Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:40:22 AM
  Show Posts
Pages: 1 ... 23 24 [25] 26 27 ... 42
481  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 17, 2013, 03:31:25 AM
@beetleking22, No worries.

Also, so I have something to show, I just got finished putting in the ability descriptions and prices in the shop, I'm sorry again for putting that off before and causing some confusion.



Also, why is there a plume of smoke in the background? You'll just have to wait and see.
482  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 14, 2013, 08:21:28 AM
@TheMightyDefault, ah yes, I've seen that bug before. I can only think of a few ways to combat it, one of which is to make it so that you can only dodge once in mid-air, but I'm not sure if that would be too pleasant for the player.

@Rumrusher, yes, you can not switch difficulties mid game, you have to choose one at the start of a new game and commit to it. I have never understood games that allow you to change the difficulty mid-game, it seems to cheapen the challenge, and I don't like that aspect so it's not in my game. It seems like a lot of people don't understand the sort of game I'm making here. It's not for everybody, especially people who can't commit to the game they're playing. I don't understand the lack of endeavor that's become a trend in games.

Easy mode is certainly supposed to taunt the player here. Beating it on easy provides no sense of accomplishment, and hopefully, that will tempt players to try and hone their skills and get better at playing the game to beat it for real on normal difficulty. If you noticed in the options screen, selecting easy mode gives the warning that you will not be able to see an ending. I firmly believe in "risk versus reward".

I'm sorry if I sounded harsh, but that is my stance on the matter.

Playing on easy could be a good introduction to this game for players who are not confident in their skills to carry them through, but eventually, they will have to get better to be able to reach the true ending. Usually, the harder a game is to beat, the more satisfying it is, don't you agree?

 I have been considering lowering the health of enemies if easy mode is being played, but I'm still on the fence on that.

I assure you all, playing the game on normal and finding the true ending will not be a disappointment. I've been planning and doing concept art for the final boss and ending out for almost a year now, and waiting until I finish every other part of this game so I can dedicate 100% of my attention into it. I want to make a game with an ending that will stick with people, be memorable for the rest of their lives, like the games from my childhood that I've experienced and wont ever forget. Then again, I shouldn't overhype anything, so that's all I'll say on the matter.

On a lighter note, thank you very much for the picture, Rumrusher! it's cute.
483  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 13, 2013, 12:10:16 PM
Thank you, all.

@beetleking22, I appreciate the compliments. I've already lengthened the first few levels to be longer, and this will be shown whenever I put out an updated demo. Can you tell me what you didn't like about jumping?
And I'm sorry, but saving in a shop will always cost a lot, because I don't want it to be an easily accessible thing for the player to have.
484  Feedback / DevLogs / Re: Eastward Quest on: May 12, 2013, 04:36:07 PM
Wow, this is reminiscent of half-minute hero, and I love it! Great job with the progress you've made so far, I look forward to seeing this game finished!
485  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 12, 2013, 04:03:45 PM
Weird comments aside, here's a little update.
I've been working on making the shield a more valuable option by making it effect pretty much everything. This means that any enemy that rushes at you will be stunned if you hold out your shield and let it smash into it. Also a ton of other things, especially suggestions and criticisms that have been given to me, have been fixed now. I also made the first miniboss slightly less difficult by simply putting it before the giant tree climbing part, so that if you lose on it, it doesn't take as much effort to get back for a rematch.



Also on this bottom screenshot, I've added a much needed feature, resetting the game. Holding Esc makes the game quit, and now if you hold F2, you can reset the game at any time. No more needing to close out the entire program or get a game over to get back to the title screen anymore!
486  Feedback / DevLogs / Re: Screenshot Saturday on: May 11, 2013, 03:23:22 AM
Going back to make the first part of the game a tad easier.
Hopefully this will cut down on the people who stop playing at the first ever miniboss.

487  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 08, 2013, 06:19:52 AM
Once again thank you, everybody for your ongoing support. I appreciate it a lot!
488  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 07, 2013, 03:34:00 AM
Wow, I'm absolutely floored that my game was mentioned on both of those notable sites! I don't really know what to say, other than thank you to the two people who decided to post about my game there.

Don't worry, I've been very motivated recently, due to a lot of positive influences reappearing in my life. I honestly do work on the game every single day, even if it means just a little bit of work.

