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1075793 Posts in 44144 Topics- by 36116 Members - Latest Member: Bhuiya

December 29, 2014, 05:00:49 AM
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1601  Developer / Indie Brawl / Re: Indie Brawl "meta" thread on: October 20, 2009, 10:40:03 PM
It's not Pixel's wish for Quote not to be in the game. It's that he can't give us permission to use the character. Since he is making Cave Story Wii, we would need Nintendo's permission to use Quote. All of you who say "This is a free game so it's legal to use him, but we don't want to go against Pixels wishes" need to get their facts straight.
I'm sure theres a more polite way to say it, but i'm tired.  Tired Sorry to everyone in advance.  Beer!

And I assumed everyone was joking when they were talking about a dummy Quote. My bad.
1602  Developer / Indie Brawl / Re: Indie Brawl: Barkley on: October 20, 2009, 10:27:49 PM
Ya, It looks like he was facing forward and is now turning to the right. (our left)
1603  Feedback / DevLogs / Re: ABE: Anything Beats Everything on: October 20, 2009, 10:25:33 PM
It's the most important puzzle of the day! Corny Laugh
1604  Feedback / Finished / Re: Red Rogue on: October 20, 2009, 10:18:17 PM
It would mean processing all the neighbouring tiles of every lit tile and then assigning a graphic which I would have to remove later. And I would have to wait until the shadow caster was done and perform this check after the lighting operation had occurred (the shadow caster doesn't behave like a normal light source - it's just a fast field of view technique), which would mean iterating over every lit tile generated by every lightsource. Which would essentially be scanning the screen four times over.

That's time which eats into the AI routines of all the monsters that are going to be on screen.
In that case, don't do it. The blocks are fine. Well a more fitting wall texture would be nice, but that's something to do later.
1605  Feedback / DevLogs / Re: Boss Rush on: October 20, 2009, 10:14:10 PM
Sorry for the double post, but I would like to keep discussion separate from my crazy post.
Also:  Aww man!  I woke up this morning and realized that after I'd gone to all the trouble to set up most of my text in stringtables so I could run spell checkers on it... I forgot to run a spell checker on it.  Please ignore the rampant and embarrassing spelling mistakes that litter my text!  Pay them no mind!  I'M NOT REALLY AS DUMB AS MY SPELLING MAKES ME LOOK HONEST GUYS
I didn't notice any, but I wasn't paying much attention.
Also, now that I look, on "Omega" mission 3, Sparta difficulty, half the text is missing.
1606  Feedback / DevLogs / Re: Boss Rush on: October 20, 2009, 10:03:08 PM
Since I have made a quite big play test report, I will divide it into sections:
First by menu options,
Second by bosses.
I could have picked a better way of organizing things, but this was more fun.

Play!
The missions are good, but somewhat repetitive, like someone said before, unique descriptions and names would help, even if the missions are the same. I really like the Mega-Laser missions as they showed me things that I didn't know before, like how the worms head is invincible. The rotating laser mission for the worm, "The worm turns!", was a bit misleading, as I thought I could power through with my head at first, I figured it out quickly, but figure things out like this games better than most other people I've seen, so others might get frustrated at that level. In the first duck mission, often, when the duck reached the edge of the screen, I would be protecting that side, and he would get intsa-killed when he teleported back to the other side. (or when the next duck appeared, whatever) I think it would be better of the duck turned around instead. I think you don’t need as many survival missions, since you already have survival mode. Also, the last 2 non-donator missions don't unlock, even after I've played and beaten them by going through the level before.

Survival
This mode works well, does what it's supposed to do. Guess I'll talk about some general game play here. Movement is nice, the limited movement area is a good choice. I like how the charge bar only goes down by the level of the weapon. This lets you shoot a level 1 or 2 multiple time at once. since you prevented this with the clouds lightning, I assume you knew they could be spammed, but some attacks are over powered with this. I would suggest giving attacks a small reload time, even just half a second, so they aren't as spamable. Also, the Ai gets really stupid around powerups.

