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877232 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 18, 2013, 10:43:15 PM
TIGSource ForumsCommunityAnnouncementsWalker: A One button ADVEEENTUUUURREEE
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Author Topic: Walker: A One button ADVEEENTUUUURREEE  (Read 2639 times)
VDZ
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« Reply #15 on: August 05, 2012, 05:20:59 AM »

Aw man you got 82! There must be one that respawns due to a number off somewhere. There's only supposed to be 68... oops again  Embarrassed  Welp, you are the super winner!
The number is now at 83, not sure how many are really well-hidden (such as that hidden block one in the dungeon) so I might not have them all. I think there's multiple that respawn; I was confused about when a plusm did or didn't count as 'collected' (whether they reset at death, falling off the screen, etc), but I guess they always counted as collected and some just respawned.


I'm sorry you had to be a geauni... geini...  ginny pig! but thank you for being so thoughrough!... th.. thou..  oi .  Those problems SHOULD be fixed now. Oh I updated the moon. Hiscore works now but your save wont work with the new exe   Concerned  I can send you a save file with all the plusms so you can try at the new moon. perhaps?
I tried the new version, but the plusms are still bugged. For example, in the first level there's a part where you go down a couple of platforms avoiding cactuses, and the topmost (optional) platform has a plusm. It doesn't appear when I first come there after starting the game, but after killing myself and respawning at the start point on the ground under the platforms, the plusm reappears. Collecting these fake plusms still raises my total plusm count.

I think you should count the number of plusms on the spot (checking for each plusm if it has been collected yet, and if so, you have +1 plusm) rather than having a game-wide variable that's incremented for each plusm you collect. That way, even if someone does manage to dual-collect a plusm due to some bug, it wil still count as only one plusm collected.

(Haven't tried the new moon yet since I'd like to wait with collecting all plusms until it works without having to replace my savegame.)
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flipswitchx
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« Reply #16 on: August 05, 2012, 02:17:53 PM »

I think if your using the new exe with an old save thats the problem. each plusm does have an ID that is accounted for but i had the numbers off by 1  Facepalm  so its going to read your old save and remove the wrong ones.  Droop sorry
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VDZ
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« Reply #17 on: August 05, 2012, 03:28:32 PM »

I think if your using the new exe with an old save thats the problem. each plusm does have an ID that is accounted for but i had the numbers off by 1  Facepalm  so its going to read your old save and remove the wrong ones.  Droop sorry
No, I started without a save (installed to a new directory), the save originated from the new version. I didn't even try my old save with the new version.
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Andrio
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« Reply #18 on: August 05, 2012, 09:58:12 PM »

There is a very interesting concept here. However I find Walker a bit of a pain to play.

Occasional miscommunication in the level design, spikes in difficulty and other (mostly) minor things just ruin the experience.

Rapidly pressing Z to recover makes no sense whatsoever. It's awful. Please remove it.
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« Reply #19 on: August 06, 2012, 07:01:36 PM »

SOooooo I was casually browsing Indiegamemag when BAM  Shocked I saw this link

http://www.indiegamemag.com/double-freeware-walker-neoteria/  (sorry if you already know this stuff)

-"There’s a huge variety of different enemy and terrain types, obstacles and springs, and they all affect how you move. One colour of spring might automatically launch you into the air, while another only works when you jump from it. It’s a pretty tough game as well – a few mistakes will knock Walker out, although there’s a boxing-esque recovery system that lets you button mash your way to a second wind, although each time you go down it gets a little harder to stand up again. Good thing there’s fairly regular checkpoints."

Also please check out Neoteria which is featured in this article as well.  http://forums.tigsource.com/index.php?topic=27787.0

Oh and while browsing RockPaperShotgun I was super surprised when I found this.

http://www.rockpapershotgun.com/2012/08/06/push-his-button-walker/  Addicted

also another site I frequent quite often covered this game too http://indiegames.com/2012/08/freeware_game_pick_walker.html

What I'm trying to say is...this game is getting mad coverage. Keep up the good work dude!
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VDZ
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« Reply #20 on: August 10, 2012, 11:59:53 AM »


This switch doesn't do anything (not even flip) if I touch it.


