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1026551 Posts in 41151 Topics- by 32757 Members - Latest Member: nanoboy

July 25, 2014, 12:11:33 AM
TIGSource ForumsFeedbackPlaytestingOpen Hexagon - challenging fast paced game
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Author Topic: Open Hexagon - challenging fast paced game  (Read 4289 times)
AeornFlippout
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« Reply #15 on: November 19, 2012, 06:48:26 AM »

You know what'd be really cool? If you put a really clear "Inspired By Terry Cavanagh's Hexagon" with a link to his website/IOS version.

It's cool that you want to tribute his work in this way - but let's be honest man, it's a clone Wink

He did on his video.

That's well and good - I'm not suggesting he didn't mean to tribute Terry.
But who will see this video? I didn't even know a video existed.

The point is - if the game itself contains a link/mention, then it could serve to at least raise awareness of the original and maybe give Terry a few extra bucks. A quick mention in a video or on forums like this probably won't have that effect.
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vittorioromeo
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« Reply #16 on: November 19, 2012, 08:10:10 AM »

I've added JSON scripting for levels in the next update. This is a big feature!
You can manipulate any game parameter during gameplay, at times you set in your level files. You can stop/reverse time, talk to the player, change speed, etc.

http://www.youtube.com/watch?v=xHNFAd6BMGE

What you see in the video is completely scripted with JSON commands.
They're easy to learn, and very flexible and powerful!

These new scripting capabilities add a lot of opportunities for level creators.
Any parameter can be changed at any time, adding text, stopping time, or even telling a story during gameplay.

And, as always, this is completely optional Smiley

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That's well and good - I'm not suggesting he didn't mean to tribute Terry.
But who will see this video? I didn't even know a video existed.

The point is - if the game itself contains a link/mention, then it could serve to at least raise awareness of the original and maybe give Terry a few extra bucks. A quick mention in a video or on forums like this probably won't have that effect.

Since version 1.11, which is currently released, Terry is credited on the main menu of the game, at all times. Links to Super Hexagon and honest appeals to people to consider buying it are in the readme and on the official page.
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Daiz
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« Reply #17 on: November 22, 2012, 11:57:14 PM »

I've been waiting for Super Hexagon to come out on PC for a good while now. This'll keep me sufficiently busy until Tuesday when I can finally throw some money into Terry's direction.

I've been mostly playing the hardest hexagon level now just because it has the best music, even though I haven't really made it past ~13 seconds on it yet. Good stuff. The < > pattern just keeps killing me...
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vittorioromeo
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« Reply #18 on: November 24, 2012, 09:00:13 AM »

I'd like to thank everyone for the feedback.

Version 1.2 is now available!

Watch the update video here:
http://www.youtube.com/watch?v=gRVVzf2EeMs

Read the README here:
http://wrttn.in/c7059c

This major update completely changes the level creation system - you can now use LUA scripting to create your own patterns, or create JSON events to make every level unique and to interact with the player.

Change any parameter during gameplay, surprise the player with traps or original level segments, turn your crazy pattern ideas into reality. The possibilities, thanks to the two scripting engines, are endless.

Player profiles were also added in the game - save your scores on your profile, and let other users create their own! And more importantly, prevent score data loss after updating the game.

And for those who prefer enjoying the game as it is - all the original levels have been updated with new patterns and scripting! There is also a new default level, with a completely new song.

You can download Open Hexagon v1.2 on the official page:
http://www.facebook.com/OpenHexagon

(The official page is also a nice place to send feedback, and share your own creations!)
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vittorioromeo
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« Reply #19 on: November 26, 2012, 06:00:02 AM »

Open Hexagon 1.3a is now available!
http://www.mediafire.com/?41z2ybz7gawy5rx
https://dl.dropbox.com/u/3724424/OpenHexagonV1.3a.zip

http://www.facebook.com/OpenHexagon

Great new scripting features, automatic difficulty variants, and some bug fixes.
Enjoy!

