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879056 Posts in 32956 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 06:39:09 AM
TIGSource ForumsDeveloperFeedbackLastDay
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Author Topic: LastDay  (Read 757 times)
Lurk
Super Artistic
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« on: January 22, 2012, 05:31:25 PM »

I'm starting to wrap up some small game experiments I've been coding in my spare time; this is the first of these nibblets.

It came to me while playing the NES 'Adventure Island', trying to speedrun a level, thinking to myself(as my "hold right and attack, and jump at the last minute" technique seemed to be working) there's no way the game was designed to be played that way. That and a Skepticon video about probabilities.

http://www.lurksoft.com/lastdayhs/show_score.php



I'm trying to learn a bit more about scoreboards and other online aspects through this game, so any feedback will be appreciated. Thanks to TrollSplatterer's online highscore example, which really had me dig deeper into php and scripting.
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capn.lee
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« Reply #1 on: January 22, 2012, 06:15:42 PM »

If it's the highscore table you want us to test, it might be best to clear out some of your high scores. You have a lot more experience with this game than I do.
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Noyb
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« Reply #2 on: January 22, 2012, 06:44:55 PM »

Very nice old-school feel. There's so much charm in the character select screen. Kiss

I would love it if restarting a play session after death were juust a bit faster. Even just being able to tap space to skip a non-high score from being displayed would help the game flow. Too much downtime otherwise.

Scoring is *really* opaque. My eyes are focused on the bottom part of the screen, so I can't easily correlate my actions with my score. Feels like I get more score the more reckless I am (scraping fireballs, getting crosses when near death, exploding near zombies upon death)?

I'm also not entirely convinced there's a way past all obstacles the random level generator throws at you, particularly the absurd "your soul is mine" frenzy state, which seems to be a punishment for healing too much?

Edit: And I'd suggest only keeping the highest score associated with a given name on the high score board. Allows more players the chance to be on it.
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Lurk
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« Reply #3 on: January 23, 2012, 01:47:53 AM »

Noyb- Yes, the scoring system actually goes this way->

5-10 points every time you scrape a block closely, depending on your character and state
(Dee and panther need to be burning for the 10 pts, while Tara always gets it, because of the 1 hit death)

1 point for every(almost every) second you're alive, gets multiplied when in the frenzy mode, also gets multiplied for driving erratically(like zigzagging through the screen)

4 points for every lost soul bumped

crosses either heal you or push back the timer (the game throws obstacles faster and the screen area diminishes with time) but 5 crosses will send you to the frenzy zone where you can potentially make more points-but is way harder.

The slow restart has to do with the online highscore system, I haven't found a way around it(it slows down the framerate as it sends the packet, this is why it's on a black screen), the game is much quicker in that respect when playing offline. But I thought the same as I was playing Wink

capnlee- Sorry, I played to put some highscores there that seemed reasonable at the time(some in the low 200, to the 600) but maybe I should only keep my 600 and start a new one so others can build it up a bit
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verticalvertex
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« Reply #4 on: January 23, 2012, 02:14:57 AM »

The pixel graphic looks great.
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ortoslon
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« Reply #5 on: January 23, 2012, 04:46:15 AM »

my eyes! what's with all the flashing?

also, the game leaves supersound.dll and five .oggs lying around after i close it
« Last Edit: January 23, 2012, 10:12:52 AM by ortoslon » Logged
Lurk
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« Reply #6 on: January 29, 2012, 07:02:26 AM »

The ogg/dll left behind after closing is fixed now(dumb mistake on my part Wink)
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