Respawning plusm.

It might be a good idea to re-check all of the plusms, as there might be more and I won't notice every respawning plusm.


You can get stuck here by breaking blocks in the wrong order and not turning in time.
« Last Edit: August 10, 2012, 12:54:46 PM by VDZ » Logged
VDZ
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« Reply #21 on: August 10, 2012, 01:24:36 PM »

<blink>SUPER MAJOR ISSUE</blink>

You seem to have changed either the 'fast ground' or the sliding rules. As a result, a couple of the slides in the final level no longer match the level design. The first two times it just results in your inevitably being hit by spikes due to not sliding for long enough, the third time it goes right, the fourth time (for the plusm) is impossible, so you can't collect the plusm, and the fifth time...


"...crap."

Yeah, that's kind of a game breaking bug right there, since there's no other path to the level exit.

(Also a minor bug regarding fast ground; if the new night music is playing in the first level, you don't get any music effect when going over fast ground.)
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VDZ
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« Reply #22 on: August 10, 2012, 03:50:57 PM »

Thank you for repeatedly playing and testing VDZ
I've fixed the problems. I can't believe i was off on the plusms again. There shouldn't be any repeats now. I'de like to credit you in the playtesters.
Your website is still in 'can't download because I'm fixing shit' mode, not sure if that's intentional.


I'de like your opinion on the new night music. I felt that breaking up the music of the stage would be nice but I sort of rushed to produce that night track and I don't know if it fits.
Assuming that the non-functional switch is meant to work properly and turn it back into day:
It's a very repetitive tune, and you will notice that even when walking the short bit from the first switch to the second one, though it's not more than a minor distraction. Players might however not hit the second switch at all and prefer to play the rest of the level in night mode; in that case it would become a minor annoyance.
Style-wise, it's very fitting, it really has a 'it's now night' vibe.
One unfortunate minor problem the music causes, however, is inconsistency; in the first level, when you flick the switch, you get special night music, but the same is not true for other levels (whereas it would feel more complete to the player if that behavior were consistent across the entire game, similar to how you get sped up music whenever you walk on a fast surface regardless of level).

Can't you make an alternate version of the normal level theme with the same style as the current night music? That should solve the variety issue and keep the added 'look it's night now' effect.

I also found another significant bug: The level select menu doesn't work. Whenever you try to move the cursor, it resets to the first item in the list.

I'd also like to request a small feature: Can we see on the level select screen how many plusms we have left to collect in that level? I know I currently have 59/68 plusms, but I don't know where they are. Having to replay the game over and over again hoping to find plusms I hadn't found before is kind of a wild-goose chase, it would be very convenient if players could get a rough estimate of where they have to look.
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flipswitchx
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« Reply #23 on: August 10, 2012, 04:37:51 PM »

Ok. I will try.
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VDZ
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« Reply #24 on: August 19, 2012, 05:48:16 PM »

Just downloaded 1.62.

The alternate exit in the first level no longer leads to the skybridge in the second level. Does this mean the hidden level behind it is no longer reachable, or is there still a way to reach it?

Anyways, my plusm count is totally off. The numbers don't even add up to the total number of plusms I've gathered. Could this be because I'm using a save from 1.4?


Also, a minor bug: If you fall asleep (due to the cloud) in the air while wearing a boot, the first press not only slaps yourself but will also cause you to double jump (from the boot), even though you're not supposed to be able to because you're asleep.

(Current The Moon score: 16.140. It really needs music.)
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flipswitchx
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« Reply #25 on: August 22, 2012, 11:47:47 PM »

Wow hahah. how the butt did that happen?  Well thanks goes to you once more VDZ.
I corrected the issues you talked about. Oh the plusms, yes most likely because you cross pollinated with an old save file. Version 1.5 and up and it would've worked. The plusm counting system is now absolutely correctified. Even if i move stuff around in newer versions, which i don't plan on doing, it will work with saves from a couple versions back. (but not 1.4 (sorry :<))

Okay.
And the moon music.

You have inspired me I will work on a moon song soon. :J
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