Versus
I found someone to play with, so I got to play test versus mode, I played the boss most of the time, but he gave his opinion.
Seems heavily unbalanced in boss's favour. By changing the options in favour of the small ship, it gets more fair. I've found starting power 2, 10 lives and many powerups to be about good, but it changes for every boss. Having a number of lives between 5 and ten would be nice. The ? boss sucks in versus, and dies quite easily. His attacks are easy to dodge with a humans thinking ahead, as opposed to the Tonbogiri's Attack 3 which is almost impossible to dodge without the AI's reflexes. The Omega's first form die's really quickly too, lowering the starting back to 1 for that boss would probably work, but it would be too weak for the face. Perhaps making the ships hitbox smaller, to compensate for A human's inferior reflexes would make things more balanced.

Options
Guess I'll talk about controls here.
Unlike Hima, I found the number controls quite easy to use, probably because I play first person shooting games, where you move with WASD and switch weapons with number keys. (not sure how you hit caps lock, but your keyboard probably has a slightly different layout than mine.) Using the scroll wheel is a good idea though. I would suggest using left click for shooting all the time, and use right click for the special weapons, which would be switched by the mouse wheel. (left and right switchable in options would be nice too, for if people prefer it) When your using the arrow keys, witch you have to do if your playing versus and your right handed, you half to use the mouse to use attacks witch sucks. (I eventually put the mouse below my keyboard to use wasd, witch was kind of awkward) Making the numpad work would solve that problem, but the previous mouse suggestion would work fine by itself too.
A glitch I found: when Tonbogiri loses some attacks but before he changes form, the mouse controls don’t work properly.

Bonus
Negaverse mode looks awesome, however you can't see the ship on the face boss, due to the background colour. The blur modes are cool, not much to say, same with retro. Super Retro kind of sucks, but It's still neat. Unicorn mode + worms #4(miniworms) = Unicorn Worms. Awesome.

Cheats
Useful for playtesting. Had constant 30 for fps, except for unicorns and/or infinite energy, but I have a fairly new computer so that’s not that useful of info. Also the backgrounds for the UI in this menu are messed up.

Credits
Same UI problem here. Kind of getting ahead of myself here, but for the playtesters do you want my actual name, or is my username fine?


Part 2: The ships! (complete with made up attack names!)

Grand Warship "Tonbogiri"
I like this ship, however it's a bit overpowered. Lots of cheap tactics.
  • Main: Split cannon: A good weapon, compliments its other weapons good.
  • 1: Support beams: Useful attack combined with other attacks. It's a lot better when your moving. Can spam 4 at a time for a cheap kill, but a small reload would fix this.
  • 2: Stationary Laser: Useful for lowering the ships area to dodge. The cheapest weapon, Just put a laser on each side of the ship, and the lasers blast against the wall will do the rest. The reload wouldn't really help. I would suggest removing the blast off the wall, or at least make it smaller. Also the ships AI should let it move a still charging laser, but it doesn't, making this weapon much cheaper. if you lose #1, you can spam 3 at a time, witch is quite powerful, but that doesn't matter that much.
  • 3: Minelayers: The best weapon, other than cheap tactics. The main problem with this weapon is that the 4 big projectiles are more useful than the trail. Due to their size and speed, they are quite effective. Making them a bit smaller would be good. If you lose #1 and #2 you can spam 2 at a time, but the chances of still having all four spikes by then is pretty low, so not a problem.
  • 4: Starburst: Not good of an attack on it's own, but it and #1 are a good combo.
  • 1B: Antimatter: Useful attack. Spamming 3 at a time is kind of cheap, but the AI can still sometimes dodge it, and reload time would fix the cheapness.
  • 2B: Same as 4A, kind of lame with new attacks, but still useful.
  • 3B: Spear of Heaven's Wrath: Really cheap! By only using this one I got it, I did all the rest of Survival 2 taking no damage. If the ship spawns inside the laser it can't get out and dies. The AI needs to learn to go farther forward to help dodge the splash. The beam could be a bit less wide too. The biggest problem is reload time. The bar starts charging before the attack ends, and you can use it again almost right away. The bar shouldn’t start recharging until the laser is fully gone.

Drone Storage Unit “Antonius”
This ship is neat. The chaos of attacking from multiple directions makes it fun to watch. Not any game braking cheap attacks.
  • Main: Slow Shot/Quad Shot: A good attack, easy to dodge, but adds to the chaos.
  • 1: Drone Control: Spawns drones and moves them, works as intended, not much to say.
  • 2: Shotgun/Drone Attack: Spamming 2 of these can be a bit cheap, reloading should help.
  • 3: Quad Laser/Oct shot: The AI does a bad job of dodging the laser when there are other bullets on the screen, too reluctant to go up. Can be used continually but not overpowered.
  • 4: Quad²/Chaos Cross: Lots of chaos. Good attack.

