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891009 Posts in 33520 Topics- by 24761 Members - Latest Member: beertree

June 18, 2013, 04:40:34 PM
TIGSource ForumsDeveloperFeedbackThe Fourth Wall [WIP]
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Lo-Fi
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« Reply #30 on: May 16, 2011, 05:07:24 PM »

^Responses to the two above:^

KidChameleon:

-For the splash screen, do you mean the title of the game, or the 'press any key to start' screen?

-A basic story is coming soon. I am currently working on that, and I am super-excited for what I have come up with.

-Animating the lava has been on my mind. Good to see that you noticed it, it is now a high priority for me.

-As inanimate mentioned, you are "ceiling walking" at that part with the bridge. I guess I need to show the player what he is doing better.

-The extreme jump is part of the game's design, partly so that I can make use of the top->bottom wrapping. It is a bit out of place, though, maybe I can change the animation a bit. Maybe the jump height could be explained with a magic effect?


Inanimate:

-I had some puzzles involving the stomp, but there were some problems with it. Some of the puzzles involved stomping quickly to dodge obstacles, but that was too much of a focus on twitch gameplay. I also had stomp blocks that required a stomp, but they were too buggy and didn't add much. I will think about doing something else with the stomp in the future, but for now, it is just a nice extra feature.

-I'm still not sure about the music. It will probably stay in for awhile, but I will be working on this game for quite some time. It will most likely change by the time the game is complete.

-Nice idea about the icons. I will see what I can do to change it up.
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kidchameleon
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« Reply #31 on: May 17, 2011, 08:06:30 AM »

Keep working on this one. Good luck.
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Ape
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« Reply #32 on: May 17, 2011, 09:21:35 AM »

It's been a while since I've seen a platforming puzzler that is this intriguing. I managed to get pretty far into the game (I think), but unfortunately, I got stuck in some tiles and had to escape to quit the game. I was on a role and was planning on finishing the game. I probably won't pick it up again, though, because having to quit was discouraging.

Maybe implement a saving feature (I'm sure you've already thought of that or someone else has suggested it) and add a basic story and this will make for one memorable and enjoyable experience.

Thanks for sharing and good luck!
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« Reply #33 on: May 17, 2011, 01:22:28 PM »

It's been a while since I've seen a platforming puzzler that is this intriguing. I managed to get pretty far into the game (I think), but unfortunately, I got stuck in some tiles and had to escape to quit the game. I was on a role and was planning on finishing the game. I probably won't pick it up again, though, because having to quit was discouraging.

Maybe implement a saving feature (I'm sure you've already thought of that or someone else has suggested it) and add a basic story and this will make for one memorable and enjoyable experience.

Thanks for sharing and good luck!

Thanks Ape, glad to hear you enjoyed it! Do you know how you got stuck in the tile?

Also, you can press K at any time to restart the current level. It's probably too late for that now, but I will add it to the game and the thread for future players.
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« Reply #34 on: May 17, 2011, 06:02:50 PM »

Here's a new version. This one has a lot of changes, some you may notice, some you may not. I don't remember everything that I changed, but it was a lot of little things.

http://dl.dropbox.com/u/580413/the_fourth_wall_releases/the_fourth_wall_v1.50.exe

Enjoy!
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« Reply #35 on: May 19, 2011, 08:51:34 PM »

New version comin' at ya!

http://dl.dropbox.com/u/580413/the_fourth_wall_releases/the_fourth_wall_v1.55.exe
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kidchameleon
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« Reply #36 on: May 20, 2011, 09:33:33 AM »



I ended up stuck here from the puzzle that's just above it...

(this is the latest build I'm playing)
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« Reply #37 on: May 20, 2011, 11:13:04 AM »

Thanks, KidChameleon, I'll look into it. Playtesters seem to be getting stuck in walls more than I expected.  Shocked
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« Reply #38 on: May 20, 2011, 05:21:39 PM »

This is the latest update. Not all that much new to see, but I changed the collision/wrapping code a bit so that it will (hopefully) be less glitchy.

http://dl.dropbox.com/u/580413/the_fourth_wall_releases/the_fourth_wall_v1.56.exe
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« Reply #39 on: May 21, 2011, 04:54:09 PM »

New version. That pesky corner glitch is finally gone!

http://dl.dropbox.com/u/580413/the_fourth_wall_releases/the_fourth_wall_v1.57.exe
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Fyren
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« Reply #40 on: May 27, 2011, 04:43:29 PM »

This seems really interesting since I like platformers and I like puzzles, but I have one large and one minor problem.

