perfectly in your own mfa? Were you using the Joystick 2 object? If so, what values did they have when they were unpressed, and what values did they have when they were active? (if you remember). I don't understand why if you had the wrong driver, it still worked on a certain mfa

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  • yes that is strange. I'm on a relatively new, clean install of Windows 10 64bit.. so if I get that problem (and you have it too) then many other people might experience it.

    I tested the shoulder triggers by using the joystick 2 object to measure each trigger - if I wasn't touching them they were both 0, if they were held down fully they were both 100, and the triggers seemed perfectly responsive everywhere in between.. so even before I installed the drivers, they were working correctly in my test .mfa but not in your game.

    Perhaps you could make a simple test game in a blank new mfa (like left trigger moves player left, right trigger moves player right) see if the problem comes in when you build to .exe?

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  • That's weird that both triggers went from 0 to 100. What were you testing for? RawZ?

    On my windows 7 PC, they work like this:

    RawZ
    LT: 0 to 995
    RT: 0 to -996

    RawZrotation
    LT: always 0
    RT: always 0


    On my windows 10 PC (before driver fix), they work like this:

    RawZ
    LT: -1000 to 1000
    RT: always 0

    RawZrotation
    LT: always 0
    RT: 0 to 65535


    All of that perfectly explains why the trigger wasn't working (my game never tested for RawZrotation before), yet why occasionally the LT would cause the bubble (ocassionally you'd have it half-pressed at just the right time so that it registers a negative number). The good news is that I should be able to code it so that even without the driver fix, the xboxOne gamepad works perfectly. I simply need to take into account the RawZrotation values too. I've also decided I'm going to order PS3 and PS4 etc. controllers now, so I can see what their values are.

    What still confuses me though is your reported 0 to 100 values. Could you confirm whether you were testing for RawZ or something else? Also, if you don't mind, could you tell me what the RawZ and RawZrotation values are on your system now that you've installed a different driver?

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    Edited 2 times, last by Volnaiskra (July 28, 2016 at 9:12 AM).

  • My bad, I wasn't using the joypad 2 object to measure the triggers, I was using the Xbox Gamepad object to measure the shoulders.. that object returns a value from 0 to 100 for each trigger.

    I completed 12 levels I think.. it was fun! How many levels are you planning for the full release?

    Random feedback:

    - The laser guns on some levels that shoot bullets every few seconds - the audio should be based on distance, if the gun is far off screen you shouldn't be able to hear the lasers, the closer you get the louder it gets.
    - Games like this benefit from a "restart level" menu button
    - Speaking of the menu.. if you could make it actually pause, that'd be better but not really essential.
    - Some areas of some levels are a little hard to read with what is an obstacle and what isn't.. this wasn't really an issue for me after I played the levels a few times, but at first I wasn't always sure what was what.
    - On that point, some of the background moving objects (flying ships, the red one, I think I saw a blue one too) felt like they were going to hit me (like they weren't faded out in the background)

    I recorded some of my gameplay. I made the video unlisted so it will only show up on this forum/with this link, not sure if you want gameplay out there yet or not, I'll take it down if you like, just thought you might like to see how someone else is playing your devious levels XD

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    The game is legit, keep it up! I can see it being a hit on Steam and with lets players / speed runners etc. An online best times board could be good too.

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  • Cool! You're pretty good at it. You passed Verxic gauntlet like it was nuthin' xD

    The video was a little laggy at times. Was that just just because of the fraps encoding, or was the game always like that for you?

    btw I'll PM soon (prob tomorrow) with some more questions about your gamepad if that's cool.

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