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1076054 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:30:38 AM
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1581  Feedback / DevLogs / Re: Dadaists Gone Wild 2 on: October 26, 2009, 03:44:09 PM
EDIT:  Ah, I see what happened.  Everything was going fine (except for still running while not moving) until the player object didn't go away when it went to the start screen, and he fell down the bottom of it back to another room.   Roll Eyes I'm also planning on making the ending of the demo a bit more clear.
That sounds about right. The running while not moving was probably because I was still holding the left arrow, so the sprite didn't change back.
1582  Developer / Indie Brawl / Re: Indie Brawl: Stage Design on: October 26, 2009, 12:06:49 AM
We could compromise and make it kind of like 'Big Blue' from Melee.
1583  Feedback / DevLogs / Re: Dadaists Gone Wild 2 on: October 26, 2009, 12:03:37 AM
After finding the moon master, the game just kinda freaked out. Not sure exactly what happened, I warped around a whole bunch, but it ended with me at the last save point I was at running in place, unable to move.
1584  Feedback / DevLogs / Re: Dadaists Gone Wild 2 on: October 25, 2009, 11:35:35 PM
Found a bunch of game breaking bugs already.
And I can't load, so I have to start from the beginning every time, which sucks.

Code:
ERROR in
action number 1
of Other Event: Intersect Boundary
for object player:

Error in code at line 16:
       room_goto(global.rLeft);

at position 23: Unknown variable rLeft

Jumped as far left as possible on first screen.


Code:
ERROR in
action number 1
of End Step Event
for object playerRev:

Error in code at line 3:
       hspd+=standingOn.hs;

at position 23: Unknown variable hs

Went across screens and started in a wall, few screens down in moon area, and at the end of teh horisontal falling part. (or maybe those two are the same spot?)


Code:
ERROR in
action number 1
of Collision Event with object staticBlock
for object player:

Error in code at line 2:
       room_goto(chkRm);

at position 16: Unknown variable chkRm

Hit a death block while upsidedown.


You can jump over the devil and get stuck off screen.
You can shoot the devil while moving and skip the last spot where he stops.
At the last spot where he stops, you can jump off to the left right away and skip it.

Code:
ERROR in
action number 1
of Other Event: Intersect Boundary
for object player:

Error in code at line 16:
       room_goto(global.rLeft);

at position 23: Unknown variable rLeft
jumped off left side in dadatower.


Code:
ERROR in
action number 1
of Other Event: Intersect Boundary
for object player:

Error in code at line 21:
       room_goto(global.rRight);

at position 23: Unknown variable rRight

Jumped off right side in dadatower.


During the scrolling section of dadatower, you can sit off of the side of the screen and never get hit.
No finish to Dadatower, but I assume you know that.
Dying resets the room, flags do nothing, making Dadatower very hard.
1585  Feedback / DevLogs / Re: Greyscale Trouble on: October 25, 2009, 11:03:57 PM
This game looks sweet!
I would like to test!
1586  Feedback / DevLogs / Re: The Excavator on: October 25, 2009, 02:30:01 PM
I had a similar problem with my old computer, but replace "every few hours" with "every few minutes". I only needed to unplug my comp for about 10 seconds to be able to start it up again though. A new power supply fixed the problem. (although it still sucked, so I got a new computer) It was pretty funny actually. I got the power supply off a friend's computer that had a broken hard drive, but it was too big for my comp. I eventually took off the front plate of my computer, so I could have my cd drives stick out of the front to make room for it.
1587  Feedback / DevLogs / Re: Boss Rush on: October 24, 2009, 07:11:04 PM
Just give the ship a larger danger hitbox like the bullets.

For ?'s dot, you could have two smaller sections hidden behind the main part on the two sides that the ship would target, but would never actually get hit. You would also need some sort of way to make the ship ignore the main part.
1588  Feedback / DevLogs / Re: Anything Beats Everything on: October 24, 2009, 10:34:14 AM
It just shows how much they're getting to him.
1589  Feedback / DevLogs / Re: Grand Feather on: October 24, 2009, 09:57:18 AM
From my patchy memory of working with animated gifs way back when, I believe that they don't have a set framerate as such, but rather each frame has a delay setting how long it will be displayed.