The big problem is I think there's a problem with your gamepad support.  I have a gamepad that's an analog-less PSX clone.  The game tells me "A" is jump, which happens to be button #1 as far as Windows is concerned (square by PSX standards).  It also happens that button #8 (R2) restarts the level, though the game just says K.  But the real problem is at the level with the lamppost-like thing.  I touch it and I'm instructed to hit... RT?  Right trigger?  I don't know.  None of the ten buttons on my gamepad do anything besides the two for jump and restart.  I didn't try keyboard keys to figure out what it would be there.  I'd really also like to be able to change buttons, since I'd rather button #2 (X) be jump.

The minor problem is somehow running the game makes my system act like the control key is stuck, which is really, really odd.  It stays this way till after I end the game and hit control myself.  For example, while the game is running, if I hit escape, it acts like I hit ctrl-escape and opens the start menu.  If I close the game, afterwards if I go to Firefox and hit 'f,' it acts like I hit ctrl-f to search.  If I tap control once myself, everything is fine.  I'm running WinXP SP3.  Not sure what else would be relevant.  (I also have on clue how I'm supposed to quit the game, either.  I hit alt-F4, but found that F4 just switches windowed/fullscreen.  So I went to windowed and hit the X with my mouse.)
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« Reply #41 on: May 28, 2011, 10:57:11 AM »

Wow Fyren, I apologize for all of the problems  Embarrassed

I know that my first post asks for players to test out the gamepad support, but at this point, I have quit testing out and fixing the controller support. It will be there at some point, but currently, I am focused on other aspects. I know that there are some problems with it, but it is not a priority right now.

Now, you mention that you tried it out with a PSX clone controller. I don't have access to any controllers other than an Xbox one, so I have not been able to test it out on controllers besides the Xbox one.

As for the control key being stuck, I would guess that that is your controller causing the problem. I have not seen that glitch before.

Again, sorry for the problems. I would recommend trying it with just a keyboard. I will have controller support in at some point, though.
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Fyren
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« Reply #42 on: May 28, 2011, 11:00:26 AM »

Well, I don't really mind just the keyboard but I would mind having to unplug my gamepad for it to tell me what key I'm supposed to press regarding the lamppost thing.  Maybe in the meantime allow the user to turn off gamepad support so we can use something like joytokey ourselves.
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« Reply #43 on: May 28, 2011, 12:46:21 PM »

Yeah, the control tutorials are based off of whether or not the player has a controller plugged in. I will change that, just not sure when I can get to it.
(In the meantime, the button you are looking for is ctrl)

Edit:
Oh, and I've got a new version ready. This version has substantial changes to puzzle layout and order, and a lot of other aspects as well.
http://dl.dropbox.com/u/580413/the_fourth_wall_releases/the_fourth_wall_v1.63.exe
« Last Edit: May 28, 2011, 12:52:59 PM by Lo-Fi » Logged
Fyren
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« Reply #44 on: May 28, 2011, 02:12:17 PM »

What seems to be happening is the game thinks my (non-existent?) button on the gamepad which corresponds to control is pressed the entire time and this somehow persists after I close the game.  If I unplug the gamepad while it's running, control acts normally after that point.  Trying once without the gamepad revealed that trying with the gamepad had me stuck in the holding control state for that level somehow.

Also, in this area you can simply jump up from the corridor below the exit without using the screen wrap mechanic at all.

Pressing control during the intro does weird things with the blue glow off-centered and messing up the title card centering.

The level with a lot of lasers and the platforms over lava maxes my CPU core and it feels a little laggy.
« Last Edit: May 28, 2011, 02:19:58 PM by Fyren » Logged
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