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876920 Posts in 32839 Topics- by 24279 Members - Latest Member: Leka74

May 18, 2013, 04:11:40 AM
TIGSource ForumsDeveloperFeedbackDevLogsBeyond the Black Hole (demo!)
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Author Topic: Beyond the Black Hole (demo!)  (Read 4807 times)
Hempuli‽
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« Reply #30 on: June 20, 2010, 01:37:23 AM »

Thanks, everyone. Smiley

@nate: Yeah, I guess you're right. Though perhaps having a rather uninteresting character makes you pay more attention to the surroundings?

@sparky: Yeah, other people have said about that too. I've tried several different glow styles, but personally I like the smooth glow best.
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GNNNRRBRRNIBRIR
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Hempuli‽
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« Reply #31 on: January 02, 2011, 07:55:27 AM »

...I call upon the dark spirit of the netherworld...
...An ominous spell is cast along with virgin sarcifices...

...
GLORIOUS THREAD NECROMANCY ENSUES!

So yeah, I'm working on this, still! I'm sorry about the several-month-long pause, but I had other games in mind and quite frankly didn't feel like I'd want to work on this anymore. ANYWAY - I haven't done much, I have started levels 13 and 14 but neither is ready due to loss of faith and puzzle ideas. However, during working on them, I've started to ponder whether it'd work better if I changed the control scheme towards the more casual style of the first part (i.e. mouse-only control). I've got some criticism about the complex nature of the controls, so maybe if I redesigned the levels to allow a simpler control scheme would do the trick?

What would you guys think? I'm quite on the edge with this so all feedback would be great. I think I'll make a quick prototype of the new engine I had in mind and post it here. Redoing the levels for the new engine shouldn't be too much of a hassle because I already have all the assets and the game code isn't that complicated. So it'd be mostly a matter of just doing it.

More pics:

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GNNNRRBRRNIBRIR
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nahkranoth
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« Reply #32 on: January 02, 2011, 09:09:12 AM »

Played it and i like it. Really nice puzzles. A good feeling for humor. Great artwork and solid programming.

Also the concept of level selecter is great!
The only think i can think of is that you bring the menu more in the style of the game itself. When i see the menu, i'm not remembering the fun i had playing it.

Maybe a hint button that helps players that are stuck?
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Hempuli‽
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« Reply #33 on: January 03, 2011, 02:07:48 PM »

Ok! Here is the test level of the "new" control scheme:

www.hempuli.com/hki2-nomouse.exe

If you end up in the menu screen, you can't do much because nothing works. The puzzle isn't very interesting or even good but should give you an idea of how the system'd work.

I'd really really appreciate any feedback on this! I'm really torn between whether to change or not.
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GNNNRRBRRNIBRIR
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Outcast Orange
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« Reply #34 on: January 03, 2011, 03:32:38 PM »

I'd prefer being able to walk around.

Maybe you can even do both.

You can have the stop/go sort of levels by having another creature as the protagonist that needs to be guided. Maybe his dog or something.

Like on some levels you get the animal instead and it has the alternate controls.

I really like this game, I spent a good minute mousing over the planets on the menu, because every tasty bit of this place you are creating is interesting and just looking at the names of the levels made me happy.

Is it too late to put some basic plot in this game, or expand on the mythos a bit?

This is what it would be like if Matt Thorson Made the next Hapland.
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Bood_War
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« Reply #35 on: January 03, 2011, 06:46:34 PM »

(I'd like to point you to Floating Islands Game on Hempulazaur's site, as this is the sequal to that.)

I do like the possibility of both schemes, though if that's unfeasible, I like the first better.
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Groktar the Destroyer
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Hempuli‽
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« Reply #36 on: January 04, 2011, 12:40:53 PM »

Thanks for the feedback!

In the end I decided to keep the old controlling system. I've started working again on level 14, so here's a sneak shot:



Note that I also updated the main character with a Cool Scarf!
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GNNNRRBRRNIBRIR
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TobiasW
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« Reply #37 on: January 04, 2011, 02:20:46 PM »

When I run it:



Hu. Stupid AntiVir?
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Hempuli‽
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« Reply #38 on: January 04, 2011, 05:14:58 PM »

When I run it:



Hu. Stupid AntiVir?

Another person just reported the same thing! It's a false alarm, but because some people will inevitably get that anyway I'm replacing the AdvDir.mfx! Hold your horses, a fix is appearing soon! Apparently most German people use an antivir software that doesn't like certain parts of MMF 2.

In fact, it's up now (or if you're faster than light, in a few seconds!)!
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Hempuli‽
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« Reply #39 on: January 05, 2011, 03:08:10 PM »

Sorry for the double post, but I want to inform you two who follow this that level 13 is ready! Teaser pic:


As the image above indicates, I've already started working on level 14, so hopefully I'll get it ready pretty quickly (or hopefully it doesn't take another 5 months!).
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Outcast Orange
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« Reply #40 on: January 05, 2011, 04:35:32 PM »

Looks great!

I'd love to play this game when it's done.
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Bones
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« Reply #41 on: January 06, 2011, 12:29:03 PM »


I want to play this game until it's powdered dust in which case I will then snort the dust to experience the game's full degree of epic.

Btw, I liked it better when he didn't have pants he can keep his scarf.  Well, hello there!
But in all seriousness, keep on trucking.
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Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Hempuli‽
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« Reply #42 on: May 06, 2012, 01:41:34 PM »

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.


I'm not sure how I feel about this, but I just finished level 14. Took mere 17 months to do that, eh. I think I want to squeeze out 20 levels and call the game finished, for I've lost my level concept stuff and in general am rather sick of the engine (but not the game, note!)



(Uh oh, I need to contact Johan about some more music. Hopefully he's still around.)
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GNNNRRBRRNIBRIR
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