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Super Slime
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 PostSun Nov 02, 2014 3:34 pm
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Nathan Karr wrote:
And one problem I'm experiencing which you can't do anything about is people constantly trying to PM me in IRC while I'm trying to have fun in a game.


Maybe don't announce that you're playing a game?
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Metal Slime
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 PostSun Nov 02, 2014 3:58 pm
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TMC wrote:

Oh! Ichiro reported the same problem, except that it happened in all games. So it's very interesting and informative that you only experience the problem with Vorpal Florist. Which graphics and music backends are you using? If you don't know, then you're using the defaults. And which OS/OS version are you using?


I'm using whatever the default backends are when you run game.exe in Windows 7 Professional 64-bit. I also playtested a handful of other games, and so far no slowdown. It's only with Vorpal Florist I've noticed this. I tend to alt+tab a lot to answer IMs while playing games, which is why I ended up noticing this.
Liquid Metal Slime
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 PostMon Nov 03, 2014 12:47 am
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Mogri wrote:
Nathan Karr wrote:
And one problem I'm experiencing which you can't do anything about is people constantly trying to PM me in IRC while I'm trying to have fun in a game.


Maybe don't announce that you're playing a game?


He'd been messaging me for about an hour at that point and I figured maybe if I told him I was doing something else with my keyboard he'd leave me alone for a bit.
Remeber: God made you special and he loves you very much. Bye!
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 PostMon Nov 03, 2014 3:54 pm
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Foxley wrote:
I really like it so far. My only real gripe is that the jump and attack keys feel awkward, layout-wise. Have you tried something like Z and X for jump and attack?


Z and X work already! Did you try them? :)

Foxley wrote:
Also, for some reason Vorpal Florist starts gobbling up CPU cycles and going about 1-2 frames per second if I switch window focus and then switch back. Other games don't seem to do that. Rather weird.


Whoa! That sounds like an engine bug.

My first guess is that it is backend related. The zip file I posted defaults to the gfx_directx backend. You might be using the gfx_sdl backend? Do you remember deleting or renaming gfx_directx.dll from your main ohrrpgce installation?

Nathan Karr wrote:
It's really irritating to die and have the application kill itself instead of restarting the game.


Sorry about that! I have not gotten around to making the title screen

After you have saved tour game once, it will take you back to the load game screen instead of exiting.

Nathan Karr wrote:
All the enemies with projectiles feel super awkward to fight against. I couldn't land even a single hit against the carrot men.


I recommend ducking under the stone, then running up and hitting them before they bring the shield back up.... or just jumping over and running away. The carrot demons can be tough to beat, but they are fairly easy to just bypass.

Glad I got the awkward staircases right :)
Metal Slime
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 PostMon Nov 03, 2014 4:54 pm
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Bob the Hamster wrote:


Z and X work already! Did you try them? Smile


Oh my god, I feel stupid now. Thanks!
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 PostTue Nov 04, 2014 1:00 am
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Bob the Hamster wrote:
Nathan Karr wrote:
It's really irritating to die and have the application kill itself instead of restarting the game.


Sorry about that! I have not gotten around to making the title screen

After you have saved tour game once, it will take you back to the load game screen instead of exiting.


I could never find a place to save. The things that shoot their petals at me always killed me.
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 PostTue Nov 04, 2014 4:28 pm
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Behind the spoiler tag is the world map so far



The yellow room represents the flower shop where you start. The green rooms represent the save points

I plan to add an item that will give you in-game access to the map, and will show you which rooms you have already visited
Slime Knight
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 PostSat Nov 08, 2014 6:44 am
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This is super cool!

I am struggling with the first boss.

The tree ladies with the big clubs have a very nice timing window! They feel dangerous but its predictable and fair.

I agree with what people have stated earlier about too many enemies showing up too quickly, especially this early in the game. And also about the environment not being twisty enough-- especially with these cool enemies. I want to see the different challenges they can pose when paired together and with different terrain! Maybe you are keeping it straight-forward for the early-game, which makes sense.

The first flower who screams and jump/lunges at you should be encountered somewhere where you are far enough away that it happens. Although it is kind of cool that its like 'oh, this enemy is super easy' and then they surprise you later. The sound they make is perfect!

Something about trying to 'jump in-attack-move backward in air' feels clunky. Maybe my timing is not great, but she usually attacks after turning around. I've only pulled it off correctly once or twice. Was wondering if it processes movement before attacking? That may make a difference in pulling off something twitchy like that.

I saw that one of the stats is 'Knockback.' Interesting...
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 PostSat Nov 08, 2014 8:35 pm
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shakeyair wrote:

The first flower who screams and jump/lunges at you should be encountered somewhere where you are far enough away that it happens. Although it is kind of cool that its like 'oh, this enemy is super easy' and then they surprise you later. The sound they make is perfect!