As for how you go about setting that, ask the internet Smiley
Not sure about other programs, but GIMP can set the speed of gifs.
1590  Developer / Indie Brawl / Re: Indie Brawl: Barkley on: October 23, 2009, 02:21:41 PM
the red looks neat, but I don't like the new face. I vote second.
1591  Feedback / DevLogs / Re: Boss Rush on: October 23, 2009, 02:14:10 PM
Unfortunately, in the current implementation, if a spot is actually TOUCHING a bullet, (i. e. moving there will get you hit) then it is automatically set to the lowest possible score, since you would NEVER move there.  It normally DOES choose a spot, the problem is just that in this case they all suck equally.  (and since "stay put" is the first option it tests, and nothing else it finds is ever better, it stays with that one.)
Just make it so if the spot it's already in has a bullet in it already, it get weighed down more than normal.
Quote
Can you give examples?  In general it I've never seen it [directly] kill itself going for a powerup.  What trouble is it getting itself into?
Not directly run into bullets for powerups, but it will do some stupid things. For example, If I am over top of a powerup, It will wait for it sitting right in front of me, so when I fire my cannon, it gets insta-killed. Also, If will often move beside me or behind me, where I can crush it with ease. Maybe you should add a 'staying away from the boss' priority, because thats the real problem.
Quote
probably true.  Although I like the invincible dot!  It's the ship's one weird unique defense.  (All the other ships that have no/few invulnerable spots have some form of self-healing and/or blocking ability.)
Nothing wrong with the dot itself, just make the AI able to deal with it.
Quote
In fact... here is the thrilling tale of....  Unknown's Origin!
Cool story bro!  Durr...?
Thats acually pretty sweet. I remember playing smash bros and thinking of how cool it would be to fight on a stage made up of the word RANDOM.
1592  Feedback / DevLogs / Re: Dadaists Gone Wild 2 on: October 23, 2009, 01:30:42 PM
FIRST!!!!  Giggle
I would like to beta test! Or is there another way I'm supposed to respond?
1593  Feedback / DevLogs / Re: Boss Rush on: October 22, 2009, 11:20:37 PM
Is this in reference to the missions that are shared across several bosses (blow up a target, kill N ships that can't shoot back, etc) or just in general?
I was referring to the copied missions
I know they are still unique gameplay wise, but making them seem more unique when looking through the missions will give a sense that the game has more missions.

Quote
Do people feel like missions are getting too far out into left field?  Should there be more "kill ships, with some constraint" style missions?  (things like the "Don't shoot the target" one?
I personally like the more odd missions. Also, the 'super turret' missions feel like  advance training missions, teaching you techniques like blocking and advance control.
Also, I think you should have another mission like 'learn to fly' where you have lasers above as well, so you actually have to control the ship, kind of like the helicopter game. (or whatever game you were thinking of when you used this control scheme)

Quote
The default versus options are basically random.  Since most of my friends aren't really into shooters (and the ones that are live in Philadelphia, on the opposite side of the country from me) I haven't had much chance to test this first hand.  If anyone who has managed to find people to play this with can weigh in, I'd love to know what people think would be a reasonable "default value" for the settings.  (I basically tried to sidestep this by just adding lots of options and hoping people could find a group of settings that was fun.)
The biggest problem is that the bosses aren't all the same difficulty to fight against. Also, humans play differently than the AI. Humans are good at staying away from areas dense with bullets, (one of the AI's biggest flaws) but aren't often very good at dodging complicated patterns. (the AI's biggest strength) Maybe you should include a difficulty meter for versus (amount of stars or something) showing how hard of a boss it is, and if you should turn the options up or down.

Quote
Sadly, flash can't handle right-mouse button pressing. Sad  I'll admit I had assumed/hoped that the numpad keys would work if you turned on numlock, but after just checking, seems that's not the case.  (what makes it even more annoying is that they DO register as arrow keys.)
I'm sure I've seen games that could do it. It could have been something else like Java though.

Quote
Can you elaborate on the bug you saw?  what part of mouse controls stopped working?
Take out Tombogiri's wings, removing attack one. Then if you click on your first attack, witch is now attack two, it selects your second attack, which is now attack three. Clicking on attack three selects attack four, clicking on four does nothing. No way to select attack two.

