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Title: Galaxy Bros demo Post by: JimmySH on January 25, 2009, 03:05:04 PM I'm seeking some truth about this game, before I finish it, so I fixed a demo for you to play. It has round planets and platforms which you jump between. There's a chance it'll seem strangely familiar ;)
(http://img520.imageshack.us/img520/8342/galaxybrosdemoeq8.jpg) Update: Download the game here on Softpedia. (http://games.softpedia.com/get/Freeware-Games/Galaxy-Bros.shtml) I hope to hear what you think after playing around some. Title: Re: Galaxy Bros demo Post by: acidBatterie on January 25, 2009, 03:06:18 PM woah
Title: Re: Galaxy Bros demo Post by: Inanimate on January 25, 2009, 03:17:01 PM Wow, that is fantastic! The style, and the sound effects! <3!
Title: Re: Galaxy Bros demo Post by: handCraftedRadio on January 25, 2009, 03:19:39 PM I thought the controls felt a little strange. I didn't like it how I could be holding down the button to go one direction and then all of a sudden it makes me turn back the and start running the other way. I think you should make it so that if the player is hold down the right arrow key it always makes him walk to the right from the point of veiw of the player character. I was constantly trying to figure out which direction each arrow key was going to take me.
Title: Re: Galaxy Bros demo Post by: Cheater‽ on January 25, 2009, 03:24:21 PM Yeah, weird controls.
Title: Re: Galaxy Bros demo Post by: Nick on January 25, 2009, 05:43:33 PM I agree that it should be left/right to move left/right when on top of a world, and left/right to move right/left when on the bottom. It would feel a lot more natural and i got stuck 90 degrees around the side of a planet for quite some time not knowing how to move. Perhaps the jumping felt ever so slightly too floaty also?
Pretty solid overall though. Tough too, i got hit by about every enemy i came across. Title: Re: Galaxy Bros demo Post by: JimmySH on January 26, 2009, 11:08:50 AM Wow, that is fantastic! The style, and the sound effects! <3! Nice to hear! Thank you. I recently realized the sound effects have a distinct feature that some find strange, though not everybody. I think you should make it so that if the player is hold down the right arrow key it always makes him walk to the right from the point of veiw of the player character. I was constantly trying to figure out which direction each arrow key was going to take me. That's good to know, it's a really significant issue. Personally I prefer mapping the control to screen space like now (right key results in moving right on screen), but equally many probably prefer the control being mapped to character space (the point of view of the character). I think I can do a compromise between the two. I'll try it out! Perhaps the jumping felt ever so slightly too floaty also? You're right, it's floaty :)I want it to give a feeling of flying. I haven't determined if it's really advantageous yet, it would be great to hear opinions about that. Title: Re: Galaxy Bros demo Post by: Inanimate on January 26, 2009, 05:18:54 PM Why not just make it so you can switch between Character POV and Screen POV at the options menu?
Title: Re: Galaxy Bros demo Post by: Andy Wolff on January 26, 2009, 06:50:21 PM this is pretty cool, i never thought of doing the gravity that way. it's certainly a lot more usable and efficient than the more technically accurate method i've used before.
I agree with that controls lack consistency. another possible thing you could do would be to keep them absolute and include the up and down arrow keys, so pressing right will always make you go right and pressing up will always make you go up, et cetera. another thing that sort of bothered me was the charged jumping; it's just not what's normally done for variable-height jumping so players aren't used to it and it seems kind of counter-intuitive. Title: Re: Galaxy Bros demo Post by: .TakaM on January 26, 2009, 08:19:17 PM I say rotate the planets and not the character, controls remain consistent that way.. and I've never really liked charge up jumping.
but otherwise, nice work :) Title: Re: Galaxy Bros demo Post by: agj on January 26, 2009, 09:04:29 PM I think the movement is good as it is now, you just need to make sure the character stops once it reaches one of the extremes, instead of start walking back and forth. The jumping might be pushing it too far, as the combination of the circular platforming and the hold-to-jump results in controls that are hard and frustrating, especially in this rather arcade-oriented game. Points for experimenting.
Title: Re: Galaxy Bros demo Post by: JimmySH on January 27, 2009, 01:01:24 PM Tough too, i got hit by about every enemy i came across. Do you know why that happened? (Maybe because of control, wiggling enemies, or level layout?) Why not just make it so you can switch between Character POV and Screen POV at the options menu? Good question. It sounds like a useful option, definitely, I'll try implementing it. I also believe it's possible to find one control method that most players like as standard. I agree with that controls lack consistency. another possible thing you could do would be to keep them absolute and include the up and down arrow keys, so pressing right will always make you go right and pressing up will always make you go up, et cetera. I think I understand what you mean, and that seems like a possible solution. Thanks for your suggestion ;D another thing that sort of bothered me was the charged jumping; it's just not what's normally done for variable-height jumping so players aren't used to it and it seems kind of counter-intuitive. I've always found the immediate jumping in classic games counter-intuitive, since when I jump in reality I have to strengthen my legs before jumping. You're right about players not being used to it. I say rotate the planets and not the character, controls remain consistent that way.. and I've never really liked charge up jumping. but otherwise, nice work :) My current software rendering would slow down too much if rotating such large objects, I'm afraid. I'm glad I got to hear your opinion, still. I think the movement is good as it is now, you just need to make sure the character stops once it reaches one of the extremes, instead of start walking back and forth. That's a great idea! It's much appreciated. Title: Re: Galaxy Bros demo Post by: Candlejack on January 27, 2009, 01:10:51 PM Maybe the controls should only reverse after you let go the movement keys.
Title: Re: Galaxy Bros demo Post by: JimmySH on January 27, 2009, 01:26:02 PM Maybe the controls should only reverse after you let go the movement keys. I agree, and have been thinking about that too, and it seems like a feasible compromise between the two alternatives. I'm certainly going to try it out, and see if the moment of reverse becomes confusing. Title: Re: Galaxy Bros demo Post by: .TakaM on January 27, 2009, 02:28:46 PM Yeah that's how the sonic games handle it
Title: Galaxy Bros demo Post by: Batmanifestdestiny on January 28, 2009, 12:58:19 PM Interesting game, may I ask what programming language it was made in? (it has a whiff of game maker, but I may be wrong)Pretty fun, and the level? hmmmm.....I could never gues ;)
P.S:one suggestion for controls: right=clockwise left=counter clockwise that would make things simpler. Title: Re: Galaxy Bros demo Post by: JimmySH on January 28, 2009, 01:21:57 PM Interesting game, may I ask what programming language it was made in? (it has a whiff of game maker, but I may be wrong) I programmed it in C++, and animations and events in a data script language that's eventually interpreted by the C++ code. I've been telling myself to try Game Maker someday but I can't catch up with that day yet, C++ is taking too much time. Pretty fun, and the level? hmmmm.....I could never gues ;) Thanks! And the reason I didn't include music was it would become a "too easy guess" ;D |