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878432 Posts in 32923 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 09:57:08 PM
TIGSource ForumsDeveloperFeedbackTELENAUT - 2D Starfox-style Action!
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Author Topic: TELENAUT - 2D Starfox-style Action!  (Read 4183 times)
James Rossi
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« Reply #15 on: February 17, 2012, 12:46:01 PM »

If at all possible you can keep the current game difficulty as is, just separate it into a hard difficulty setting. And have an easier difficulty so babies like me can still enjoy it.
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Linc
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« Reply #16 on: February 20, 2012, 04:00:42 PM »

I'd be interested to play this, if you want to post or PM me a download link.
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-Lincoln Bergeson
AdamButcher
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« Reply #17 on: February 21, 2012, 03:27:26 PM »

Sorry, yes, I've got a few people PMing me for a download link - I'm just holding off at the moment trying to impliment the following:

-Auto-aim
-Some levels easier (less waves)
-More visible power-ups
-Stop major crashes
-More comfortable boosting/braking

Hopefully have something next weekend! Who, Me?
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SaintHeiser
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« Reply #18 on: March 02, 2012, 08:22:22 PM »

I played your game again(new version) and I can beat more levels: desert and factory.

The factory was extremely hard. I mean the levels where player got the key: Inner Working and Holding Bay. The last one is unreally hard because of no repairs in the level. I can beat it from 20-th or 30-th chance.

I can beat only one level in The Energy Hive, because of other levels are hard.

About weapons: I find them very intresting. I like the drill booster. This weapon add more various gameplay. But I think, that make same levels with that weapon not good idea. I mean level in desert with drones and levels in factory with shooting drones. The same joke don't make laught again. The Holding Bay is really damn level!

I happy that you added auto-aiming and worked with controls. It's more comfortable now =)
But levels with small space for moving are stay hard for me...

I really like the other two sentinels. But I think desert sentinel more easier that sentinel in the forest. I beat him with 3-d chance. But I can't understand how to avoid few big plasma balls.

I really like the map. It's very polished. But I noticed some glitch. If I go from desert to energy hive and return back then part of energy hive become not visible and visible again. But if I go from factory to energy hive then part of energy hive become not visible. And when I return back in factoryt then part of hive stay not visible.
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Danmark
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« Reply #19 on: March 03, 2012, 03:44:18 PM »

I've yet to play the new version, but I checked out the new Sentinel song, having seen that the music's in MP3 form now. There's too much reverb, and the whole sound is too thick, making instruments with sharp attacks lose their bite. Particularly the drone in the background is much too loud. I think lots more equalization is needed. Briefly listening to other songs, the problems is similar elsewhere.

Maybe it's better in game, but the music sounds tacky and ersatz right now. Even if you hadn't played the old version, I think it would be clear that someone shoehorned new instruments into music composed for real-time synthesis.

Finally, I only noticed it in Sentinel, but there's obvious clipping through much of the song. Checked in Audacity to make sure. Probably best to check all the songs.

EDIT-
Okay, Security Measures is suitably dumbed down. Perhaps too much so: I did it on my first try, with half my shields, and another repair module sitting there. Then again, I did practice the shit out of that level on the old version. Anyway, I could actually enjoy myself on that level this time.

Aiming still feels kind of wonky, but my shots over medium and long ranges connect much more often.

Good job on making the modules visible. Actually, that they're bigger fixed a problem I didn't fully acknowledge until it was fixed. Back on the old version, several times I missed a desperately-needed module and died, which was the most infuriating part of the whole experience. This time I accidentally picked up a repair module I didn't want...

Cool enemy design on the level where you use the boost trail on those armored X fellows. I love how you have to improvise new tactics throughout the game.

The redone music is much better in-game than I expected, but it still needs work.

Gave up on my first attempt on the Weapons Factory sentinel, but not due to difficulty. Been experiencing some severe slowdown whenever there are many objects. On WF Security Measures, it went down to ~5 FPS a few times. On the sentinel, it lurches severely every time his laser fires, and gets a bit choppy after he's fired lots of minigun rounds.

Never experienced any slowdown on the old version, and my computer should be ample for Telenaut. Just checked the WF sentinel on the old version; runs fine.
« Last Edit: March 03, 2012, 04:35:36 PM by Veracity » Logged
Ben Claxton
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« Reply #20 on: March 03, 2012, 06:15:16 PM »

Thanks for the feedback guys, glad you gave it another go Smiley

Veracity, the slowdown is most likely a Direct X issue. Try turning it off in the Telenaut Settings. We put the option there in case some computers ran the game better with it, but it seems to just cause slowdown. So ye, try turning Direct X off. Let us know if it helps.

