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1075982 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:29:16 PM
TIGSource ForumsDeveloperCreativeCollaborationsLights! Camera! Action! ACTION 52 OWNS (let's do this)
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Author Topic: Lights! Camera! Action! ACTION 52 OWNS (let's do this)  (Read 365236 times)
zez
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« Reply #1520 on: August 10, 2010, 04:13:02 PM »

Mostly @alistairaitcheson:
Yeh, I think part of the problem is that you go into the kick to thrust combo either after the two slashes, just by plodding along, or if you hit towards OR back at the start, so it kinda equates to "If you press absolutely nothing, you do thing one followed by thing two. if you press left or right, you do thing two.".... Im working on some different attacks with different directionality to make that a little bit less of the case, and Im thinking I should probably modify the kick to only be triggered if you are hitting towards (as aposed to towards, back, or have just done two slashes and didnt hit up.)

Im pretty aware of the fact that it making sense to me means next to nothing (I mean, it means I didnt screw up my code...) and am grateful for your input, seeing as ideally, most of the combat will be fairly intuitive, and currently that isnt the case (stuff like guard breaking, specials, air combo's and attack priority should be a bit trickier to allow for some degree of mastering, but still be fairly intuitive.)
Ill probably have to throw in SOME degree of training regardless, because expecting players to know things like "Thrusting has less damage potential but is better at getting past defense" or "Enemies take more damage when launched" is a little unreasonable (although trial and error would make it totally apparent after awhile.)

Anyhow, If I came off as dismissive, it was unintentional as I actually am trying to act on your advice, just trying to use it to make the system I have/want work better. I took this game in the first place because every time I play an old beatemup, I pretty much have the same complaints about it (them, as a genre) and figured I would (try to) make the non-existent game that I seem to want all of them to be.
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Neonlare
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« Reply #1521 on: August 10, 2010, 04:20:12 PM »

Here we go, "fixed" the save system by replacing it with a typical NES Password system. If there are any other bugs you find in this version, please inform me and I'll try addressing them as soon as I can. There are also a few tweaks here and there, but it's certainly closer to a finished product. Now it needs a little graphical and presentational polish, but other then that it's all systems go! (unless bugs appear once again D:)

Anyhow, enough delays. Here's Meong 0.3

http://dl.dropbox.com/u/9780777/Meong03.zip
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EruditeDragon
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« Reply #1522 on: August 10, 2010, 06:39:53 PM »

I've got a suggestion / bugfix for you.  Would it be possible to disable the reset key during the death animation or when you complete a level?  As it stands, the reset key can be pressed as the "level completed" message scrolls, causing you to restart the level you just finished.

Also, would it be possible to keep the music from restarting on death?  Perhaps this is something you already know about; I forget.

Other than those two issues, the game's pretty solid.  I like it.
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Neonlare
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« Reply #1523 on: August 10, 2010, 06:46:34 PM »

Music shouldn't restart on death. The latest version has that fixed, that was one of the bugs in the previous one. You sure you have the right version?

I'll sort out the Restart button for people, it seems to be a frequent suggestion. The looping music thing is a bit of a concern though, as it doesn't seem like anyone else is suffering from that. Do you have version 0.3?
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EruditeDragon
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« Reply #1524 on: August 10, 2010, 07:23:52 PM »

Well, you don't need to worry 'bout the looping music.  It seemed to be operator error on my part.  Sorry Smiley

EDIT:  And yes, I do have 0.3.  Sorry again.
« Last Edit: August 10, 2010, 09:22:22 PM by EruditeDragon » Logged
Alistair Aitcheson
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« Reply #1525 on: August 11, 2010, 07:38:48 AM »

Anyhow, If I came off as dismissive, it was unintentional as I actually am trying to act on your advice, just trying to use it to make the system I have/want work better.

Sorry about that. I think I misread your tone, and for that I apologise.  Gentleman

I took this game in the first place because every time I play an old beatemup, I pretty much have the same complaints about it (them, as a genre) and figured I would (try to) make the non-existent game that I seem to want all of them to be.