Changelog:
>Added: automatic difficulty variants (select in menu with up/down arrow key) - scores are not shared between difficulty variants!
>Changed: balanced default levels to feel more like a natural progression
>Fixed: random side changing now happens as soon as possible
>Added: LUA hardcoded functions for levels (onLoad, onStep, onUnload, onIncrement) - these are REQUIRED in level script files
>Added: LUA log(mLog) function, which sends a message to the console
>Fixed: LUA context now gets reset every time you start/restart a level
>Added: 3D effects (customizable in the level file) - they can be disabled from config.json
>Added: "rotation_speed_max" level parameter
>Changed: messages now show only the first time you play the level (not on restart)
>Added: "message_important_add" event - it shows even if you restart the level
>Added: playSound(mId) LUA command
>Added: forceIncrement() LUA command
>Added: messageAdd(mMessage, mDuration) LUA command
>Added: messageImportantAdd(mMessage, mDuration) LUA command
>Added: getDifficultyMult() LUA command
>Added: new level and Commando Steve song
>Fixed: impossible wall bug (?)
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vittorioromeo
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« Reply #20 on: November 28, 2012, 09:03:19 AM »

Open Hexagon 1.4 released!

Formatted readme: http://bit.ly/TqXBsY

This update focuses mainly on bug fixes and LUA improvements.
Debug log now only displays in debug mode.
LUA files should not crash the game anymore.
LUA can now get keyboard input and execute functions every frame.
Removed the pseudo-3D effects.
Difficulty multiplier calculations are slightly changed - it may be more effective now.

Download at: http://cdn.benjojo.co.uk/OpenHexagonV1.4.7z
Official page: http://www.facebook.com/OpenHexagon

(thanks to Benjojo for hosting!)

Have fun!

---

Changelog:
-Changed: LUA file execution errors do not crash the game anymore - they display an error in the console and kill the player
-Changed: LUA runtime execution errors do not crash the game anymore - they display an error in the console and try continuing the game
-Removed: scripted events from default levels (the flow isn't interrupted anymore)
-Removed: experimental pseudo-3D effects
-Fixed: index calculation bug in default pattern LUA files (thanks Sean Pek!)
-Fixed: level rotation always in the same direction
-Fixed: getPerfectDelay() not returning the correct values
-Added: LUA REQUIRED level function onUpdate(mFrameTime), which is called every frame
-Added: LUA isKeyPressed(mKey) command, as requested - it returns true if mKey is pressed
-Changed: logging is only enabled in debug mode, which can be set in config.json or by using the debug.bat file, which loads the debug config override

Sorry if there are any last-minute bugs. Please report them and I'll fix as soon as possible!
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Daiz
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« Reply #21 on: November 29, 2012, 12:25:04 AM »

Good stuff. I find myself playing this when I'm at the uni because I can't install Steam to play Super Hexagon here. I use Apeirogon to train myself for Hyper Hexagonest (which I just unlocked last night, and incidentally right now I have a higher record on it than I do at Apeirogon).

Anyway, there's one thing that I find troubling in Open Hexagon. Right now, only the center pulses to the beat, whereas in Super Hexagon, the entire screen pulses to the beat. On more than a few occasions, this has led to untimely deaths when the center expands and I get pushed into a wall that I would have dodged otherwise.

Also, I think you shouldn't give up on the 3D effects. They were certainly pretty distracting in 1.3, mostly because they didn't really seem like actual 3D effects but rather just the X and Y axis "wobbling" separately. Super Hexagon has the 3D effect present itself mostly as a slight "angle" (depending on the level), and it works out great.
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vittorioromeo
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« Reply #22 on: December 13, 2012, 05:58:32 AM »

Thanks for the feedback.



Open Hexagon 1.5 released!

This version has two big new features!
Level packs: all level related files/music/scripts/etc now stay in a single folder. Custom levels are very easy to share and install.
Pulsing effect: makes the walls move rhythmically. Easy to enable/disable, easy to customize.