Bio-Craft “Nidhoggr”
Fun ship to use, but balanced in a weird way.  Ironically AI suffers from flaw of not going forward less against this ship, witch itself is a flaw against this ship, since it’s at it’s best when the ship is forward.
  • Main: Spike Bomb: Quite powerful for a primary, but due to this boss‘s otherwise bad offence, it helps.
  • 1: Tri Spike: Good attack, but spamable. Once again, reloading would help.
  • 2: Grow: Due to this, the boss is pretty much invincible, until due to its bad offence, a ship gets a lot of powerups and out guns you. I think it should be switched with #3.
  • 3: Snake Skin: Keeps the ship away, but not a very good attack due to it‘s low range. You should make the range longer, but to keep it balanced, spread out the spikes so the ship can go between them. Swap with #2
  • 4: Snake Egg: Very useful attack, blocks off an area of the screen for a bit. Nothing cheap about it.

Genesis Ark Omega
I don’t really like this ship, although it’s cool idea, and probably the most balanced ship. The first form dies too quickly, and is too weak. The first form to second form power ratio should be more balanced.
  • Main: Rocket: The smoke doesn‘t de much, but since it’s your movement, it doesn‘t really matter.
  • 1: Pollution: Makes your smoke effective, you need to move to top to use it.
  • 2: Bombs: Better near bottom, can be spammed, reload wouldn‘t help. Maybe it‘s should be less dense?
  • 3:  Interceptors: Better near top, therefore can be used with #1 effectively.
  • 4: Payload: Good attack, not much to say.
  • MainB: Glance: Lasers that bounce Nothing special.
  • 1B: Look: Spamable,  reload would fix.
  • 2B: Stare:  Can be spammed, but AI can still dodge, reload would help anyway.
  • 3B: Double Take: Area denial, nothing wrong with it.
  • 4B: Ogle: Good curtain fire pattern, fun to watch. Can‘t dodge it myself , but the AI can, even with other laser shooting at him. Still useful.

Phenomenon “Cloud Nine”
This ship is awesome! Due to not having a credit card, and not spending much money, I probably wouldn’t donate, but that’s just me. If I did donate however, this would be totally worth the money! This boss is very balanced too!
  • Passive: Rain: By itself, it can kill enemies below you. It’s slow and not worth the healthy you lose, but can be useful in the short term.
  • Main: Fall: Adds more chaos, but spreads out
  • 1: Lighting laser: Not spamable. Your main weapon, since most other attacks are area denial, setting up the ship to be hit by this. The AI will sit next to is and get hit when it explodes, you should code it not to sit next to the lightning
  • 2: Winter: Area denial. Use it after Main to make harder to navigate, or use it on your normal rain to make a wall.
  • 3: Summer: Curtain fire. Because you block bullets, forces you to stay back, preventing any cheap shots with lightning. Glitch: you can use sun and then freeze to have snow flakes during the sun attack, not very useful, but still. Maybe the sun rays them selves should melt snow, instead of the sun appearing and them melting automatically.
  • 4: Spring: Area Denial and certain fire! Can‘t use lightning, but that’s good because it would be cheap otherwise

???
Neat boss, has some cheap attacks. A bit low on health too. However, you can make the enemy ship hit your invulnerable dot and survive forever until the AI gets missiles. Make the AI move to the side to hit you.
  • Main: …: This boss has a lot of area denial too, so this attack is good at killing.
  • 1: ?: Useful for near the sides, since it‘s hard to ram ships, but otherwise not that good.
  • 2: @: Spamming 2 of these is fine, but once you can spam 4 you just put 4 down across the screen and it can‘t be avoided. Maybe it should weaken one you get to !!!.
  • 3: *: Area denial. Once you can spam 2 it‘s a bit cheap, but reload would help a bit, maybe make it spread a bit less?
  • 4: #: Area denial. Makes a small area to manoeuvre in, but is short, so it‘s balanced.
  • 5: !: Good chaos attack. Unlike the clouds lightning, the ship wont stand next to a ! waiting for it to explode.

