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891498 Posts in 33545 Topics- by 24779 Members - Latest Member: Obsidiangun

June 19, 2013, 09:05:11 PM
TIGSource ForumsDeveloperFeedbackDevLogsIllusive Dreams
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BlackBulletIV
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« Reply #30 on: December 01, 2011, 03:13:24 AM »

I've been working on getting in-game text, in place of cutscenes, working. I've just got a bit more of it to do and it should be complete.
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Matt Spencer
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« Reply #31 on: December 01, 2011, 01:28:18 PM »

Just played it, and I think its great so far!  I had to stop when i got the yellow crystal because the screen just showed a white-gray circle gradient, but the music continued, and i could here the footsteps when i moved.  I assume that image was meant to be blended with the screen, but failed to blend.

The only suggestion I'd have is about the floor spike/poles, but you can ignore it safely.  I kept getting killed on the first one of each grouping because my natural tendency is to get a running start for maximum distance and then jump over, but the first pole goes full-height and killed me. I found that i needed to jump up and then hold over to pass, but it feels unnatural ( I was still getting comfortable with the sensitivity of the controls).  My small suggestion would be to have half-height spike-poles too, and maybe start with them and then add longer ones. Or have a shorter one for the first pole.

Keep it up!
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BlackBulletIV
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« Reply #32 on: December 02, 2011, 01:24:22 AM »

Argh, you're yet another person with that issue. I can't reproduce it my Mac, but after some testing on a much slower one I think I might be closer to figuring it out. A few questions:

1. Was is the first yellow crystal you came across?
2. Did it start flashing then go to the white screen, or just immediately go to the white screen?
3. What level was it on? From your description I'm guessing 8.
4. Is your framerate below 60 (you can open up the console by pressing Q; it'll show you the FPS)? If so, what is it on average?

If you could answer those that'd be great, as you've given me the most detailed description of this bug so far.

As for your idea about the pikes (that's their official name), that might work well. I'll get some more feedback on that idea. And yeah, in this game you reach max speed in, at most, 7 or 8 pixels.

Thanks again for your feedback!
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negativeview
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« Reply #33 on: December 02, 2011, 10:01:52 PM »

I did not get the blending bug. If you need another non-bugged mac person to give any relevant info, I can do it.
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BlackBulletIV
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« Reply #34 on: December 08, 2011, 03:01:45 AM »

In the past few days I've completed the implementation of in-game text, made a new level 22, and levels 23-26.
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BlackBulletIV
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« Reply #35 on: December 09, 2011, 12:45:52 AM »

Today I made level 27. I think I might wait until chapter two is done before I release the fourth test build (which means 3 more levels, since there are 15 levels per chapter).
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BlackBulletIV
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« Reply #36 on: December 13, 2011, 02:05:09 AM »

Well after a few days of procrastination and working on a test game before Ludum Dare 22, today I made levels 28 and 29.
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BlackBulletIV
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« Reply #37 on: December 15, 2011, 03:10:07 AM »

I've reused a level for level 30, and completed the in-game text for chapter two. I'm starting to feel a bit more positive of this project.

Anyway, the fourth test build should be released tomorrow.
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BlackBulletIV
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« Reply #38 on: December 15, 2011, 06:09:20 PM »

I've released the fourth test build. More info on the page.
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stef1a
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« Reply #39 on: December 15, 2011, 06:48:18 PM »

Just dropping by to say that this looks great. The simple pixel-art style is super cool, and I like the particle effects. My only criticisms are that the jumping feels a bit tense and that the player blends in with the background and scenery too much, but other than that, great job.  Wink

Also, for some weird reason, the sound effects are out of sync with my keyboard input.
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BlackBulletIV
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« Reply #40 on: December 19, 2011, 02:31:25 PM »

Thanks. Yeah, I guess you're right with the player blending in; he does have dark clothes, probably because I'm the type who favours dark clothes. I'll have to experiment with some lighter ones.

The physics are purposely a lot tighter/tenser than most games; that's how I like it. I don't really feel like messing around with gravity and jump force right now, as I've based level design quite heavily on the jump height.

As for the sound effects, none of them so far respond directly to keyboard input. It's either footsteps, landing from a jump, arrows hitting, or arrows firing. Are any of these mistimed?
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BlackBulletIV
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« Reply #41 on: December 27, 2011, 04:10:58 AM »

Yeah, it's been a while since I've updated this log, though not a terrible amount has happened. Jeremiah's been working on some sound effects, and I've started on chapter three's levels today, with three levels added in.

Also, if anyone has any trouble with sound effects being out of sync, please let me know (and try to give as much info as possible). Thanks. Smiley
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