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1201
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Developer / Technical / Re: Jump through platforms
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on: March 12, 2010, 11:41:43 AM
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As long as you don't move the player before checking for collisions, you can just test collisions only on tiles who are below the player.
That is, you only check a tile "Tile" for collision when Tile.Top <= Player.Bottom, except using variables that actually exist (unless you're using Visual Basic :3).
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1202
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Feedback / DevLogs / Re: Probability 0
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on: March 11, 2010, 08:35:39 PM
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I don't mean to bump my own thread :s but I've found a new favourite set of tools: - Star>
- Star^
- Stomp
- Attract
- Leap of Faith
There's nothing that comes at me that I can't handle! At least two possible attacks in every direction! 
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1204
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Developer / Design / Re: The Neverending Hybrid Game Design Game
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on: March 10, 2010, 05:10:28 PM
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a bar fight where you see your character in an over-the-shoulder view, and you micromanage each move he makes. After a move is executed, the game goes into very-slow-motion and gives you a few seconds to decide your next move. [etc etc] Toribash?
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1205
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Player / General / Which Quake?
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on: March 04, 2010, 10:57:34 PM
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And why? THE LIST OF CHOICESQuakeQuake IIQuake IIIQuake 4--- I loved Quake II and hated Quake III, because Quake II had fun levels and weapons and I have no idea why, and because Quake III just kind of took a dump on all that and decided to go with pretty generic FPS multiplayer... without any single-player. Never really played Quake much, and Quake 4 was decent but not as awesome. --- HAVE AT YOU!--- Edited in with links to music because everyone loves music. Is it just me, or has Quake music gained production value, yet lost awesomeness over time? Note that this thread is still primarily about the GAMES, and not their music.
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1206
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Developer / Design / Re: "Roulette" RPG Combat System [prototype inside; all systems friendly <3]
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on: March 04, 2010, 07:59:20 PM
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Sorry Cagey ;_; When I make a new update, I will add QWE-ASD-ZXC alternate controls, because remapping is something I'm not totally sure how to do here (and I'd have to make a menu and stuff too). I hope you have a qwerty keyboard :x
[ I was trying to make it work for regular number keys too but couldn't find the bindings :/ ]
edit: SidM, I might just do something like that. Maybe like this... x4 >A< >B< >C< (D)
x3 >A< on-screen >B< {B} takes the damage (C) off-screen
>A< {A or B} >B<
x2 {A} >A< {A} (B)
x1
{A} >A< {A} not allowed to loop/cycle
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1207
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Developer / Design / Re: "Roulette" RPG Combat System [prototype inside; all systems friendly <3]
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on: March 04, 2010, 12:44:15 PM
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I think the actual attacks need to be animated slower or the shifting and turn-bars need to be sped up to balance them better. I want to hold more towards turn-based than real-time. I may slow down all of the movements (so that would be the first suggestion). a few simple options to start, and explore all the possible ways to make combats within that limited scope I will probably give the player very few options to start out with, and work my way up. I'm not totally sure how I feel about forcing the player into different party makeups but I think it could be good if executed well. I, too, am looking forward to what I do with this xD AMIGA SYSTEM.  Hahahaha xD Thanks. I do need to fix that, it seems. Soon enough dead bodies will be ineffective shields. "corpse shield" ... removed the "X" slots But what would happen to the empty spaces?  Three of the 'same guy' against three different guy, except sharing stamina and health bars? A bit too weird for me, though I considered it.  (Oh, and thank you! I will be definitely making some tweaks to try to make sure it feels... better.) I'd love to hear some alternate suggestions, though! One thing I considered momentarily was narrowing the 'battlefield' depending on the number of combatants the smallest team has. I'd like to avoid that, but it may be the best way to avoid corpse shielding. The other idea is simply ending the combat after someone is actually killed, because the losing team cries like a baby and runs away. And... teams are required to be 4 people strong? I wonder if that would be too artificial a limitation to bind people to.
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1208
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Feedback / DevLogs / Re: Kanji Dungeon V0.7 Mar 1st
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on: March 04, 2010, 07:12:17 AM
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I relieve you of your guilt. Yay! There are several places invisibility potions can save you a lot of trouble, especially with Skeletons. Ah! I use invisibility potions the most, probably. They're the easiest to get use out of, I think. On Skeletons: It's way better to lock them up.  You can peek out, run back in, beat them up, run past, and shut them in without taking any damage and without having to ever deal with them again. I love doing it. (Did you realize this, or is it just coincidence that Skeletons are frequently near doors?) This was my initial thought. Though, I was planning to have even the players projectiles freeze when fired. If the monsters are immune to damage when frozen, why were you thinking the players projectiles should move? Hmm. I was thinking that mostly because the player's also moving around freely, but I get what you're saying. It can be done, and actually, for the monsters, it's almost easier to do that than to have them immune to harm. I might make a trial version like this. Alright! Cool :] I just realized that maybe this new idea doesn't make sense within a potion and is starting to make more sense as a scroll (as it affects external things more than internal things).