I know this game isn't for everyone's tastes. I'm not making this game to appeal to everybody, of course. This game is something probably only a specific audience could truly enjoy, to be honest.
489  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 04, 2013, 06:01:04 PM
Wow! Thank you for notifying me of that, I really haven't been searching my game or anything of mine on google, so I had no idea this was here. I'm very glad that he seemed to have such fun with it!

In other news, Im already hard at work extending the first group of stages to be longer, and adding some enemies unique to the beach stages. Also some more natural looking beach objects, the boxes were really out of place, as ubiquitousgamer  said.

490  Feedback / DevLogs / Re: Screenshot Saturday on: May 04, 2013, 05:55:48 PM
Making extended rooms and brand new enemies for the starting beach stages here.

491  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 02, 2013, 01:28:55 AM
Thank you for the comments and questions.
I don't plan on limiting the dialogue quality to match true-to-16bit. Unless you mean not having dialogue everywhere, in which case yes, I would. The only other voice clips planned to be in the game are clips said by the bosses, main characters making vocalizations during cutscenes to imply speech, and maybe some enemies or other things having little quotes. Something similar to the Goemon Games on SNES, or Megaman Zero 1~4.

I would think you're referring to a miniboss which appears mid-stage in many stages. There are only a handful of actual bosses and they have a stage dedicated to fighting them, one room.

I've been thinking of extending the first bunch of stages, actually, since they are ridiculously short. Also, you're right! I should change those boxes to be something more natural, they really do stand out. They were made to be stand-in tiles that I was going to replace later, but at some point, I forgot about that. I'll have those changed asap.
492  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: May 01, 2013, 06:51:56 PM
Already working on the complaints listed.
Now, Jack can look up and down.

493  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: April 28, 2013, 07:05:56 PM
Thank you for the extensive and indepth feedback, I really appreciate the effort put into finding and telling me about these concerns. Now for my responses:

-Upon starting the game, Jack can appear with only one soul slot on his HUD; gathering further souls will stack their combo effects up to three souls. Pressing A or S will eject one of the souls at random, and often two at a time, stacked inseparably upon one another. Transitioning to a new screen fixes the glitch, but ejects two of the souls automatically.
I have had this glitch brought up to me once before, and I think I've gotten it fixed, it all had to do with a big glitch dealing with saving in the shop, from what I know, and I'll continue testing to see if I can recreate it or if it's been solved.

-As in previous builds, running into the sides of certain blocks can cause you to become trapped, rapidly performing the landing & falling animation w/dust cloud. This can be fixed by backing up and normally isn't a problem, except when it occurs in auto-scolling levels like Power Surge.
Ah, this has been a persistent problem for myself, programming-wise, since I have no idea why it's caused. It obviously shouldn't happen, yet it does. I'll have to keep looking for a way to fix this. Any specific places that this occurs where it does cause a big problem? I can do a cheap fix for those, at least.

-Pressing Continue upon starting up the game can still drop you directly into your last level, rather than the map screen. This is not fixed by restarting the game.
See my answer for that first glitch, the problem causing them is supposedly related.

-Sometimes, the "Q to skip scene" prompt does not appear during cutscenes. This sometimes makes them unskippable, other times not.
Ah, that would be my fault for being forgetful and not putting that prompt in a cutscene, I'll look through each of them and see which ones I've forgotten to place in. my bad.

-Even after changing the difficulty to Easy, the game defaults back to Normal each time I restart the game. Considering that quitting the game is the only way to return to the main menu, this seems like an oversight.
Hmm. That would be a big problem. What do you mean here, that it defaults? If you start a game on easy, then save and quit, and then continue, it should still be on easy when you continue, regardless of what you see on the options, once you start a game, it shouldn't ever change again. When you continue, do the map stages actually change back to their normal colors, or are they still all yellow?

-Easy difficulty is EXTREMELY unreliable. Levels such as Wide Open Spaces, Stampede!, Dog Paddle and Slightly Bumpy do not save after completion on Easy difficulty.
That sounds like another oversight on my part. I believe I know what the problem is here, and I'll fix it immediately, shouldnt be too much of a big deal to correct.

-The purple cyclops' tackle ability is terrifying and a great game mechanic, but its ability to knock loose your powers can cause some strange behavior, such as Jack retaining visual aspects of powers or becoming frozen in the red-X'ed 'HIT!' pose for several seconds.
Ah, I know what could be causing the retaining of the visuals, could you tell me which abilities that's occurred with, to help save me the time of having to search through all possibilities? Also I somewhat understand why Jack sometime's freezes, but I've been stumped on how to fix it, I'll try out some things to see if I can get that under control.