Quote
(also:  Your names for moves are much cooler than [most of] mine.  Mine tend to be in code labeled things like "roundBullet" and "sideShot", or occasionally difficult to translate things like "spinnyDeath" or "cone")
Thanks! Although for for a few, I couldn't think of a good one. Like Grow. Although you seemed to ignore that name and called it Regrowth, witch sounds much cooler. (personally, I liked my themed ones the best. The ones for the face and Cloud Nine)

Quote
This ship has undergone a lot of changes.  Originally the first form was supposed to be a total psych-out, like "here is the boss... OH NO HERE IS THE REAL BOSS BWA HAH HAH".  Originally he had like 2 attacks, but in order to complete the ruse, I had to give him more.  (Until now where he's basically as involved as several "full" bosses by himself.)

He's still a little weak in the first form though.  (Originally because again, the first form was so crappy, so I figured I'd get people out of it quickly.)  I can certainly bump up his hp a little though.  In fact.  Bang.  It's done.  (Holy crap, it was down at 20, the default.  For reference, each ship bullet does 1, and missiles do 2 damage, so no wonder it was dying so fast.)
I can see how he got messed up. Sort of 'lost in translation'.

Quote
First off the white background works very well; you will have some people say make it black, but ignore them.  I was very close to making my game with a grey background, I think the white does in fact work really well.
The white background is, alas, not universally loved.  I think I will keep it though, since it's how I envisioned the game originally, and I still like it.
I like the white background. If people want a black background, use inverse mode. Or Omega.

Quote
Bonus options (unicorn mode, etc) unlocked after beating all challenges on a ship on "sparta" difficulty.  (Gotta give'em something nice if they're that crazy)
Does this mean you need to donate to get unicorn mode? You're an evil man.



EDIT: You posted just before me, so:
A few AI things, in no particular order:
For the seizing up in the giant laser thing, You should make it so if it's invincible, but in a position where it is touching a bullet, you eliminate the choice of not moving, and force it to use the best move, even if they all suck.
When you use the giant laser attack, the AI always goes into a corner. You should either make a special case, or make the corners weigh more.
For the lightning attack, you should make the danger radius larger for the lightning, so the ship doesn't sit next to it, and get insta-killed when it explodes.
Getting power-ups, should rank a bit lower. Not any lower on the list, but closer to the other things. The AI can act just plain stupid when it's going for a powerup.
Also, you need a special case for shooting the queston mark, so it doesn't just keep shooting at the invincible dot underneath.


Also, completely unrelated to the AI, the ? boss needs to reference the interrobang somehow: ‽‽‽‽‽‽‽‽‽‽
1594  Developer / Indie Brawl / Re: Indie Brawl: DOWNLOAD- New Version 8/25/09 on: October 22, 2009, 05:31:31 PM
Quote
so now the game have all it’s levels.
So now the sentence have all it's grammar.
1595  Developer / Indie Brawl / Re: Indie Brawl: Nightwalk Stage on: October 22, 2009, 04:13:47 PM
I don't believe we have ducking in this game, so that wouldn't work.
1596  Developer / Indie Brawl / Re: Indie Brawl: Iji on: October 22, 2009, 04:10:59 PM
I think the bump is intentional, I think it looks fine.
1597  Feedback / DevLogs / Re: Tobe's Vertical Adventure(13th Oct - logo update) on: October 21, 2009, 04:04:18 PM
Nana and "vertical" makes me think of the ice-climbers.
1598  Feedback / Finished / Re: Red Rogue on: October 21, 2009, 03:58:49 PM
I was bored *shrug*
That looks sweet!
1599  Feedback / DevLogs / Re: Boss Rush on: October 21, 2009, 03:56:53 PM
mokesmoe:
How do you get to play Cloud Nine? D:
Click on the donate button, I think he mentioned it in the e-mail.
Quote
Also, I think it's good that Tonbogiri (the first ship) is a bit overpowered. After all, it's the introduction to the game! Let the player think "oh wow, being a boss ship is so easy!" and then introduce them to the other ships which are different but more difficult to use.
More powerful is fine, but have one attack that you spam over and over again that kills the ship every time is a bit cheap.
1600  Developer / Indie Brawl / Re: Indie Brawl: Iji on: October 20, 2009, 10:48:41 PM
I prefer the old sprite. Her old arm is the same size as naija's, and her new arm is the same size as GK's. And I think her new face looks odd. On the shot w/ background it looks fine. Still looks odd on the repeating gif though. Her old face looks like she's ready for battle, and her new face looks kind of dopey. I can understand giving her a non-firice face, but I think you went a bit too far.
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