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1075981 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:22:48 PM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: DOWNLOAD- New Version 4/24/11
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Author Topic: Indie Brawl: DOWNLOAD- New Version 4/24/11  (Read 206033 times)
Thewaether
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« Reply #520 on: August 18, 2009, 11:38:33 PM »

I get this error:

Quote
___________________________________________
ERROR in
action number 1
of Draw Event
for object Control:

Trying to use non-existing surface.

___________________________________________
ERROR in
action number 1
of Draw Event
for object Control:

Trying to use non-existing surface.

Actually never mind, it's working now. I did the quality=0 thing.
I haven't had a chance to play it fully just yet, but the improvements I saw just now are staggering! (and my sprite's in it)
« Last Edit: August 18, 2009, 11:44:43 PM by NineVSquid » Logged
mokesmoe
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« Reply #521 on: August 18, 2009, 11:45:47 PM »

Whenever someone is hit the whole screen flashes black for me.

EDIT: whenever someone is hit FROM THE LEFT! Attacks from the right work just fine.
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William Broom
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« Reply #522 on: August 18, 2009, 11:52:44 PM »

This is awesome! Hand Shake Left :D Hand Shake Right The inclusion of multiple stages really makes it feel less like a 'test' and more like a 'completed game' (or at least a demo).

I think the screen shake is excellent, but it should be used less liberally - only for the attacks that we really want to have great weight to them. For example, Iji's Neutral-A doesn't even cause any knockback, but it causes screen shake, which just looks weird.
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« Reply #523 on: August 19, 2009, 12:11:59 AM »

This is cool! Awsome to see the new stages in action. Few thingies:

The zoom's cool, but it seems a bit too much to me, gets claustrophobic at times. I think I have suggested this before, but look at this solution:

[technicalities]
I guess you have some kind of list of all the character's positions, and then you calculate a zoom-level that makes the screen include all those points. If you instead of one point let each character have two points that are counted into that calculation, you could put one of those points on the character's position, as is, and the other you put at the characters position + his current velocity vectors times five or something. That means that both the point where he is and where he will be in some frames has to be visible on the screen. That way, if a character is standing by the edge of the screen it will zoom in to just make him visible, same if he's running away from the edge. If he's at the edge of the screen and running/falling/moving towards the invisible areas the "future position" will kick in and make the screen zoom out. [/technicalities]

That way you can both zoom in as much as possible, but at the same time the players won't be frustrated by not seeing where they're going.

Deathworm seems to work fine, we should just add some flying earth sprites where it bursts up and a groundshaking sound effect. Also it would be cool if there was an animation between the far away one and the close one, like a middle distance animation. Warning triangles are cool.

To be picky, I'd like it if the red sky gradient in cube sector was but at an "infinite distance" from the camera, so that it doesn't change with the zzoming and scrolling. It's the sky, it's supposed to be far away. Also, music in cs is cool, but it's not from LiCS eh?

Maybe the character's throwing is a little weak?

Yellow cubes shouldn't spawn other cubes, me thinks Undecided


Super great work nightshade, impressive as hell! It's nice seeing this coming along so nicely! Hand Thumbs Up Left Grin Hand Metal Right
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Soulliard
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« Reply #524 on: August 19, 2009, 08:18:03 AM »

Quote
But yes, it's really fun, and I love the feel of it all. Quite nice.

It looks/sounds/feels great, awesome job!  Hand Thumbs Up Right
Thank you.

Any chance of this game eventually having netplay?
Chevy said he would help with that.

Everyone having some sort of projectile defense is great.
Except Nikujin. But he's fast enough to dodge most projectiles.

Quote
Oh god Trilby can AAAAAAAA really fast... not an issue of being hit, but it would be hard to block and counterattack, I would guess.
Yes. The attack has short reach, though, and you can generally only get two hits in before your opponent is knocked back too far.

Quote
Is Trilby vB a shield of some sort? The hitbox doesn't follow him. :/
It is a counter. It blocks any attack that hits him, and disables it so that the attacker can't use it again for a time. The hitbox is just a placeholder graphic to show that the attack is being used.

Quote
Liero still looks a little unbalanced. Some really good matchups, a few kinda bad.
Liero has a surprisingly diverse movelist. Even against opponents with good projectile counters, he can be effective with the Flamer and Fan, and a few well-timed Super Shotgun blasts.

[/quote]I'm sad you can't fan Liero's bombs anymore[/quote]
You can still fan his bombs. There is a glitch preventing him from fanning his spikeballs, though, which will be fixed in the next release.

I get this error:

Actually never mind, it's working now. I did the quality=0 thing.
A lot of graphic cards can't draw GM's surfaces correctly, which are used to display the pixel art more nicely. Turning the quality down (which removes the surfaces) should fix most errors.

Whenever someone is hit the whole screen flashes black for me.

EDIT: whenever someone is hit FROM THE LEFT! Attacks from the right work just fine.
Might have something to do with the screen shake code. I'll have to investigate. Worst comes to worst, I could always just include an option to turn screen shaking off.

This is awesome! Hand Shake Left :D Hand Shake Right The inclusion of multiple stages really makes it feel less like a 'test' and more like a 'completed game' (or at least a demo).
That's the idea. A few more small changes, and I think it'll be ready for a more public release.

Quote
I think the screen shake is excellent, but it should be used less liberally - only for the attacks that we really want to have great weight to them. For example, Iji's Neutral-A doesn't even cause any knockback, but it causes screen shake, which just looks weird.
Probably true.