I agree that you should introduce enemies in a safe environment before throwing the player into combat with them. Egoraptor talks about this kind of thing in his Sequilitis videos, about how the intro to Megaman X perfectly eases the player into the game.

For example, the hole where all those flowers that lunge at you in that funnel-like area, it's easy to just drop down and the flowers will go just above your head. If you introduced the first flower that way, the player would see that "Oh, some enemies will lunge at me," but not have to suffer any damage because they didn't know.

I think the enemies that drop down on you as you walk by are similarly tough. They really caught me off guard when I first played because I couldn't even see them and suddenly I was being dive-bombed. You could introduce them by having them drop down, but be blocked by a wall of some kind, so the player can see what they do before having to experience what they do.

I think this game is incredible, there's already so much to it. It is really difficult, though. I'm assuming this is mostly because it's still early in development, but there is so much there all at once and it's hard to take in. I mean, there are a lot of enemies in Mario, but you start out only fighting goombas and koopas.
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Liquid Metal King Slime
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 PostSun Nov 09, 2014 11:52 pm
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Thanks!

I suppose part of the reason that I introduce enemies too fast is that creating them is probably my favorite part of making this game.

I do plan to go back and add some more side-branches to the excessively-linear areas. I have a few plans for items that you will be able to collect, so that going the wrong way will not be a fruitless dead-end.

Good suggestions on introducing the diving butterfiles and pouncing roses more gently. I play these enemies over and over again while testing, so I tent to become blind to how they might appear to someone facing them for the very first time.
Slime Knight
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 PostMon Nov 10, 2014 10:18 pm
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My thought was more about using novel combinations of enemies and environments. Those first 'chain chomp' enemies are ridiculously easy, but if they were to show up in a platforming segment, or defending an enemy with a projectile attack, they could become a part of a fairly tricky area.

Even with just the enemies leading up to the first boss, I think you could have a lot of new, interesting content just by thinking about how enemies could 'work together' with the environment to test the player.
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 PostTue Feb 24, 2015 4:41 pm
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Down, Down-Forward, Forward, Attack = Fireball!

Progress going nicely. I have Normal/Hard/Nightmare difficulty implemented, I re-did the save/load screens, and did a bunch of small tweaks, mostly to make difficult enemies a little more fun, and I added a nifty Map feature.

I am also working on special moves like the fireball attack that you will be able to unlock by spending your collected flowers like experience points.
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 PostTue Feb 24, 2015 7:38 pm
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Amazing!
Super Slime
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 PostTue Feb 24, 2015 10:21 pm
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Very cool. Other moves that I would suggest because they will make the game more fun:
  • Heel kick: Like Chun Li's bounce move or Link's downslash. Later Castlevania games implemented this as a move that makes you fall faster and at an angle. They also reset your double-jump when you bounced off an enemy.
  • Roll: Either as a forward roll with invulnerability frames or a quick backdash. This can raise the skill ceiling, and speedrunners will like it. You could also implement this as an attack move (tackle/slide).
  • Bionic Commando: Webswinging action is hard to implement without some sort of sprite rotation. Failing at this, a vertical zipline (like Mega Man 4's Wire) or horizontal hookshot would also be a fun movement tool.

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 PostTue Feb 24, 2015 10:31 pm
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Mogri wrote:
Very cool. Other moves that I would suggest because they will make the game more fun:
  • Heel kick: Like Chun Li's bounce move or Link's downslash. Later Castlevania games implemented this as a move that makes you fall faster and at an angle. They also reset your double-jump when you bounced off an enemy.
  • Roll: Either as a forward roll with invulnerability frames or a quick backdash. This can raise the skill ceiling, and speedrunners will like it. You could also implement this as an attack move (tackle/slide).
  • Bionic Commando: Webswinging action is hard to implement without some sort of sprite rotation. Failing at this, a vertical zipline (like Mega Man 4's Wire) or horizontal hookshot would also be a fun movement tool.


Yes! I love the Heel-kick idea!

I already plan a slide similar to the roll idea, with an upgrade that turns it into an attack.

I'll have to think about the bionic commando swinging idea, It would probably affect level design too much

Other ones I have planned besides the basic fireball are:

* Uppercut attack - Small vertical jump combined with a strong short-range attack, guard damage from the front (upgrade for extra height)
* Slide - slide along ground with a tiny hitbox (upgrade for damage while sliding)
* Dash-through - dash through enemy (but not walls) without damage, end facing backwards with a regular attack with equipped weapon (upgrade for damage while dashing)
* Fireball - Throw a fireball attack (upgrade for the ability to steer the fireball up and down)
* Homing Fireballs - Throw a small fireball that homes in on a target. Upgrade to throw 3 fireballs
* Power kick - normal attack with huge knockback

Some of those may require cooldown times to avoid spamming them (especially the homing fireball)
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