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877945 Posts in 32895 Topics- by 24322 Members - Latest Member: AgerraTrel

May 20, 2013, 08:09:06 PM
TIGSource ForumsDeveloperFeedbackFinishedNinja Fish
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Author Topic: Ninja Fish  (Read 3764 times)
kamac
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« Reply #15 on: February 25, 2012, 05:19:30 AM »

Nicely done site I must say!

Althrough, Windows Phone 7 is, meh. Do you happen to write it in XNA/C#?
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Pemanent
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« Reply #16 on: February 26, 2012, 01:30:14 AM »

@Kamac
Thanks! Whats wrong with wp7? I love the os. Right now the only problem is that not very many people use it. I think its much better than ios or android. I am using xna actually so a port is not out of the question, just the fact that I hate porting code. Smiley

Some more work this weekend. Smiley
- Worked more on world scrolling. So it automatically creates bounds and won't move the camera outside of the bound to make sure the player will never see empty space.
- Worked on the UI.
A jump button.


A pressed jump button


I also moved the air bar down under the controls and made it a ton bigger. Its even more ominous now.


I still need to make it look better but I definitely like the location and size.
The UI feels decent. It doesn't seem to fit the tileset very well. I'll need to still play around with it a bit to get a more cohesive look.

Progress is pretty good I think. Smiley
« Last Edit: May 02, 2012, 07:11:36 PM by Pemanent » Logged

kamac
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« Reply #17 on: February 26, 2012, 01:38:26 AM »

Quote
Thanks! Whats wrong with wp7? I love the os.

My father had WP7, ( I liked it too ) but after some time it started to terribly lag. Opening messages was taking loads of time (counted in minutes). Maybe his phone was just weird.

Quote
I think its much better than ios or android.

A true fan you are  Addicted

Progress seems nice, but a background would do. It's dark at the moment.
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Pemanent
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« Reply #18 on: February 26, 2012, 01:15:13 PM »

Quote
Thanks! Whats wrong with wp7? I love the os.

My father had WP7, ( I liked it too ) but after some time it started to terribly lag. Opening messages was taking loads of time (counted in minutes). Maybe his phone was just weird.

Dang! I've had mine for about 6 months and so far it runs the same now as when I got it. Hopefully that doesn't happen to me! I should say that so far my experience with it is great, but my opinion would definitely change if something like that happens!

I've actually never owned an android or ios phone, so I guess I shouldn't talk crap since I don't really know what I might be missing.

Yes parallaxing is definitely on my to do list. Smiley
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kamac
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« Reply #19 on: February 26, 2012, 01:53:02 PM »

Quote
I don't really know what I might be missing.

Android Market/iTunes  Tongue

What will the game be sold through?
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Pemanent
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« Reply #20 on: February 26, 2012, 05:48:10 PM »

Android Market/iTunes  Tongue

mmm true. It will just be sold through the wp7 marketplace.
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Pemanent
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« Reply #21 on: March 02, 2012, 01:17:41 AM »

- Worked on the background tonight. Took me a while to get a good contrast between the foreground and the background without making the whole level feel super dark. Still needs work but much better than black.

- Started level 2 and 3. Here are my thoughts on the levels. I've hardly done any level design so if you have any critiques so far then please I'm all ears.

level 1 - Let the player get accustom to the control and the main idea of the game. Beatable on first try. Player start on the left and ends on the right.


level 2 - Show player wall jumping. Still an easy level but the player will need to figure out the wall jumping controls. Player starts on the left and ends on the right like level 1.


level 3 - I want this level also to be beatable on the first try but not as easily as the others. Here I want the player to see what it feels like to bearly get to the next pond of water before they run out of air. I also introduce different pond locations, player starts on the right and ends on the right as well which is new.


In level 4 I would like to introduce the end pond being off screen. This will force the player to move right into unexpected territory to find where they need to go next. I will probably introduce intermediary ponds here also (ponds which fill up your air bar but don't move to you the next level). This level should be pretty easy and beatable on the first try.

Level 5 this level will introduce some difficulty. If you mess up your jumps here you will run out of air and not make it in time. This level should only be beatable for experienced players. Only one intermediary pond.

level 6 will be a lot like level 5. Somewhat difficult, not beatable on first try. There will be more than one intermediary pond in this level.

I need to work on different background for each level but they will all follow the same theme as what you see here.
Yeah! Decent progress I think. Overall player movement still needs work but its been handling pretty well in these levels. I'm not sure how many levels I want. I don't want this to be a big game so probably something around 25. I will just see what ideas I come up with. There are still a lot of possibilities!
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Franklins Ghost
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« Reply #22 on: March 02, 2012, 02:20:13 AM »

Level designs seem to work well so far in letting the player get used to the game and also progressively introduce new techniques and difficulty.
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Pemanent
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« Reply #23 on: March 08, 2012, 07:34:52 PM »

#Ghost
Thanks. I don't think I'm doing to bad considering this is my first real experience with level design.

I made another dev video. Check it out.



Let me know your thoughts!

Also anybody know how to attach a link to an image?
« Last Edit: March 20, 2012, 11:10:40 PM by Pemanent » Logged

Franklins Ghost
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« Reply #24 on: March 08, 2012, 08:12:48 PM »

Level designs are looking nice. Only thing I found strange was on level 3 when you finished off on the left side and started level 4 on the left. Think it would work nicer if you started on the opposite side like the rest of the levels. Like the continous feel. Level designs are looking great so far though, so nice job.
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« Reply #25 on: March 08, 2012, 09:05:22 PM »

Thanks Mr.Ghost! At the time I wanted to show the player that the ending pool is not always on the right but in the time since I've grown to agree with you. The player will always end on the opposite side he started.
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Franklins Ghost
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« Reply #26 on: March 08, 2012, 09:26:05 PM »

Sounds good. Also if you want to attach a link to an image you can do it like this

[ url=http://][img]http://.jpg[/ img][/ url]

Just take out the spaces. So just wrap your img with a url
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Pemanent
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« Reply #27 on: March 20, 2012, 11:03:06 PM »

#Ghost
Thanks! I'll update my posts.

I just wanted to say that I updated the site again. Added wordpress shenanigans so its not a ton easier to make posts and people can comment and such. I still need to add networking buttons but that shouldn't be too hard.
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« Reply #28 on: March 26, 2012, 05:22:20 PM »

Just a quick update. Added spikes and level 12 which introduces spikes. Its a bit rough of an intro so I might need another level before this to more slowly introduce the spikes.



Also, I had an idea today, that the hardest part of a level should be towards the end, to increase the intensity. So I'll go back and re-arrange the level 'features' with that in mind.
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Pemanent
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« Reply #29 on: March 27, 2012, 09:39:41 PM »

General update Smiley
- Shortened the air bar so now your thumbs aren't in the way when it gets low.

- Fixed a few small bugs with player movement and world movement.
- Created levels 13 and 14
- Improved a few levels to make the most intense features at the end. Also the player now always starts on the left in all levels.

That is about it!
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