Mirror’s Edge 2D Beta

Brad Borne and Electronic Arts are partnering up for the release of Mirror’s Edge 2D!

I made a post about it in the forum a few days ago, but it looks like the news is out, so here’s the official post about it.

We’re still a week or two away from full launch, but I’d like to get as much feedback about the beta as possible, so if you find anything glitching out, or anything you’d like to comment on, just comment this post.

Update: Just added a timer, lets see those scores! Finish the level to store best time.

Play the beta here!

To anyone having problems with high jumping from ledges:

Run at the ledge

Jump right before you hit it (or go too high from a wall climb)

Hold jump when she snaps to it

Keep holding jump

Annnd yeah

Criticism and responses: there has been a ton of aspects of the game that have been tweaked to address some criticism. I’ll try to address things that I’m not changing, or won’t add until the final game (most likely, at least) here:

Enemies?

There will be some sections with enemies (like, mini-levels), if I can get the balance right and keep it fun. Basically, enemies slow the player down, I know that most people want to keep moving on big sections.

Wall jump / jump is too powerful / not realistic enough

Well, yes, the wall jump probably seems to powerful in this level. I had it toned down much more at first, but that made Level 2 impossible in some parts. Same thing with the jump height. Certain level designs just aren’t possible if I keep the movement too conservative. And this is 2d, I need to use those two d’s as much as I can! That means lots of vertical ground covered, far more than in the console counterpart.

Re-mappable controls

This definitely highlights my hatred of the keyboard as the standard of input for computer games, but what can I do about that (besides tell you guys to use joytokey, darwiinremote, gamepad companion, etc)? Re-mappable controls are only necessary when games get too complex, devs ignore standards, or in the case of PC gaming, there are hardly any standards at all. I’ll try and add a few different control types to the game if I have the time, but I like to try and keep all my games so that the arrow keys map to the d-pad, and the WASD map to the face buttons. Basically, I’m a console gamer developing for a mouse and keyboard input scheme.

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282 Comments

  1. mienai

    As a disabled/one-handed gamer, I am unable to run and jump. Perhaps it would be possible to have alternate controls, like Jump would still be S, but maybe also J or U?

    Just a thought to have the game be more accessible? I’m willing to discuss this more. My email is andrew.monkelban@gmail.com

  2. DrNeroCF

    I know that some people prefer to jump with the up arrow, which never made any sense to me, and limits what I can do with the up key, but if I can put something in there that prevents the game from being unaccessible to you or anyone else, I definitely will.

  3. ryanrab1

    I’m loving it so far Brad.

    At first the wall jump controls seemed a little wonky, but I figured them out.

    Also, later in the game, are you going to introduce any gun play?

  4. donatelli

    AMAZING. Came across this link over at NeoGAF forums – very awesome work you’ve done here. The gameplay is very fun and I have bookmarked this game and will keep track of it. Will DEFINITELY be playing the full version. Thank you and keep up the great work!

    *BTW the animation is AMAZING, thank you for redeeming flash-quality animation for me!!

  5. peterpawan

    Hi,

    Awesome. These are a few things I noticed.

    1. If I leave the swf idle for an hour or more, the frame rate drops dramatically. I dont know if this is because the swf got paged out of memory, but I am pretty sure this is not the case. I think you should check for any code that appends an onEnterFrame function on an mc. Seems like it piles up over time and cripples that game.

    2. I think it would help the game play dynamics if the player could drop off the edge of whatever he is hanging on to if he gets to the edge. Currently, he stops automatically at the edge.

    3. The first time I try to do a wall run, I have to jump. The next time onwards I can wall run without jumping, and just pressing UP.

    4. (Check the image) At that point its possible to slide UP the wire. That is just wierd, especially cos there is no anim loop showing the character making an effort and the ‘slide-due-to-gravity’ sound plays.

    5. The floor sliding sound does not stop when the character stops sliding.

    6. I am sure this is already on, but we really need a button to disable/enable music. People tend to miss the screen that says press M to toggle music.

    Thanks man.

    Peter Pawan,
    Game Coder (AS2, AS3 and J2ME),
    D3V Games, India

    PS: You really should put up your email address. Mine is peterp [at] d3v [dot] in

  6. fidodo

    Oh my god that was amazing. Something you should think about is a speed run mode, for obvious reasons. The only thing that threw me up was a few areas where it wasn’t clear what was the background and what was climbable, and where the telephone wires hit the building it’s very awkward to get out of that dip.

  7. DrNeroCF

    Absolutely! Time trials and replays will be built into the final game. I’m going to have the artists go over problem areas one more time before final release, too. There’s a few bits of art in there that aren’t final, those need to be replaced also.