I think one of the key problems that's making this difficult is that you only have two buttons to work with, and one of them's already tied to jumping. It might be easier if X were another attack button, and then it would be easier to mentally separate different types of attacks. I get the impression you want to involve platforming elements too though, so I guess you'd want to keep the jump button in.

Perhaps the game could switch between "platforming-mode" and "combat-mode" at different times, and that would change the functions of the keys. You could have it change to combat mode if you're close to enemies, or perhaps in different bits of the levels. Maybe if you're fighting off a group of ninjas in combat mode and the ground beneath you starts to crumble then it'd switch to platform mode and you and the enemy ninjas alike would have to jump around to escape. Alternatively you could make jumping attacks work very differently to standing attacks, so that they form an essential element of combat.

One of the things I've always liked about Super Smash Bros., and also the Naruto beat-em-ups on Gamecube, is that each button/direction combination is clearly linked to a specific attack. So rather than having to memorise particular combinations you just need to relate a direction and a button to an attack. It also means that if you want to pull off something specific you just need to hit the right button and it'll work. The game is immediately about timing and controlling space, without having to spend time learning special moves and the nuances between each attack.

I hope these suggestions are helpful, and let me know your thoughts!

I would also make it so you walk backwards at the same speed as forwards, so it feels less like the enemy is controlling your movement. That makes the player feel less restricted by the targeting, as they can run away if they want.
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Alistair Aitcheson
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« Reply #1526 on: August 11, 2010, 07:43:17 AM »

Also, here's my current version (v0.01) of Dam Busters. Let me know what you think! It's very early days but I just want to check it all runs okay for everyone.

http://www.alistairaitcheson.com/games/inprogress/dambusters.html

You'll need to click on the flash box to play it.

Arrow Keys - Run
X - Jump
C - Fire gun
Z - Zoom camera in/out

The camera zooming will be controlled by the computer in later versions, so the controls will just be X and C in the finished game.
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Pierre
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« Reply #1527 on: August 11, 2010, 12:59:11 PM »

Also, here's my current version (v0.01) of Dam Busters.
It is already quite fun jumping around with that pig. :-)
The bullets fly a bit odd, is this on purpose?
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deathtotheweird
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« Reply #1528 on: August 11, 2010, 02:19:30 PM »

Also, here's my current version (v0.01) of Dam Busters. Let me know what you think! It's very early days but I just want to check it all runs okay for everyone.

http://www.alistairaitcheson.com/games/inprogress/dambusters.html

You'll need to click on the flash box to play it.

Arrow Keys - Run
X - Jump
C - Fire gun
Z - Zoom camera in/out

The camera zooming will be controlled by the computer in later versions, so the controls will just be X and C in the finished game.

pretty cool, i like the zooming. but the beaver kinda looks like a bear to me.
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Alistair Aitcheson
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« Reply #1529 on: August 12, 2010, 04:42:33 AM »

It is already quite fun jumping around with that pig. :-)
The bullets fly a bit odd, is this on purpose?

Thanks Smiley What is it that you mean by odd? At the moment when you fire them their velocity is added to your velocity, so that if you're running up they'll go up at the same speed, as well as going forwards like they normally would. That should be correct, physically speaking, but in practice it might look a little odd (as they don't actually travel as fast as real bullets) so I could take that out.

pretty cool, i like the zooming. but the beaver kinda looks like a bear to me.

Glad you like the zooming. I'm looking forward to using it in the levels. The reason the beaver looks like a bear is because I thought it was supposed to be a bear when I played it. I only realised much later that it was a beaver (which is why the title "Dam Busters" would make sense), but I really liked the idea it was a bear so decided to keep it that way.
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zez
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« Reply #1530 on: August 12, 2010, 02:15:48 PM »

http://www.swfcabin.com/open/1281647674

Pretty massive overhaul.
First off, jumping attacks are go, some of the sound fx are go, there is one new special move (down forwards punch.... guess what it does.) and one hyper (half circle punch.) You CURRENTLY have infinite hyper, so umm, feel free to spam it I guess.

