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May 22, 2013, 05:08:34 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Two of Us
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Author Topic: The Two of Us  (Read 1379 times)
keo
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« on: April 24, 2012, 11:12:08 AM »

The Two of Us
Code & Sound: Eugene Paik (Ekun)
Art: Keo
About:  Made for LudumDare23:TinyWorld.  HTML5 The game is about two brothers, living in isolation within their room, entertaining each other by enacting stories.  It features 3 boss battles.

This week Ekun and I are moving into polishing this project up.  And we'd love to hear feedback as we go along.  We'll be posting our updates and asking you guises all sorts of questions and looking out for suggestions.

We'll be working on the artwork, the boss fights, and story/dialogue for the most part.  fixing bugs and adding a few features.  I gotta run, but let us know what you think!  Thank you!

« Last Edit: April 25, 2012, 05:20:22 PM by keo » Logged
Sir Raptor
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« Reply #1 on: April 24, 2012, 03:03:36 PM »

First off, the difficulty level here is through the roof. I don't know if this is intentional or not, but it needs fixing. The shield ought to reduce health a bit more, or maybe it needs to have a larger hitbox, I'm not sure.

Second, while I was on the first boss, he dropped a rock on me, and I got stuck underneath. When that rock disappeared, another one landed on me, and I fell through the floor.
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John Sandoval
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« Reply #2 on: April 24, 2012, 03:16:17 PM »

hmm, yeah, the shield doesn't feel particularly useful

the non-pixel font is also jarring

with a few tweaks tho, this game could be pretty great!
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ekun
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« Reply #3 on: April 24, 2012, 05:47:44 PM »

First of, thanks for the feedback!

First off, the difficulty level here is through the roof. I don't know if this is intentional or not, but it needs fixing. The shield ought to reduce health a bit more, or maybe it needs to have a larger hitbox, I'm not sure.

Second, while I was on the first boss, he dropped a rock on me, and I got stuck underneath. When that rock disappeared, another one landed on me, and I fell through the floor.

The difficulty has been mentioned. Although I like the difficulty myself, I definitely think that it could ramp up more steadily instead of throwing you against the extremeness that the wizard is.

The rock pushing you through the ground was a bug I didn't manage to fix until the competition was over. It's been fixed in the most recent version, although I'll wait for keo to update the link for the main post to reflect that.


hmm, yeah, the shield doesn't feel particularly useful

the non-pixel font is also jarring

with a few tweaks tho, this game could be pretty great!

Yeah, we already have plans to find or create a better font to use.




Anyways, this game was a blast to work on. I managed to make something in HTML5, which I'm still new to, and I got to work with an awesome artist I met on TIGSource.

Most of the issues with the game have already been noted, and keo and I have something of a todolist to work through. A lot of the problems are due to not having enough time/steam to polish at the end, unfortunately. But I guess that's the nature of Ludum Dare  Smiley
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keo
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« Reply #4 on: April 24, 2012, 09:11:20 PM »

Updated the link
- fixed falling through wall bug
- dragon ai improved (Huh?)
- jump through platforms ( Hand Thumbs Up Left)
(ekun should fill you in on updates haha)

Thank you guys for playing and your feedback we really appreciate it!!!  
I didn't think the difficulty was that bad until playing it on a decent computer today - surprised how fast-paced this is.  Couldn't beat the first boss and was really annoyed by the death beam.  Ekun and I talked about having difficulty scaling in place.  That or we'll tone it down a notch, I'd like to be able to play through it myself haha.  I kind of am used to how fast, 15%-ish slower, it was on my netbook, it was difficult but still beatable and enjoyable.  Speed is something we could play around with (what say you ekun?).

The shield ought to reduce health a bit more, or maybe it needs to have a larger hitbox, I'm not sure.
hmm, yeah, the shield doesn't feel particularly useful

I also feel the shield is pretty useless right now, it makes you a sitting duck, and doesn't help much against the wizard.  Something we talked about in design but hadn't implemented was having the shield reflect various attacks back.  I'd also like to see the possibility of running with the shield.