-Like before, exiting a previously-beaten stage or dying in an unbeaten stage back to the map can cause the game to save.
Same as the first one, I believe.

-Selecting Continue upon starting the game, the game spawns Jack into a new screen deep into a level (akin to a modern-gaming checkpoint), rather than the map or beginning of a level. 
and once again, related to the first problem.

FEEDBACK
-The dandelion bombers and their payload are often obscured by foreground tree brush in the levels which they appear. Consider making them appear in front of any foreground obstacles, and prevent such damage out of nowhere.
Ah, that's a good idea, I've just changed that so that they're always in the foreground now, never obscured.

-Just a thought: for the Japanese translation, it might be good to localize the text within the cutscenes, like the "CRASH!" in Eclipsus' flashback.
This is a possibility, just for humor's sake.

-The fact that enemies can still damage you by walking over you while burrowed with the Shovel Ability makes its combo powers, such as the Bullet+Shovel or Shovel+Boomerang, utterly useless. Not sure if this is a glitch.
Hm, I'm not sure why I allowed enemies to hurt you while burrowed, that seems like a dumb idea in hindsight. It's probably so that you can't burrow/drill under entire stages to skip past everything, but if you do that, it'd be on you. I'll be fixing that right now.

-What determines which abilities are available in shops? Abilities like Shovel and Bomb do not appear, despite my having used them in a half dozen levels already.
It depends on which big bosses you've defeated. Once you beat a big boss, several shop abilities are unlocked. Obviously, after beating the 5th boss, the entire shop is available. But in this demo, you can only beat big bosses 1 and 2, so not much is available.

-In Riverbank Stomp, some of the crustaceans can come at you from angles too high to jump over and too low to duck under, while trying either causes the current to push you against a cliff too high to go back onto. You have no choice but to take damage.
Hmm. Maybe I can make it so that you can attack them to push them out of the way, or knock them around. They'll still be impervious, but it would take some of the stress out of dodging them, especially in the small underwater tunnels I assume you're talking about.

-Like previous posters, I'd appreciate the ability to pan the screen up and down while standing. In situations like the one pictured below, there are enemies over the cliff I'm on, but I have no idea what or where they are, so all I can do is take a blind leap and pray I don't take damage. Similar games like Jazz Jackrabbit scrolled the screen up or down by holding the duck/look up button for a few seconds.
Don't worry, I've taken this criticism to heart, and I'll be finding a way to implement that in the next demo. It's a good idea, and I'm sure it would be appreciated by everyone.

-This Bellum Crista in Ancient's Playground spawns stuck between the ledge and the ground carving, causing him to rapidly jiggle back and forth. Consider just having him stand still.
For some unknown reason, some Bellum Crusta get stuck on platform edges, I'm not really sure why this happens, but I think I know a way to get that fixed as well.

-Finally, my chief complaint stems from many of the obelisk levels (and the whole game, to a degree) relies on platforming like this to cover vertical distance:
[rest of complaint]
I understand your frustration, and I apologize for it. I agree that that isn't good, and I already know of a fix that would work without me having to restructure any stages in a big way. What if those platforms were all able to be passed through from the bottom, so that you never had to worry about hitting your head above? I think I'll replace every single instance of that situation with pass-through-able platforms to avoid this frustration in the future.

Thank you once again for the detailed and non-sugarcoated criticism and feedback, it helps me to see things that I probably had not noticed before and fix them so that you, the players, have a better experience playing my game with as little frustration caused my my mistakes, rather than the player's.
494  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: April 27, 2013, 07:53:44 PM
New screenshot showing the stage/cutscene I'm working on now.



That's not outer space in the distance, rather the opposite.

Also to note. I don't know if anyone really noticed, but Eclipsus's sprites looked very underdeveloped and incomplete. I'm not sure why in the world I would think that they looked ok like that, so I spent yesterday tweaking every one of her sprites to match my concept art of her. She almost looked lifeless before the edit.


Also here is some (presumably) never before seen concept art for her.
495  Feedback / DevLogs / Re: Screenshot Saturday on: April 27, 2013, 06:52:00 PM
People really like this character, so they should be happy to see she becomes a bit more prominent later in the game. I've been working on a gimmick stage the past few days.