  8. Ravey

    This is pretty amazing, although on one of the pulleys that you slide down, I somehow managed to slide up it and then went down that massive blue ramp.

  9. omnilaw

    Is there any chance this game might get released as a Downloadable title for the PSP? I would be willing to pay $20 for this game.

  10. WJUK

    Hey Brad, is the forum down or something…?
    I keep getting a 404 error. ๐Ÿ˜†

    Btw, I’ve made a speedrun video of the BETA already. ๐Ÿ˜›
    Will be on YT soon. Although it would’ve been better if the mode was already in it (had to time is using my phone).

  11. nikolobin

    It’s pretty cool when it works, but I pressed so many times D instead of -> or A for <-.

    I think either wall climb or jump should be space or instead of S. It’s very confusing being close to WASD. Could it be optional?

  12. sg_andre

    what was i playing???-Mirror’s edge…..oh yeah…it suck????HELL NO!!!the game was prety awazing great gaphics, capture the filling but i only have sorry of two things…their isn’t any enemy in all level,and the level was very short,with enemys and biggest levels the game are perfect…..

  13. RichChap

    Wow, really awesome, the animation is really fluid, and all the animations really flow right into each other perfectly. Anyway, I did experience some slowdown for a second every minute or so. This happened on both high settings and low settings. I am running this game on a pretty powerful macbook pro with a 2.4 GHz Intel Core 2 Duo Processor, and 2GBs of RAM so I almost never run into this problem when playing flash games. I don’t know why that was happening, it seemed pretty strange to me, especially at low settings.

    Great work anyway, this is pretty exciting.

  14. brim4brim

    Greatest Flash game I think I’ve ever played (and on par with Flash Portal, probably better due to less bugs that I noticed). I guess I’m late but I could find no bugs.

    The billboard could look a little more like a billboard. Maybe throw a fake ad or something from the game on it. Even an ad for Mirror’s Edge would make it more obvious that it is a billboard.

    Would definitely love a DS version, it is perfect for portables. Maybe with online scoreboards ๐Ÿ˜€

    Needs some info as to bags remaining on screen if your going to have to collect them to progress. If not just a stats screen at the end of each level to let you know how many you missed would probably do.

  15. WJUK

    And this is just the BETA demo!

    I have to agree that this is better than Flash Portal. And I would definitely buy a retail version: DS, WiiWare, XBL, PSN (DSWare?). IT WOULD BE AWESOME.

    EA, if you’re reading this take note!

  16. Matt@Flipline

    Hey Brad, this rocks! Seriously awesome stuff, I really enjoyed playing this more than the Mirror’s Edge demo on PS3. Congrats on the collaboration with EA, and for showing them how platforming should be done. Keep it coming!

  17. DrNeroCF

    Matt, great to hear from you again! Haha, thanks, man. And that’s what we’re here for, keeping platformers alive, heh.

    noquarter, really? Wow, that’s a really small number of keypresses. You can still jump without holding a direction, but it’s much more inaccurate. Let me see if I can tighten that up. You’re going to have to check back frequently and let me know if the solution works for you.

  18. wolferey

    Really cool, but I miss two elements from the real game:
    – The orange, blue and red hints on where to go and what to do. The level design could be better.
    – Pipes that you can climb vertically? (don’t know if you plan to add this)

    Also, there is one spot in the demo where you swing from handle to handle where one handle is right next to another, but a little above, its really really hard (almost impossible) to get to it :S

    Other than that, insane work <3

  19. upandb

    I like how the new publish has a HUD for the items you can collect.

    1. The game seems to suffer lag a bit. If I’m running at top speed and go past a help box thing, it seems to hiccup a bit…not sure if it’s just my computer, but I’m on maximum performance. Might just be me

    2. Are you going to add enemies like the other version? I think I might like it better without, but I was just curious.

  20. WJUK

    I don’t really think runner-vision is needed in the flash game, although I have noticed the pipes (lines?) you slide down are now red compared to grey in the earlier builds.

    @Wolferey: When swinging, hold up then jump. You’ll notice you’ll go upwards more than sidewards.

  21. QuaTronics

    ds, psp, wii?

    lets start with adobe air, -> playable without an internet connection
    -> fullscreen and resisable window
    -> no need for a browser
    maby then, wii? i believe the wii shows support for flash
    psp and ds, dont know
    ——————————————————————-
    apart from that, the game is awesome really, it is!
    ive been wanting a game like that for long
    ive also been wanting to create a game like that, problem is ofc. action script ;( mind if i check your as out? ๐Ÿ™‚

    amazing game.

