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878249 Posts in 32910 Topics- by 24328 Members - Latest Member: Pl4n3

May 21, 2013, 12:24:35 PM
TIGSource ForumsCommunityCompetitionsA Game by Its Cover[AGBIC] Love Letter - FINISHED! (v1.0)
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Author Topic: [AGBIC] Love Letter - FINISHED! (v1.0)  (Read 12913 times)
Jonathan Whiting
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« Reply #15 on: July 01, 2010, 01:06:23 PM »

I find myself falling off platforms a lot when I mean to jump.  Maybe that's just me.

Hmm, that's a little concerning.  Presumably you mean that it feels like you pressed jump before reaching the edge, but fell instead?  I can think of one or two things that might be able to tweak to improve the feel here, but it may not help.  Will have a look anyway, thanks for the pointer.

Oh, please don't "fix" the flailing! I assumed it was intentional. It's very charming.

Hah, okay, it stays (unless I come up with something better later).

I don't understand what Nugsy means by filling the screen with blocks, can you create blocks?

My original build had my development tilemap prodding 'tool' in.  I like to make levels in-engine wherever possible, because of the instant feedback.  It's disabled now.

I only managed to explore for a few screens before having to stop because I couldn't jump high enough.
Fun to explore the larger space as well.

Yep, there's only a handful of screens in this build, and they're just placeholder tests.  There'll be a *lot* more before I'm done (I really enjoy level design).

Thanks for all the feedback all!
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Jonathan Whiting
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« Reply #16 on: July 02, 2010, 01:49:30 PM »

Making pretty good progress I think.  My (rather simple) core mechanics are now in (though perhaps shy a little tweaking), and I've made a start on the proper level design.

I've updated the build.  If you hit a "NO" screen it just means I've not developed that bit yet, there's only 6 or so of the 34 planned screens.  Oh, and try pressing 'm', it's kinda cool.

Increpare: I think I found the reason that you were falling off platforms too easily:

There was a bit of a bug in my platforming logic that meant that it could be up to 3 (randomly) logic frames after pressing jump before the jump begins.  Which meant you could travel nearly half a square before the jump kicks in, not great!

I've fixed it now.  Thanks again for mentioning it, I'd have been unlikely to look otherwise.
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HybridMind
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« Reply #17 on: July 02, 2010, 05:08:14 PM »

Making pretty good progress I think.  My (rather simple) core mechanics are now in (though perhaps shy a little tweaking), and I've made a start on the proper level design.

I've updated the build.  If you hit a "NO" screen it just means I've not developed that bit yet, there's only 6 or so of the 34 planned screens.  Oh, and try pressing 'm', it's kinda cool.

Increpare: I think I found the reason that you were falling off platforms too easily:

There was a bit of a bug in my platforming logic that meant that it could be up to 3 (randomly) logic frames after pressing jump before the jump begins.  Which meant you could travel nearly half a square before the jump kicks in, not great!

I've fixed it now.  Thanks again for mentioning it, I'd have been unlikely to look otherwise.

Yeah didn't run into any control issues (I had some issues with the jump like increpare but it is working fine now!)

I'll have to go back and try the 'M' key to see what it does. I like the jump power up (and what I assume will be puzzle solving aspect on later levels) on how to traverse with your power intact etc. Very cool.
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Jonathan Whiting
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« Reply #18 on: July 03, 2010, 08:36:25 AM »

Yeah didn't run into any control issues (I had some issues with the jump like increpare but it is working fine now!)

Really glad I found it then!

I like the jump power up (and what I assume will be puzzle solving aspect on later levels)

Yep, that's definitely something I've been working in, I'm trying not to go overboard on the puzzles though, the intention is it'll be mostly about consistent precise platforming.

I've done about 2/3rds of the level design now, and I've been working out some of the odd glitches and performance worries I was having.  Feels a lot more solid to me now.

I've updated the build again, there's a lot more to explore in this version, but a lot more loose ends too.  Now to start tying them off..
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increpare
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« Reply #19 on: July 03, 2010, 10:24:47 AM »

Shaping up nicely -

I wonder what the chance is of someone dedicating this to an obscene word : P
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agj
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« Reply #20 on: July 03, 2010, 11:24:01 AM »

It will be brutal, yet fair.  The first person to actually beat it will dedicate the game for eternity to whomever they like.

This is brilliant. BUT: considering the second highlighted point, I think you should remove the first point, so that it takes effort to beat it that one first time. Otherwise, pretty much the first person to play it will get to dedicate it.
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Jonathan Whiting
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« Reply #21 on: July 03, 2010, 02:17:49 PM »

I wonder what the chance is of someone dedicating this to an obscene word : P

Fairly high I'm sure.  I think I'm okay with that though.

It will be brutal, yet fair.  The first person to actually beat it will dedicate the game for eternity to whomever they like.

This is brilliant. BUT: considering the second highlighted point, I think you should remove the first point, so that it takes effort to beat it that one first time. Otherwise, pretty much the first person to play it will get to dedicate it.

When I say fair I simply mean that I won't be playing masocore tricks on players.  To dedicate the game a player will have to complete the entire thing without dying once.  This *should* be very hard, but we'll see.
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Jonathan Whiting
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« Reply #22 on: July 04, 2010, 12:36:57 AM »

I finally finished the level design (exercise and tiredness got in the way last night).  The build is updated.

This build also has what will become practice mode enabled, meaning when you die you only get bumped back to the last heart.  I figured not every one would be interested in commiting to trying for a true one life completion.  So the practice mode should fill that void a bit.

It should now be possible to get a pretty good feel for what the final game will be like.

Still quite a bit to do: sound, music, polish, front-end, dedication.. but I'm pretty happy with how it's progressed so far.
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Inanimate
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« Reply #23 on: July 04, 2010, 01:31:54 AM »

Wow, this is amazing! I love the bite-size feel it has.
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Draknek
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« Reply #24 on: July 04, 2010, 05:10:07 AM »

This last section at the bottom is cruel. Got to the final room once but haven't managed it again since. Got all the other hearts though.

Really liking it.  Hand Thumbs Up Right
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Jonathan Whiting
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« Reply #25 on: July 04, 2010, 05:29:10 AM »

This last section at the bottom is cruel. Got to the final room once but haven't managed it again since.

Excellent, cruelness there is certainly the intention Evil.  I have managed to make it all the way too the bottom and then back out again (the return will incidently be mandatory), but only the once.  If anyone does manage to dedicate it I want them to have earnt it.

Really glad you've been enjoying it guys.  I'd been worried (as usual) that I was making the sort of game that'd only appeal to myself.  So thanks!
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agj
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« Reply #26 on: July 05, 2010, 02:01:32 PM »

I think that this is plenty punishing. Smiley
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increpare
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« Reply #27 on: July 05, 2010, 02:59:31 PM »

had another wander around there.  niceeee
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Jonathan Whiting
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« Reply #28 on: July 06, 2010, 03:02:28 PM »

This is still progressing pretty well.  I've mostly been working on the necessary but slightly tedious FE/interfacey bits though, so there's no new builds as of yet.  I'm hoping I'll have something near finalized by the weekend.
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Slash - Santiago Zapata
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« Reply #29 on: July 06, 2010, 07:42:39 PM »

I need the last heart Sad

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