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1209
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Feedback / DevLogs / Re: Kanji Dungeon V0.7 Mar 1st
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on: March 03, 2010, 09:25:43 AM
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Just a little note, because I've been kind of busier recently (sorryy >: I feel like I have let you down, homedrone! also my japanese-learnins), I think it might be nice to do something that lets you start later down in the dungeons when you restart.
You'd start without any of the items you might have collected, though, so you could be at a bit of a disadvantage? (Makes me think of Spelunky's Tunnel Man now, who I ended up never using much xD)
--- on potions ---
I should probably use potions more often.
FREEZE sounds pretty awesome o_o I think that the freeze should be uniformly "fixed" or "unfreezeable by touch".
Fixed Enemies cannot be affected, and they block your path. Fireballs, arrows... block your path? Or are walked through, but never hurt you. Doors are totally stuck. Your fired projectiles are exempt Electric traps don't do anything.
Unfreezable by touch When struck, the enemy in question is knocked out of frozen-ness (can this be done?) and takes damage. Projectiles hurt if walked into, because they 'come alive' again. You can also attack the tile the projectile is in, to 'knock it free'? Electric traps are unfrozen when you step on them. Arrow traps make a noise, but the firing mechanism is totally frozen until time unfreezes.
How does that sound? o_o; It sounds a bit complicated to me.
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1210
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Developer / Design / Re: "Roulette" RPG Combat System [prototype inside; all systems friendly <3]
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on: February 28, 2010, 10:03:39 PM
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SirNiko and skado: Thanks for the feedback! I will proceed to respond. Oh dear. I will want to avoid that! Some more is to be explained in a second. Good to hear. I actually used daggers (due to the double-attack you can make) very frequently, and arrows only to counter spears (and likewise, spears only to counter daggers). So it's very cool to hear you prefer a different strategy. The icons are probably one of the first things I'm going to add :] * Answered further down the line I have not played ffx! But that sounds cool. Soon enough characters will definitely have more differentiation, too, so lining up guys for different things will happen (there will be defensive actions soon enough too). Yep. I really just tossed this AI together quickly, so I'll definitely need to work on it. The PlanDefinitely not Sonny-style -- closer to JRPG, but my current plan is to do a very, very condensed game with a one-screen (thus, small) procedurally generated overworld that gives you a random battle (or at least a random event?) every step you take. (Along with some other cool stuff, including dreams of generated plots and stories.) There will be the notion of permadeath, so if you let one of your guys actually die, it won't be good. As well as possibly: - Morale (If the enemies beat on a bloodied corpse, your allies lose morale)
- Movement Cost (Not so much a discrete cost as something more along the lines of no energy recovery while moving, or perhaps a slight drain)
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1211
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Developer / Design / Re: Cooperative Gameplay
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on: February 28, 2010, 11:39:58 AM
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I share In Tandem, a sorta incomplete cooperative game that I made, with asymmetric abilities. I think that it really depends on what kind of experience you want. If the main draw is simply to play a game with friends, a lot of the time complex differentiation of abilities isn't necessary -- you just need some way for people to interact (like in Little Big Planet you can smack people around, in Gunstar Heroes you can accidentally throw each other around, or use it to your advantage, you can help each other when for example being grabbed by enemies etc). But I love the asymmetric! I think maybe it would be best, however, to create asymmetry that doesn't enforce co-operation -- rather, make certain things a bit easier for certain players' abilities, or combinations thereof, as well as include a fun level of interaction between them.
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1212
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Developer / Design / "Roulette" RPG Combat System [prototype inside; all systems friendly <3]
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on: February 28, 2010, 09:19:51 AM
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LINK [FLASH] I like FlashPunk.Okay, so I was going to get you fine people some screenshots, but... really, just click on the link. It's 57.57 KB of one-screen combat system, so there's not much I could show you that you wouldn't see within 10 seconds of clicking on the link! Controls (this is important, it's complicated for the moment) UP/DOWN arrows = Move your guys around (they're on the left). Only works if nobody is out attacking. 789 456 = You need the numpad! Make attacks. 123 7 . . 4 . . = Attack with top/middle/bottom character. 1 . . 123 = Attack with sword (40% energy), spear (60% energy), or arrow (100% energy). You can quickly attack twice as long as you have energy left. All attacks deal 1 damage. Sword is short-ranged but cheapest. Spear is a little longer-ranged, and only a little more expensive. Arrow is really expensive but very safe to use. The future holds more weapons, defensive maneuvers, as well as a game to go around this -- but for the moment I made this Design thread to ask about this combat system. So, um, this is kind of Feedback, kind of DevLog, but I really wanted to get some very Design-focused feedback and response so that's why it's here :D [Also I'm sorry that the whole thing is not very helpful when it comes to the game explaining what you can do what you should do and how you should do it but that will be remedied. For now I hope you can figure it out.]
