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877253 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 01:26:28 AM
TIGSource ForumsDeveloperFeedbackFinishedSphere Shift
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Author Topic: Sphere Shift  (Read 2989 times)
Caran Elmoth
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« Reply #15 on: January 28, 2012, 07:04:51 AM »

Just played it! Hand Joystick I think the gameplay flow is smooth and pretty funny. Just a couple points:

1) Please, add the possibility to rebind the controls! Beg
2) There's something about the graphics that, after some minutes playing, makes me Crazy. Not sure about what it is precisely: maybe the colors in foreground and background blend too much, maybe there's too much detail in the background, or maybe it's the window size, I don't know.

Waiting for updates!:)
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Udderdude
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« Reply #16 on: January 28, 2012, 10:25:12 AM »

Just played it! Hand Joystick I think the gameplay flow is smooth and pretty funny. Just a couple points:

1) Please, add the possibility to rebind the controls! Beg
2) There's something about the graphics that, after some minutes playing, makes me Crazy. Not sure about what it is precisely: maybe the colors in foreground and background blend too much, maybe there's too much detail in the background, or maybe it's the window size, I don't know.

Waiting for updates!:)

1. This isn't an option in most Flash games.  If there's an alternate set of keys you'd like to suggest, maybe I can add it as a secondary option.

2. It's likely not the background since it's very dark and black.  Probably it just takes some getting used to playing a game with this visual effect.  It's quite disorienting at first.  This is why I didn't want to add all sorts of effects because it's already crazy enough as it is.

Working on boss fight today .. hopefully will have something to show later on.
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Udderdude
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« Reply #17 on: January 28, 2012, 02:32:46 PM »

Boss preview http://youtu.be/dJummcZrtWI

Lots of bullets going everywhere! Tongue
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CorazonAzul
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« Reply #18 on: January 28, 2012, 04:35:41 PM »

Platformer/shmup :O
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Soul Compass - Gameboy style RPG
MASAMI Sushi Ace - NES style Puzzle
SolarLune
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« Reply #19 on: January 28, 2012, 04:47:43 PM »

Very nice game. I think that the 'alternate dimension' stuff could be faded out a tad more - looks kind of like you can touch the skulls and stuff. Just a suggestion. Very interesting idea, though!
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Udderdude
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« Reply #20 on: January 29, 2012, 05:22:48 PM »

I made the skulls 5% more transparent.

Did some more work on bosses today.  I decided to give them a shield that holds up while they are firing, and you can only attack them between their attacks.  This solves the issue of having to frantically click like a madman to kill them, and lets you concentrate more on actually dodging their attacks.

First patterns of boss 2 : http://www.youtube.com/watch?v=16LEntCreEQ
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Caran Elmoth
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« Reply #21 on: January 30, 2012, 06:45:22 AM »

1) Please, add the possibility to rebind the controls! Beg
1. This isn't an option in most Flash games.  If there's an alternate set of keys you'd like to suggest, maybe I can add it as a secondary option.

If I may suggest, from what I recall about working with actionscript, you should receive an event (in the form of a function call), which gets a KeyboardEvent type var as a parameter. In the function, then, you confront the keyCode member of the KeyboardEvent parameter with the key codes you want to check. If you store the key codes for the commands (move left, move right, jump, etc.) in some variables you should be able to let the user change them at runtime. Maybe I am just missing something: it's been a long time since I last worked in AS3 Smiley Else, the nice ol' "wasd" combination would be sweet as an alternative key set.

I like the boss action in the video very much, by the way! Beer!
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Udderdude
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« Reply #22 on: January 31, 2012, 08:45:51 AM »

I had already changed the keys in the game to WASD.  Clear your browser cache and try loading the demo again.

Bosses are done.  Moving on to the Orange levels.  Things are starting to heat up, and it's going to get hard.  Hopefully will have a video of this soon.

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Udderdude
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« Reply #23 on: February 08, 2012, 08:35:44 AM »

Recent changes : Enemies that activate after a certian amount of time now have countdowns above them to show when they'll activate.  Also, when you warp into certian objects it will now display a "Blocked" message/sound when warping you back.

Some new enemies have arrived.  Magenta, Yellow and Teal enemies are around now.

Screenshots of some WIP levels :


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eigenbom
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« Reply #24 on: February 08, 2012, 02:32:35 PM »

Good to see you're making progress, had a quick play, its prettty fun.