  22. tolleder

    “Nothing to worry…
    I can fly ( http://img380.imageshack.us/my.php?image=flyuw6.png )
    And if someting is in the way I’ll just run through it ( http://img380.imageshack.us/my.php?image=collision1ew9.png )
    Or go a little bit closer to the screen ( http://img380.imageshack.us/my.php?image=collision2wv6.png )”

    Also Buildings collision boxes do not extend to the bottom (There seems to be a big problem with collision boxes, why don’t you use the graphics for collision? Copy every part which is not walkable, make it all black and use this for collision…)
    I havn’t got a problem, when a game is using all my cpu while I play it, but if it is still using all cpu, while it is not shown, I have got a big problem with this. And last thing: There are two problems with context menues: First you can zoom in/out etc… Second sometimes if I open the context menu it won’t gain focus but your game will still have it. I can still move the character, but not select anything in the menu (That problem does NOT occur at other flash games).

  23. KirbyKid

    I’m very impressed with the beta.

    When I was playing it, I was reminded of another 2D platformer that I had played recently. After following a link to your blog, I realized that you also created The Fancy Pants Adventure World 2. Small world.

    I tried reading all the comments posted here so far so I wouldn’t post anything redundant.

    Overall, the controls and the core mechanics are very tight. The color/art direction for the level design isn’t as clear as I would like. I found that I would run into objects I thought I would pass through and pass through buildings I thought I could jump off of. I thought you might have used dark colors to demark the interactable objects against the non interactive scenery, but there are inconsistencies that work against that theory. For example, there’s a dark gray bar at the beginning of the level that can’t be grabbed onto, yet there’s a similar colored bar a little ways into the level that you can grab. Visually, there’s no difference between these types of objects. Consistency is key. Form fits function is a must.

    Sometimes I think that the background needs to be slightly blurred and washed out to help distinguish the foreground and background. Doing this might also bring this game more stylistically closer to the console counterpart.

    There are parts in the level where the foreground art is cluttered with non interactable elements. For example, the power lines toward the end of the level. Faith can run on the dark power lines, yet the lighter lines look like they can also be jumped on or grabbed. I believe The Fancy Pants game also had moments like this as well. This is nothing too major, but something I thought I should bring up.

    The camera work is nice. I felt like I could see enough of the obstacles ahead of time to make accurate and informed platforming decisions. Such is a benefit of 2D design.

    I played the Mirror’s Edge demo on my PS3. I find it interesting how much the differences between ME and ME2d affect the gameplay as a whole. One difference is the obvious perspective change. The 2D design of ME2d presents information more clearly without having to obscure most of the world through a locked first person perspective in 3D space.

    The red points are functionally similar to coins or rings from classic platfomers. These points go a long way by encouraging the player to platform and explore in ways they might not have without an incentive.

    There are three things that aren’t in ME2d that I feel would go a long way in the overall design. If you compare the design of ME2d to Super Mario Brothers, both games have good core mechanics, points/coins, and the level design. But what makes Mario so great is that the design takes things 3 steps further by incorporating level transformation, well designed enemies (with contrary motion and interplay), and power ups.

    One cool part about Mario’s JUMP (I type game mechanics in all caps) is that you can use it to land on brick platforms. But, like a double edge sword, you can also use the JUMP to destroy brick platforms one brick at a time. In this way, players can effectively make or break their own platforming challenges by doing what Mario is all about; JUMPing. In ME2d, the stage is the same no matter what the player does. Every time one plays it and no matter how they play, each platforming challenge is hard designed into the game. Despite the branched paths, such a design keeps things fairly static where players must overcome most obstacles in the only way you designed for them to. The added bit of transformation doesn’t have be anything mind blowing. But adding such a layer would go a long way in adding dynamic variation dependent on the player’s use of the core mechanics.

    I think enemies are a great way to add contrary motion to ME2d’s core design. Though I don’t have a lot of experience with the console version, I’m afraid that the enemy design isn’t well integrated into the core gameplay mainly due to the limitations of the first person perspective and how entrenched the game is to FPS conventions. But that’s a topic for another day.

    Basically, gravity provides a constant motion downward, and Faith is an independent motion that moves to the right (to simplify). This is what makes platforming so fun. Every jump you make is a fight against gravity. What goes up must come down, and understanding this cause and effect relationship is how players can plan their moves successfully.

    In Super Mario Brothers, gravity is down, Mario moves right, and enemies move to the left (in general). These three types of contrary motion are all tightly connected to each other. Mario defies gravity by jumping and eliminates enemies by jumping on them. Enemies can hurt Mario and some can jump/fly defying gravity. Finally, gravity has the power to pull Mario and enemies down pits. So, if ME console or ME2d could add enemies that are contrary and independent to gravity and Faith, there would be a deeper, more varied way to create challenges that would also be quite dynamic.