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1213
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Feedback / Playtesting / Re: Hazard: The Journey Of Life Demo
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on: February 28, 2010, 09:02:41 AM
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• 8 GB of Free Hard Drive Space
Really? My whole UDK folder only takes up 1.34 GB (1,442,678,913 bytes) of space!
Anyway, so, aside from that, this game was totally awesome |: Even though it's a game with puzzles, I refrain from calling it a "puzzle game". It feels more like an incredibly satisfying exploration game with a bunch of really interesting puzzles. [And normally I get stuck or frustrated by puzzle games -- not Hazard, though :D]
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1215
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Feedback / DevLogs / Re: Kanji Dungeon V0.6 Feb 22
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on: February 22, 2010, 04:24:06 PM
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Hooray! Hard games!
Speaking of which, this game is quite hard! I think the furthest I got was in 0.4 (or maybe the in-between test?) and I got to the floor with the big winding and thin path along the huuge pit with skeletons and so many damned ghosts xD
I never got past there. I think I was a rogue.
So far:
Valkyrie seems cool. I'll have to see if her abilities really come in handy, but her jump makes most traps easy pickings. Ooh! I just realized you can jump over pits with that.
Wizard is craaazy. Definitely messes with the difficulty. Teleporting is a blast, and it lets me avoid a lot of conflict completely. It's good that there is a fixed delay (the 3-2-1 countdown). Can you hurt yourself with a 3-mana fireball? Flash is incredibly incredibly useful, perhaps too much so? You can get out of almost anything using it, but so far it's still been rather stressful even flashing enemies away so it can't be too bad.
edit :: is there any chance of getting an executable or something? I'd love to play this on my laptop at school. at least I'd be learning something there!
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1216
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Feedback / DevLogs / Re: Kanji Dungeon V0.6 Feb 22
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on: February 22, 2010, 03:39:32 PM
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I suggest: Have the moving wall "push" the Valkyrie's landing location so that her direction is changed mid-air.
What does it normally do if it runs into you?
(Push into a wall = instadeath, though)
Trying now (I've been a bit occupied, not had much chance to play as much!)
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1217
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Feedback / DevLogs / Re: Probability 0
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on: February 21, 2010, 07:46:46 PM
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Thanks a lot, capnmikey! Yes, I'll start this out by saying JMickle did a great job with everything I got from him :3 Combinations of sound worked well, and the sound effects are really nice (despite my initial rockiness on them).
Okay, on to the rest I guess:
Getting trapped: That should be somewhat more fixed in the latest version! Hanging onto a skill point just in case, though, sounds pretty interesting and I wonder if it pays off.
Probability health indicator: I think that one of the things I really like about it is it kind of shunts the player away from thinking about how many times he can die, and instead just thinks in terms of "I'm fine/I should probably avoid damage/I am about to die" and that kind of blends into "Try not to take damage".
Aerial melee: Yeah, running out of stars, especially in a star-heavy build, can get pretty tense and I like the situations you sometimes get stuck in -- you're left just momentarily helpless. Like a baby!
Anyway, I'm glad these fall under "ultimately ended up liking"!
Window: Yay :3 // Enemies: I think I kinda got lucky, ideas just kinda popped up and I scratched them together but I love the way they turned out! // Powerups: These I put way more thought into so I'm really glad they feel balanced :] I've realized that stars might be a bit overpowered come late game, but still I think there's a proper mix of things. Other abilities are still valuable! // Music: Again, yesss // Style: Haha I'm glad you like it; it was one of the first things I added and I don't regret a thing.
Yes, that bug has continued to elude me for the longest time :/
I do hope you look forward to the next one, it's coming (slowly!)
pen: Holy shit congratulations. You crazy bastard.
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1219
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Feedback / DevLogs / Re: Probability 0
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on: February 16, 2010, 07:44:30 PM
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I won't be providing a lot more for Probability 0, I'm afraid. (Unless I find a big new idea to use and add.)
A sequel with more stuff and different stuff... is going to be made. It's a guarantee.
Sit pretty and get better at pzero; its incarnation to follow will still benefit from your skill.
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