That UI has got a lot more complicated, is there any important info you wanted to stand out? Or is it all vital?
 
Also can you applying filtering to the rotated world sprite?
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Udderdude
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« Reply #25 on: February 09, 2012, 05:30:59 AM »

The level display is the least vital, bonus items collected isn't very important either.  I could try hiding the spring, platform and bomb displays if there are none in the level.

I'll probably add filtering in a later update.

Another new level shot.  It's an internal level, but there's no ring around it to keep you inside.  If you fall off, you're dead .. watch your step!

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Franklins Ghost
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« Reply #26 on: February 09, 2012, 06:55:07 AM »

Nice change from the sphere. Think it will really mess with the player not having the safety of the sphere to fall back onto.
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TurboLento
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« Reply #27 on: February 11, 2012, 02:51:06 AM »

I loved this game! Love the graphics, the physics feel, the whole thing. Feels very polished, and would be a memorable 90's console game.

Now some complaints!

The rotation kind of messes with my eyesight, I kind of have to unfocus my sight and not look at any moving part. Not sure how to fix that, but just thought I might tell you this could be an issue with more people. It's worst when I look at the middle ground ball when it's rotating, or try to follow any rotating objects with my sight. But it's fine when the character is stationary (this is an issue that i've noticed with myself when playing other games which feature full screen rotation. I can play FPS games fine though)

It's very unforgiving on placing spring and platform errors, if you make a mistake you have to restart the level. Maybe give the option to turn the platform or spring back into a bonus ball, or just absorb them when pressing their "place" button? I got stuck on that level where the exit is in the air since I, repeatedly, couldn't place the platform in the right place (which also happened due to the problem I mention next).

I could never figure out where the platform was going to appear. Maybe pressing "Q" makes a a little preview box on where the platform will appear, and then mouse click places it. Could even allow the user to "aim" where the platform would be placed, within a radius around the character.

I constantly forgot which key does what. Maybe keep a small drawing on the top corner on what key does what - as in "Q - flip, E - platform, F - spring"? Or reduce the number of keys used, by using an "inventory" key, that activates an inventory (Minecraft), or flips between the available actions, and another to "use" the action selected (Comix Zone).

The music is ok but repetitive, I shut it off, personal taste absolutely Smiley

I liked that I could kill the enemies from afar, without having much faith that I'd hit them, but ending up hitting anyway, that gave me as a player a "nice aiming skillz, I rule" feel, that's good Smiley

Good luck with finishing the game!
« Last Edit: February 11, 2012, 02:57:30 AM by TurboLento » Logged

Udderdude
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« Reply #28 on: February 11, 2012, 05:36:47 AM »

Thanks for your feedback.

Quote from: TurboLento
The rotation kind of messes with my eyesight, I kind of have to unfocus my sight and not look at any moving part. Not sure how to fix that, but just thought I might tell you this could be an issue with more people.

Not much I can do about this, sorry.

Quote from: TurboLento
It's very unforgiving on placing spring and platform errors, if you make a mistake you have to restart the level. Maybe give the option to turn the platform or spring back into a bonus ball, or just absorb them when pressing their "place" button?

I could make this work.  Explaining it to the player might take a bit more effort.

Quote from: TurboLento
I could never figure out where the platform was going to appear. Maybe pressing "Q" makes a a little preview box on where the platform will appear, and then mouse click places it. Could even allow the user to "aim" where the platform would be placed, within a radius around the character.

Don't like the idea of involving the mouse, too complex.  It should always appear facing the direction of your character.  I could add some additional text mentioning this.

Quote from: TurboLento
I constantly forgot which key does what. Maybe keep a small drawing on the top corner on what key does what - as in "Q - flip, E - platform, F - spring"? Or reduce the number of keys used, by using an "inventory" key, that activates an inventory (Minecraft), or flips between the available actions, and another to "use" the action selected (Comix Zone).

I could show the keys on the interface.  I don't like the idea of a scrollable interface as there's only three items, so it seems a bit excessive. 
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Udderdude
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« Reply #29 on: February 12, 2012, 03:54:49 PM »

Skulls are now colored based on object type: Death balls are purple, walls are orange.  Also, gold on other layers will now appear, giving you a hint where you should warp.

I've finished the hard levels and all is left to do is some testing and etc, then hopefully this project will be done.  Yay!
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