    I won’t even get into interplay with enemy design. If you’re curious, you can read about it here at my blog.
    http://critical-gaming.squarespace.com/blog/2008/10/11/dw-prerequisites.html

    If you’re going to do enemies like in the console version, it would be neat if you could disarm their weapons and use the mouse to aim and fire. Just an idea.

    Keep up the good work. I look forward to playing the final version and anything else you make.

    If you have any questions, feel free to email me.

  24. MysterY

    Don’t want to make a wordpress account so forgive this bugmenot one.

    I have a question: Is the first bag/satchel on the pipe supposed to be unreachable unless you do silly and unreasonable control buggery on the right pipe corner? I can’t climb up to it because the pipe is ungrabbable. I can occasionally hop up by doing a mystery combination of jumps and up smashing while climbing up the lower pipe’s right corner.

    Other than that I’ve managed to complete 214/214 and 9/9 in version 05 without any bugs or incidents.

  25. DrNeroCF

    KirbyKid, wow, we’re absolutely going to have to discuss the fundamentals of 2D platformer design sometime. I’ll definitely check out your blog when I get a chance, but feel free to email me anytime. I agree with the enemies creating that other layer of motion. That’s something I’ve been considering, and I’m not all that sure if human police would really be able to create that contrast in the same way that gravity does to your upward motion. It’s something I’m still trying to think out, though.

    ‘MysterY,’ jump at the lower corner and hold down jump. You’ll use the ledge to hop up higher than you normally can. Just remember, in a 2d platformer, holding jump always makes you go even higher up ๐Ÿ˜€

  26. Jtegg007

    Heres my run, in reply to WJUK. But Hartz may have just beaten me. I was trying a different course.

    And like it says there, sorry for the crabby frame rate, I was using a free video capture program. But atleast mine has a clock ;D

  27. Hartz

    Nice video Jtegg ๐Ÿ˜€

    Yeah, I’m too lazy for a clock haha. But you can bust out a stopwatch if you don’t believe me.

    I went a little quicker in this one.

  28. tolleder

    About the contextmenu bug: The problem only occurs in firefox and there already is a bug report on the adobe website. (Though it is the linux version of firefox not the windows and a clip on the adobe website and nor yours.)
    Can’t you just totally pause the game when keyboard focus is lost (Making all objects invisible, blocking all events…)? There are many people playing flash games while they are waiting in another game till a romm gets full online etc…
    Is it really a wanted behavior that seh starts to roll, if you jump without any horizontal movment and hold down, before she touches the ground?

  29. QuaTronics

    if i play the beta i think you missed out on one thing:
    a ladder or so, so she can climb up pipers etc.
    and another question: where did you learn as3 physics?
    ๐Ÿ™‚

  30. eltonbm

    Well, its easy one of the best flash game arround , a real nice fan made thing. But please, as a fan of ME, do this, or at least think about: Put cloud, the skies in ME are a important thing in the scenario, Make some nice night time runs, wowowowo, and, AND, do not add fights anywhere, for Christ sake do not put fights.
    Anyway, wonderful title yours, could had como as a bonus in the game for sure.

  31. QuaTronics

    well, i think it is as3
    since its flash ๐Ÿ˜›
    i would love to learn as3 physics etc. got a basic knowledge
    (like addEventListener… etc MouseClick..) but nothing more..
    i would also love to have an inside look in your fla file, but i kinda do realize its impossible ๐Ÿ˜›
    and is there any release date for this? ๐Ÿ™‚ like in a week, 2 weeks ?

  32. DrNeroCF

    Nyubis: Of course it’s not AS3 ๐Ÿ˜›

    eltonbm: Thanks! But it’s not a ‘fan made’ game, I’m a fan of the game and it’s ideas, but this is the official 2d version of Mirror’s Edge, it’s a client project for EA. If I do add baddies, they’ll be optional.

    QuaTronics: Nope, the World 2 engine is all AS2 and onEnterFrames ๐Ÿ˜€ And yes I’d rather people don’t go poking around my code, especially for client work. Timeline, I hope to have it finished within 2 weeks. Depends on how much we add to it. Ladders, hm, that would just be one more thing that would take up time to make. I like the idea of them, buuut… And there’s not really any real ‘physics’ in there, but I learned that sort of stuff by going through samples that came with Flash MX, then just sort of played around with it from there while I was in college. And no, no javascript ๐Ÿ˜›

  33. Hartz

    Even faster! 53.7 Seconds.

    Haha. Alright I’m going to take a break for now.
    Until my crown is toppled… xD

    Let’s see you beat that WJUK. ๐Ÿ˜‰
    (Oh and I added a stopwatch too.)

  34. Hartz

    Yeah that first button pressed would be good. Maybe make a little fastest time, current time thing.

    Best Time: 00:53:75
    Current Time: 00:33:60

    Minutes:Seconds:Tenths/Hundredths

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