That should be it! Took a few hours to type this up, (including time spent thinking up names, and testing move in-game) which shows you how much I love this game! One thing to add though: the best part of this game for me was finding out how all the bosses worked, and more bosses, or a boss editor (maybe only for donators to prevent people from just making the cloud boss, Or maybe any uploaded bosses go through you, to prevent this and other things that idiots will make. Probably that second one either way, if you use a database) would be awesome.
1607  Developer / Indie Brawl / Re: Indie Brawl "meta" thread on: October 19, 2009, 10:52:08 PM
Indie Brawl's Mario would probably be Naija, since she is the most well-rounded character. Quote used a lot of ranged attacks, making him an extremely specialized character- sort of the opposite of Mario.
Mario is the most well known Nintendo character.

Here's a couple suggestions:
Colour the sprite all black and have it as a boss character?
Have him the only unlockable character (unlocked throough very a long series of events, so it seems like a myth when people tell it) and don't mention any where that you can unlock him, to throw people off? (Like Reptile in MK)
1608  Feedback / Finished / Re: Red Rogue on: October 19, 2009, 10:39:47 PM
I think it would be neat if only the side of the block was lit up, you don't have to any fancy line of sight things, just if the the wall has lit up space to it's left, the left side is lit up, same brightness as the space.
1609  Feedback / Finished / Re: Red Rogue on: October 18, 2009, 10:18:49 PM
It would be neat if the magic spells had colour.
1610  Feedback / Finished / Re: Red Rogue on: October 18, 2009, 08:26:37 PM
Giving walls some sort of texture would be neat. Make it so texture only appears on the side of the block you can see. Just some sort of grey line on the outline of the wall would be fine, but I would go for a fade to black.

EDIT: Something faint too.
1611  Feedback / DevLogs / Re: Boss Rush on: October 18, 2009, 12:56:27 PM
Tutorial is usually better than instructions, unless it's a very simple game that is easy to figure out the controls for. Since your game is about controlling a giant spaceship, I wouldn't classify it as simple. From what I've seen from screen shots, your iconography is quite good. Even from a still picture I can tell whats going on.
1612  Feedback / Finished / Re: Red Rogue on: October 18, 2009, 12:48:34 AM
I've watched the generator tons of times, and have yet to see it have a disconnected room.
Using floodfill, can you tell what parts are separated, or does it just tell you that they are separated? If it's the former, than you could make another tunnel between the separated parts.
1613  Feedback / DevLogs / Re: Boss Rush on: October 15, 2009, 09:38:04 PM
I've been waiting for this moment ever since that one time you said you would have a beta in a week. Well, I've been waiting since this devlog started, but since you said it would be in a week, I've been coming on every day hoping the beta would be announced.
1614  Feedback / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 11, 2009, 01:20:34 PM
Good choice of music, very fitting. Giggle
1615  Feedback / DevLogs / Re: Megastrata - attempting a Megastructure experience on: October 08, 2009, 09:20:17 PM
You forgot to tell him to post here:
http://forums.tigsource.com/index.php?board=10.0
Too late now though.

Game/Project looks cool.
1616  Developer / Indie Brawl / Re: Indie Brawl: Spelunker on: October 08, 2009, 03:22:46 PM
I can tell that it's different, but tell exactly what changed or if it's better or worse.
1617  Developer / Indie Brawl / Re: Indie Brawl: Spelunker on: October 07, 2009, 10:03:46 PM
Looks good.
1618  Developer / Indie Brawl / Re: Indie Brawl: Spelunker on: October 05, 2009, 07:13:09 PM
It was a joke! See what I mean by misunderstanding!

And I didn't say it because it was rude, I said it because it was the simplest way of saying it.
1619  Developer / Indie Brawl / Re: Indie Brawl: Spelunker on: October 05, 2009, 05:02:29 PM
How considerate and pleasant of you Tongue
I was trying to prevent any misunderstanding. And it's not every day you get to be rude a moderator. Giggle
1620  Developer / Indie Brawl / Re: Indie Brawl: Spelunker on: October 04, 2009, 09:30:25 AM
We're not saying lowering the colour count is bad, we're saying you did a bad job of it.
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