The zoom's cool, but it seems a bit too much to me, gets claustrophobic at times. I think I have suggested this before, but look at this solution:
The game already does this to an extent, but I tried increasing the sensitivity to see how it felt. It helped reveal a little more of the stage, but it felt too exaggerated to me, especially during jumps.

Quote
To be picky, I'd like it if the red sky gradient in cube sector was but at an "infinite distance" from the camera, so that it doesn't change with the zzoming and scrolling.
Good suggestion. Don't expect it in the next release, though.

[/quote]Also, music in cs is cool, but it's not from LiCS eh?[/quote]
It's a remix by forum member Lamppost of Moskito, one of the songs used in LiCS. If you want to complain about inappropriate music, focus on the Noitu Love remix playing in the Death Worm Desert.

Quote
Maybe the character's throwing is a little weak?
You mean items, or moves like Xoda's >S. Item throwing speed varies from character to character.

Quote
Yellow cubes shouldn't spawn other cubes, me thinks Undecided
They shouldn't, but I haven't fixed that yet.
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KennEH!
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« Reply #525 on: August 19, 2009, 08:25:50 AM »

I found a glitch where Golden Knight can push characters through platforms with his vA. I'm not sure how to reproduce it, but it does happen from time to time.

Also this may have been answered before but why can't Golden Knight go into bonesaw mode by using charge?
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« Reply #526 on: August 19, 2009, 09:10:23 AM »

Quote
Liero has a surprisingly diverse movelist. Even against opponents with good projectile counters, he can be effective with the Flamer and Fan, and a few well-timed Super Shotgun blasts.

I was saying he looked a little overpowered based on my findings from playing the last version today and the fact that he looks unchanged now. In hindsight, I guess I forgot to take into account the smaller stages and the projectiles defenses.
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Soulliard
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« Reply #527 on: August 19, 2009, 09:28:56 AM »

I found a glitch where Golden Knight can push characters through platforms with his vA. I'm not sure how to reproduce it, but it does happen from time to time.
That only occurs when the target is right on the edge of the platform. I don't think it's a problem, nor do I see any easy way to 'fix' it.

Quote
Also this may have been answered before but why can't Golden Knight go into bonesaw mode by using charge?
There's rarely any reason not to enter Bonesaw mode, and requiring a special move to enter it served no purpose other than confusing new players.

I was saying he looked a little overpowered based on my findings from playing the last version today and the fact that he looks unchanged now. In hindsight, I guess I forgot to take into account the smaller stages and the projectiles defenses.
Liero's attacks are more powerful than those of any other character, but keep in mind that he has only about half the health of some other characters, and he has the lightest weight in the game.
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Soulliard
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« Reply #528 on: August 20, 2009, 09:22:11 AM »

By the way, I have sort of implemented the character records feature Shig suggested, which keeps track of how often each character is selected, wins and loses. If you scroll down to the bottom of the settings.ini file, you'll see the record.
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mokesmoe
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« Reply #529 on: August 20, 2009, 01:45:46 PM »

I actually found that myself! But due to the black screen glitch, I never finished a match.
Want to know what really ticks me off? With quality set to high, the screen never flashes black, but I still have the zoomed-in glitch.

EDIT: Could you tell me where the screen shake code is, so I can jury-rig a working version with my small amount of programming skill.

REEDIT: Never mind, I found it, and deleting the screen shake code fixed it.
« Last Edit: August 20, 2009, 02:13:41 PM by mokesmoe » Logged
Soulliard
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« Reply #530 on: August 20, 2009, 05:44:11 PM »

I think I know what the problem is.
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Radnom
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« Reply #531 on: August 22, 2009, 02:22:12 AM »

I'm having problems downloading from Host-A. I'm getting 404s and odd PHP errors on the site. Are there any mirrors?
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kyn
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« Reply #532 on: August 22, 2009, 03:55:48 AM »

Yeah, it's not working for me either, I uploaded to mediafire in the meantime
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Radnom
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« Reply #533 on: August 22, 2009, 04:48:17 AM »

Cheers!
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Soulliard
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« Reply #534 on: August 25, 2009, 08:14:05 AM »

Milestone 1 release is here!

There are now 3 completed characters: Naija, the Golden Knight and Liero.

And 3 completed stages: Cube Sector, Death Worm Desert and Bonesaw Hills.

The download link is on the first page.
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Laremere
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« Reply #535 on: August 25, 2009, 08:54:14 AM »

Very nice!
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Soulliard
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« Reply #536 on: August 25, 2009, 09:52:11 AM »

Thanks. Since this is a major release, feel free to spread the word.
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battlerager
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« Reply #537 on: August 25, 2009, 10:09:03 AM »

 Tears of Joy Tears of Joy Tears of Joy Tears of Joy Tears of Joy
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The-Imp
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« Reply #538 on: August 25, 2009, 10:14:05 AM »

Oh my god that was awesome, I love the new stages!

And there's the Liero portrait I made!
Tears of Joy
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ChevyRay
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« Reply #539 on: August 25, 2009, 10:25:46 AM »

Milestone 1 release is here!

There are now 3 completed characters: Naija, the Golden Knight and Liero.

And 3 completed stages: Cube Sector, Death Worm Desert and Bonesaw Hills.

The download link is on the first page.

Excellent! Kiss
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