I also tweaked the directionality of the moves, and added a crap load more into it to fill some obvious holes in the players motion.
Basically, now the direction buttons (still) control what move you go into, based on what move you have just executed, but all of the movements are actually in the direction you are pressing (so, hitting back and attack no longer makes you kick then thrust at the opponent, but instead makes you step back well drawing and then do a flip kick)

Air moves are generally speaking much more powerful, but harder to chain, land, and utterly lacking in any guard break. So far the only combo I have managed to pull off with them is back + back + up + a move based on where the enemy wound up. If you can pull it off, back + back + up + down + down + down + etc etc etc will basically end any opponent, but its pretttty hard to actually land.

on an unrelated note
@ alistairaitcheson
The Zoom function and player movement in that are awesome, I also really dig the bear sprite, and the way you dealt with facing + firing (the fact that firing locks you in a direction so you can strafe,) but, I think you should probably up the speed on the projectiles and/or get rid of the bit adding your velocity to the projectiles, as it is pretty wonky, especially when you go from walking backwards and firing to forwards, and outrun your bullets.
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Jimbob
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« Reply #1531 on: August 13, 2010, 01:59:06 AM »

I've started my Robbie and the Robots game after some deliberation:


It's going to be have a little more to do than the original. I was thinking almost Robocop style (the one I remember on the Spectrum I think), less people, more robots. Also more platforming, moving platforms, electric floors, "stuff". Still fleshing out what to do for the setting though, torn between streets like Robocop (and the original [?]) or a tower like thing to make the platforming more interesting.

Will probably need help for music so if anybody is happy to, so I'll probably pop into #pigscene over the weekend and lurk for a while. Or just PM me, whatever floats your boat.
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zez
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« Reply #1532 on: August 13, 2010, 02:50:33 AM »

I mean... I could whip you up something, but Im pretty sure the original doesnt have a soundtrack.
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Dualnames
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« Reply #1533 on: August 13, 2010, 04:31:40 PM »

I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. Smiley
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GZ
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« Reply #1534 on: August 13, 2010, 04:59:57 PM »

Here is the latest on Chill Out:

http://www.gzstorm.com/screen/ChillOut005.zip

Still lot's of polish issues, but the music and sounds are 95%, and the levels are not complete as I had hoped because I added a level (final level). The things I have left are polishing level 3, making level 4 and 5, and the final cinema which is about half done. Two more solid days of work, when I can get some room in my schedule, and this game will be finished.
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deathtotheweird
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« Reply #1535 on: August 13, 2010, 05:24:17 PM »

I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. Smiley

Don't do that. The idea is to make these games good and polished, not to maintain bugs or anything just for the funny factor.

GZ: its come a long way, I really like this version. very nice work
« Last Edit: August 13, 2010, 05:27:30 PM by allen » Logged
zez
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« Reply #1536 on: August 13, 2010, 05:29:11 PM »

Awww.  Cry but now my brilliant ending is ruined!
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deathtotheweird
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« Reply #1537 on: August 13, 2010, 05:31:35 PM »

Quote from: mr. podunkian
don't try to make your games funny through stupid means! keep it real! keep it pure.

and

Quote from: mr. podunkian
there's no way i want to see these games made even worse with some "HEH KLIK ANE PLAEYE!!!!!"-esque humor.
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ArmchairArmada
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« Reply #1538 on: August 13, 2010, 05:54:37 PM »

I got TEH OOZE. And since this is an authentic remake, expect a crash bug on the ending of level 2. Smiley

When I was working on Ooze I was going to have the story be about the evil Active Enterprises Corporation promising to award the hero $104,000 to take on this mission that proves to be impossible.  Unfortunately I had to call it quits before I even had a story system implemented.
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Dualnames
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« Reply #1539 on: August 13, 2010, 05:57:10 PM »

Okay, allen point taken. If its one thing I'm good at that is remakes.
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