This was my first ludum dare, my first collaboration and also the first project that saw the light of day, I really really enjoyed the whole process and how this came together in the last hours.  Really is a good feeling having something that I can show to my friends, as they die repeatedly and curse at the screen, its something I've always wanted  Smiley Also my mother knows I'm actually doing something with my time  Smiley and thats a good feeling too. Very positive experience.
« Last Edit: April 24, 2012, 10:02:59 PM by keo » Logged
ekun
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« Reply #5 on: April 25, 2012, 11:29:44 AM »

v.61

-Made the shield hitbox a little bigger. It should be possible to block the wizard's fireballs now  Wizard

-Wizard's summoned blocks collision improved. Before, the player always collided with the block. Now, the block is only collideable if a) the player was never touching it when it landed, or b) the player was touching it when it landed, but left it's bounding area once already. It feels much more intuitive and I'm happy with where it's at now.

-Improved the room collision code. Now makes use of a bit of preprocessing to make the collision checks faster. Each tile now has four flags for the four axis-aligned directions.

-Changed the music around a bit.

-Alternate control scheme.
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« Reply #6 on: April 25, 2012, 02:23:33 PM »

Any chance you're going to make this work in Firefox?  I tried it and it froze up while loading. 

(If you have to ask why I don't have Google Chrome .. the Google Update service was freezing up my PC for ~5 seconds every time it ran, and the only way to disable/remove it permanently was to uninstall all Google software, which I had to end up doing.)
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« Reply #7 on: April 25, 2012, 03:26:23 PM »

Any chance you're going to make this work in Firefox?  I tried it and it froze up while loading. 

(If you have to ask why I don't have Google Chrome .. the Google Update service was freezing up my PC for ~5 seconds every time it ran, and the only way to disable/remove it permanently was to uninstall all Google software, which I had to end up doing.)

Ah, sorry! The game does run on firefox. As for why it wasn't working when you tried just a bit ago, that was my fault :X I accidentally messed with a script that overwrote the landing page.

It's all fixed now; we do testing on Chrome and Firefox. If you still have issues with loading, please let me know, thanks.
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keo
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« Reply #8 on: April 25, 2012, 05:20:00 PM »

-Pushed another update without the superfluous stuff in the beginning for good reason and you'll hear why.
-Font has changed ( Hand Thumbs Up Left)
-Black dialog box

Had a very inspiring day!  The story/theme has changed and isn't confined to the ludum dare theme anymore.  Don't want to reveal too much but we'll be adding quite a bit to this project, including levels and more boss fights.  exxxcitement
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« Reply #9 on: April 25, 2012, 06:06:55 PM »

Unfortunately, I'm still getting issues loading this in Firefox 12.  This screenshot was taken with Firefox 12 running in safe mode (all addons/plugins/custom stuff disabled)

http://rydia.net/udder/!crap/loadBoom.png
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keo
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« Reply #10 on: April 25, 2012, 06:53:46 PM »

You might need to clear your cache I remember the progress screen stalling on me until I did that.  give it a go.  Let us know if that worked for you.

4/26/12
Inspiration was a bunk, saved for another project.  scope was too large.

We are aiming for a total of 10 boss fights by the time this is done.
Will be adding 1/4 hearts tonight.
dragon shoves you across the screen.
« Last Edit: April 26, 2012, 10:35:12 AM by keo » Logged
keo
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« Reply #11 on: April 27, 2012, 10:30:09 AM »

-Health/damage now based on 1/4
-dragon pushes you around/improved ai
-boss health animated
Wondering what others think about the difficulty with the increased life.
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« Reply #12 on: April 27, 2012, 03:12:07 PM »

I'm also having issues with it freezing during loadtime in Firefox, although i was able to get it to run with an earlier build by reloading it over and over until it got to 100%; the first boss is also the most difficult one by a pretty wide margin.

I really like the oil-painting style sprites. Will the whole thing be boss fights, or will you add some small platforming in before boss fights to mix it up? Also, do you plan to have a different level backgrounds and music?
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ekun
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« Reply #13 on: April 27, 2012, 08:02:47 PM »

I'm also having issues with it freezing during loadtime in Firefox, although i was able to get it to run with an earlier build by reloading it over and over until it got to 100%; the first boss is also the most difficult one by a pretty wide margin.

I really like the oil-painting style sprites. Will the whole thing be boss fights, or will you add some small platforming in before boss fights to mix it up? Also, do you plan to have a different level backgrounds and music?

I'm looking into the Firefox loading issue. It seems to be tied to how web audio is loaded though.

We are indeed planning new gfx and music, stay tuned Smiley
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« Reply #14 on: April 28, 2012, 04:38:04 AM »

AHHHH, this game is really hard and frustrating Angry
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