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1622
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Feedback / DevLogs / Re: DRYPOINT - R2
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on: October 03, 2009, 03:02:04 PM
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It worked  EDIT: You should have a few instructions on how to do ij jumps, so people can find the way that works for them.
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1624
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Feedback / DevLogs / Re: Boss Rush
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on: September 30, 2009, 09:57:52 PM
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Protip: The whiteboards at my local Staples were actually HALF the price for the equivalent whiteboard at Office Depot. Crazy! So comparison shopping pays off!)
Comparing prices just saved me about $60 bucks on a router! Back on topic: It's been a week.
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1625
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Developer / Indie Brawl / Re: Indie Brawl: Iji
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on: September 30, 2009, 07:04:45 AM
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Also, the rings drift outwards from the beam after as the beam is on the screen. They start at about where they are in Winterous's picture, and my pic as about the end of the animation. Here's a better quality pic:  EDIT: Also, I just noticed that there is a little red particle coming off the gun going backwards. It would look cool to work that into the animation. (there are actually a few, but this pic was near the end of the attack)
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1626
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Developer / Indie Brawl / Re: Indie Brawl: Iji
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on: September 29, 2009, 09:44:36 PM
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Oh, I forgot to say I support the Plasma Cannon. I had a big post with some examples and good points towards it, but my computer and I don't want to type them out again, so just pretend I made some good points.
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1627
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Feedback / DevLogs / Re: DRYPOINT Released
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on: September 27, 2009, 09:12:11 PM
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I think the difficulty curve is too high. You have every jump in the first level. You should have every level introduce one new jump, (slide jump, ij jump, around a pillar, diagonal jump, possibly more) and have that jump right in the beginning of that level to practice on. Also, here are is a hard jump that I've only done once: (side view) Of s: start sOO f: finish OOO
Around a pillar and up a level.
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1628
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Feedback / DevLogs / Re: DRYPOINT Released
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on: September 27, 2009, 07:37:43 PM
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The way I do ij jumps is I looks straight down, jump just as I reach the edge, then do a quick 180 with my mouse. I can do multiple ij jumps in a row without stopping using this method.
I didn't find this very difficult at all. However I did start playing on the old version, (which takes five minutes to do the one level one it) so I would suggest playing that. (and you should totally put that level back in the game somehow. Maybe it could be a branching path from the tutorial room or something)
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1629
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Feedback / DevLogs / Re: DRYPOINT Released
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on: September 27, 2009, 01:24:50 AM
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I had played every build up to now, so I only died about 3 times on the final build, all on this jump in the third level: (side view) OOO O: block SOE S: start OOO E: end
Jump around a pillar starting with a block over my head. EDIT: here a picture: http://img35.imageshack.us/img35/3334/dry1.jpgAnd I realized that that level has ground below, so that makes 0 deaths.
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1630
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Feedback / DevLogs / Re: Jables' Adventure
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on: September 27, 2009, 01:18:14 AM
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I think a combination of both tapping and holding would work. Make a small burst of speed when you first tap the button, then decelerate to a slower speed.
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1631
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Feedback / DevLogs / Re: DRYPOINT - v.1b ( Hard game ! )
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on: September 25, 2009, 06:21:39 PM
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You can jump around a pillar with a single jump without moving diagonally. I Have done programming myself and the real reason is that hes too lazy to make it work properly. (It is pretty annoying to fix it, but mostly just take a long time. And it could depend on the way the engine works.)
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1633
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Developer / Indie Brawl / Re: Indie Brawl: Naija
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on: September 25, 2009, 02:28:14 PM
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I got  'd, but I was more descriptive, so: Her ^S should act like Fox's ^B form ssb have her changing forms for the charge up, then have her fly in the direction you point in. We should also limit it to 8 directions; both for keyboard aiming and ease of animation. We'd only need to flip sprites and rotate the forward one for up and down. Edit: We could have sun form for her vA
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1636
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Developer / Indie Brawl / Re: Indie Brawl: Iji
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on: September 22, 2009, 10:32:50 PM
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THE KICK: In her game, it's a bit of a jump kick. Hops up, raising the left leg a bit higher, then pivots left, bringing the left leg down and the right leg forward.  I was suggesting that, but higher to make it work as a up move.
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1637
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Developer / Indie Brawl / Re: Indie Brawl: Lyle
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on: September 21, 2009, 11:24:01 PM
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I imagined he would summon it and then smash it in front of him, making it a slow, powerful melee move with ok range. You should at least have pressing vS again do this instead of nothing. You could make vS do this for all items, he just smashes anyone in front of him with the object, doing more damage than normal.
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1640
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Feedback / DevLogs / Re: Boss Rush
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on: September 21, 2009, 10:57:08 PM
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So who knows, you WILL get a chance to play a bit sooner than that...  Fix'd. Or else.
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