496  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: April 26, 2013, 01:19:12 AM
@Jad, Thank you very much, I appreciate that my efforts are acknowledged.

@ashpd, Saving the game is going to stay at at least 300, because you're not supposed to be able to save very often. If you were able to save as often as you want, it would be too easy. If you really want, you can just play on easy mode -check the options on the title screen- and it will save after every single stage, and there will be more health pickups throughout stages. Ah, the shop ability descriptions havent been put in yet, I've been putting that off to work on other parts, and it slipped my mind. It will be put in by the next demo, dont worry. Atlas is just an ordinary skeleton, and not a copy of Jack. Atlas actually has bones and most of a body. and yes, he is very difficult, and takes timed dodging, evasion, and patience to defeat him. The best advice I can give is to observe his attack pattern and learn from it.

@Schoq, Thank you, for the compliment. That was one of the reasons I started making this game in the first place, believe it or not.

Thank you, everyone, for the feedback and comments, they're helpful and appreciated
497  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: April 23, 2013, 04:16:47 AM
@HernanZh: Wow, thank you for the adorable fan art!
@DAISHI: Is it because of the Clancer-like face mask? Regardless, I always loved and still own Mischief Makers. It might have had some subtle influences in my designs.

Anyway, I put a new demo up!

Check the first page of this thread for the updated download link. (Check the date, it's been updated today)
I hope the people who have played previous versions will find that I've been doing a lot of hard work to improve the game in every way!

New things I can think of off the top of my head:
  • music
  • more sound effects
  • lots of new special effects
  • fixed tons and tons of bugs
  • tweaked lots and lots of things that needed tweaking
  • lots of refurnished backgrounds
  • more new cutscenes
  • etc
Now, if you keep playing, you'll find that the demo ends at a certain point. Also, any bonus exits you find will be un-enterable. This is because it's a demo, and I realized that I really shouldn't be showing the entire game already before it's even officially out.

I'm sorry for the long wait.

If there are any bugs or anything that causes the game to malfunction, please bring them to my attention as soon as possible, so I can correct them.

edit: I'm sorry about the sloppy way I put the files into the zipped folder. You have to have all of them in the same folder for the game to function properly, and when I do release the game officially, I'll be using Gamemaker's built-in function that allows it to include files that only appear when the game is running.
498  Feedback / DevLogs / Re: Chasm [2d action-rpg metroidvania] on: April 23, 2013, 01:59:19 AM
Wow, that update to that background is so great! The older one was great, but the newer one has so much more to look at! I love the more natural-looking floor and ceiling, too.
499  Feedback / DevLogs / Re: Screenshot Saturday on: April 21, 2013, 08:11:20 PM
so what's going on in the second one?
It's a pair of hands/arms growing out of the ground in the forest. and thanks!
500  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: April 21, 2013, 07:10:49 PM
Thank you, everybody, for your support and encouragement!
I appreciate it a lot.

@beetleking22, thank you very much! My goal is actually to have it seem like a Super Famicom game. And I'm glad my biggest influence, Kirby, has shown through. (The Super Goemon games were all amazing too, and I do draw some influence from them as well)

@ashpd, the demo is very outdated. I would suggest waiting until I put up an updated one (very soon) which will have a lot of problems fixed, and there are some things that make the game a bit less difficult, though it's intended to be an difficult game.

Also, as an update, I've been prepping the game for a new demo that I'll be putting up as soon as it's at a point where I'm comfortable with it.
I've also been working on putting in a ton of new graphics, sounds, music, and even fixing old things that I've been meaning to fix.
For example, earlier in this thread there was a complaint about the inner forest backgrounds being too bright, which I agree with, so I've redone the forest background graphics:



If you've seen the old screenshots, you may also notice in these ones here that I've added more detailed leaves to the foreground trees as well (don't worry, I've darkened the "behind" foreground trees so that the "in front" foreground trees stand out more. It was after these screenshots were taken.)

as an added bonus, I remembered I have an old soundcloud account, and I put this up for you all to listen to. It's just one of the newer forest BGMs in the game: https://soundcloud.com/rakugaki-otoko/spirit-of-forest/s-ldup5
Pages: 1 ... 23 24 [25] 26 27 ... 42
Theme orange-lt created by panic