Download: http://vittorioromeo.info/Downloads/OpenHexagon/OpenHexagonV1.5.7z
Official page: http://www.facebook.com/OpenHexagon

Full changelog:
Fixed: player death position now displays more accurately
Added: pulsing effect (can be disabled right in the main menu)
Added: level packs - sharing and installing levels is now really easy, just place the level folder in the Packs directory (unfortunately, scores are reset)
Added: additional shortcuts for menu options (requested by people having troubles with the function keys)
Changed: toned down difficulty multiplier's effect
Changed: difficulty multipliers has now a wider range
Changed: balanced default levels
Added: new hard endurance level, labyrinth
Changed: delay multiplier now has an effect
Fixed: minor LUA bugs
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vittorioromeo
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« Reply #23 on: March 03, 2013, 03:04:45 AM »

Hello everyone, I've just released version 1.7.
I'm trying my best to differentiate Open Hexagon from Super Hexagon.

This version introduces 3D effects and a brand new circular level (PI).

Update video: http://www.youtube.com/watch?v=9T8HWaxMv88



Have fun!

Download: http://vittorioromeo.info/projects.html
Discuss and share your creations: http://www.facebook.com/OpenHexagon

---

Changelog (1.6 -> 1.7):

Added: 3D effects (can be customized in style JSON files) (can be enabled/disabled/tuned in config.json file)
Added: antialiasing
Added: new default level, PI
Added: invincibility JSON config variable for debugging
Added: camera shake effect on death
Added: new main menu
Fixed: "renderTexture is too big" bug
Fixed: spinning bug in Aperoigon
Fixed: unable to use '0' character in profile names
Fixed: a lot of minor bugs and a game crash
Changed: custom sounds now require extension to play via LUA/JSON scripts (previous levels will need to be updated!)

---

Formatted README: http://vittorioromeo.info/Downloads/OpenHexagon/README.html
Source code: https://github.com/SuperV1234/SSVOpenHexagon
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caiys
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« Reply #24 on: March 03, 2013, 05:42:21 AM »

I'm trying my best to differentiate Open Hexagon from Super Hexagon.

you know you could just make an original game right?
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vittorioromeo
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« Reply #25 on: March 03, 2013, 05:47:02 AM »

I'm trying my best to differentiate Open Hexagon from Super Hexagon.

you know you could just make an original game right?

I will Smiley
Open Hexagon has many players though, and I need and want to maintain/update the game.
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JctWood
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« Reply #26 on: March 03, 2013, 07:55:29 AM »

Multiplayer is what I have always wanted in sper hexagon!!!! the game doesn't change pace so you could just have different left right keys allocated on the keyboard and multiple characters playing (i.e. arrows)?? This would be amazing and I would love you forever!!!!!!!

If it already has multiplayer then I am a stupid head sorry.
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vittorioromeo
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« Reply #27 on: March 03, 2013, 09:06:49 AM »

Multiplayer is what I have always wanted in sper hexagon!!!! the game doesn't change pace so you could just have different left right keys allocated on the keyboard and multiple characters playing (i.e. arrows)?? This would be amazing and I would love you forever!!!!!!!

If it already has multiplayer then I am a stupid head sorry.

It doesn't sound hard to implement (at least, 2 players on the same computer) - but how would the mechanics work? Do you have any idea in mind?

Maybe having 3-4 lives per player + powerups could work.
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JctWood
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« Reply #28 on: March 03, 2013, 09:52:43 AM »

The mechanics would be identical except you hit each other so you meed to squeeze up to get through gaps. The fun in it is beating high scores simulataneously. Just have it last man standing and then when they lose it restarts.
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@jctwood  |  programmer/jammer  |  jctwood.uk
caiys
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« Reply #29 on: March 03, 2013, 10:00:03 AM »

Considering the game's speed and tiny corridors player collisions could get mighty annoying. I'd at least have the option of turning collisions off with the main aim being to just outlast each other. Stats could be nice too like keeping tally of the total winnings and who has lasted the longest overall.
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