Regarding the music. The problem we have is that the system we're using has no option to increase the volume of the tracks in game, only decrease it, so we opted to make the actual mp3s as loud as possible. This, coupled with the fact that I'm not very experienced with sound production, means that the quality has suffered somewhat. Perhaps it would be better sacrificing volume for quality.

Glad to hear you're getting further SaintHeiser. You can use the break a lot more freely in this build so that might help with those tight areas. Keep at it!
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Linc
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« Reply #21 on: March 03, 2012, 07:56:50 PM »

What language and libraries was this written with?
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-Lincoln Bergeson
AaronLee
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« Reply #22 on: March 03, 2012, 08:25:42 PM »

Nice job, man! I love this! Nicely realized concept from what I can see in the trailer. Well expanded and elaborated.

Not sure if you're looking, but if you want someone to help with mechanical design/pixel art I'd be game. You can see what I do in the game in my sig.
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Danmark
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« Reply #23 on: March 03, 2012, 11:08:56 PM »

Veracity, the slowdown is most likely a Direct X issue. Try turning it off in the Telenaut Settings.

Yep, that did it.

Just now, on my second attempt at the WF sentinel, after an instant retry, the dude just stopped indefinitely. I think he was just about to go plug himself into the wall. The first attack he made this time was with rockets (it's been the laser every other time). Here's a screenshot showing his position.
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RyanHuggins
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« Reply #24 on: March 04, 2012, 03:16:37 PM »

I really like the artwork in this game. Also, that trailer makes it look like a pretty fun game. It's pretty crazy what MMF can do despite the lack of coding. :I
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AdamButcher
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« Reply #25 on: March 05, 2012, 02:14:18 PM »

Thanks for the good feedback all. Smiley

If anyone else wants a download link - just PM me! Maybe you Ninjuit? Hand Joystick

Quote
the dude just stopped indefinitely
Veracity - dammit I thought I'd fixed that bug! Will have to look into it again.
Shouldn't be game-destroying tho - I remember it's pretty rare...

Would love to hear if you've got to the 4th world yet.

Also, I noticed from your screenshot that your fonts haven't installed properly? For everyone playing, we use the EditUndoFont - did it install for anyone properly??

Your HUD is meant to look like this:



If it doesn't look like that, you can get the font files here: http://www.adam-butcher.co.uk/wp-content/uploads/2012/03/EditUndoFont.zip, or google search 'em.

What language and libraries was this written with?
Linc - "MMF 1.5" is all I know - I think that's C++ through Windows??. Key extensions are DirectShow (using bass.dll) and not many others. All homemade graphics and code.

OK keep it coming, anyone else...
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Linc
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« Reply #26 on: March 05, 2012, 02:45:20 PM »

Oh, you used Multimedia Fusion?
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-Lincoln Bergeson
AdamButcher
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« Reply #27 on: March 05, 2012, 02:54:00 PM »

Oh, you used Multimedia Fusion?
That's right. It's limited but good/easy enough for a hobbyist.
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Linc
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« Reply #28 on: March 05, 2012, 03:11:33 PM »

Right, right. IIRC IWBTG was written in MMF
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-Lincoln Bergeson
Danmark
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« Reply #29 on: March 05, 2012, 03:59:49 PM »

Veracity - dammit I thought I'd fixed that bug! Will have to look into it again.
Shouldn't be game-destroying tho - I remember it's pretty rare...

I'm sorry to hear that. Thinking you fixed a bug, and then having it come up again is the worst feeling in making software. Good luck reproducing it. Didn't happen on any other attempt (of which I had 8 or so).

Did make it to the fourth world. Quite enjoyed the first level, except having to fly through the same tunnels over and over was kind of tedious. That escort one... it's not merely unfun, but anti-fun. It seems to be entirely based on trial-and-error and memorization, unlike other levels where new scenarios are introduced, which you can potentially resolve on your first try. Nor does it emphasize gaining new skills, because it's easy if you can recall the pattern in a timely manner.

The timing on the beam is difficult to memorize, and it's necessary to do so, being that your boost is a limited resource, and that the beam only signals a shot a fraction of a second beforehand.

I'm not sure whether that level can be "fixed". Its very premise is broken. Still haven't finished it btw.

Also, once on that level, I killed myself with escape, starting the death tune. The object you escort was destroyed a few seconds later, and the death tune doubled up.
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