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333538 Posts in 10745 Topics- by 8466 Members - Latest Member: qissy52

February 09, 2010, 06:36:40 AM
TIGSource ForumsCommunityFeedback (Moderator: Guert)The Katakijin Thread (NEW DEMO)
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Author Topic: The Katakijin Thread (NEW DEMO)  (Read 24402 times)
handCraftedRadio
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« Reply #15 on: January 19, 2008, 08:23:50 AM »

The fighting system is really cool and the graphics look great, but I could have used a few different kinds of enemies. It started to get repetitive for me after awhile of fighting the same guys. I don't know if you included more later in the level because I died before finishing, but if you don't you should add some more. I think it would be nice to include some extra lives for the player as well. I also agree with SplinterOfChaos, it seems like you can't jump very high and it seems ninjas should be good jumpers. It took me a little bit to figure out how to get out of that pit at the begining, too. Cool game though, I really liked it. Keep working on it and keep us posted with updates. Grin
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« Reply #16 on: January 19, 2008, 05:25:22 PM »

Jumping higher would probably negate the use of the wall running ability in some areas. I didn't mind the jumping personally - it's just a matter of getting used to it.
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« Reply #17 on: January 19, 2008, 09:54:05 PM »

Jumping higher would probably negate the use of the wall running ability in some areas. I didn't mind the jumping personally - it's just a matter of getting used to it.

Yeah Moshboy, you are thinking exactly like I was. I did have crazy jumps in the game at first, but I thought of the wallruns and stuff, and I figured there would be no point. Also, many people don't realize that how high you jump depends on how long you hold the jump button. Additionally, you jump even higher if you dash first.

I think I've taken care of the weird room bug seeing as nobody has complained about it and I haven't come across it either. I'll go ahead and switch to a solids-based collision system and see how things work out...
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« Reply #18 on: February 02, 2008, 09:15:41 PM »

Hey folks, here's an updated build of the demo. It should hopefully be completely bug free now. I've had a couple of playthoughs with now bugs. The volumectrl bug on loading has been fixed.

The big change here is using views. The game uses views now, so the entire screen doesn't have to be drawn. Theoretically, it SHOULD speed things up considerable. Gave it a shot and let me know.

http://64digits.com/users/ultim8p00/Katakijin_O_.zip
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Inane
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« Reply #19 on: February 02, 2008, 09:52:24 PM »

Runs very smoothly now. Almost no slowdown on this crappy laptop Smiley.
Anyway,
I saw
Quote
Additionally, you jump even higher if you dash first.
So the first thing I do is see if you put a secret passage in that one area...

... and I ran up the sky Cry
You need to raise it, or put a hidden path there, my friend.
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« Reply #20 on: February 03, 2008, 07:14:29 AM »

Runs very smoothly now. Almost no slowdown on this crappy laptop Smiley.
Anyway,
I saw
Quote
Additionally, you jump even higher if you dash first.
So the first thing I do is see if you put a secret passage in that one area...

... and I ran up the sky Cry
You need to raise it, or put a hidden path there, my friend.

Actually, there is, and it's a shortcut to the boss, with some spikes and stuff on the way. I blocked it because I wanted to have something extra for those who played the demo when the full game hits.
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Michael Yamada
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« Reply #21 on: February 03, 2008, 12:57:22 PM »

Wupps, 64D is down after total chaos since GearGOD hacked them  Smiley
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« Reply #22 on: February 04, 2008, 07:04:36 PM »

Finally beat that room with a crap ton of dudes. The boss up of there is awesome. Like, perfectly balanced Kiss. Good job on that, ultim8.
After I beat him, I headed right, and I went through the mothafuck'n floor and teleported back. To make sure it wasn't any freakish bug, I went right again, went through the floor again, but this time the screen turned black instead of teleporting me.
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« Reply #23 on: February 05, 2008, 11:59:46 AM »

Finally beat that room with a crap ton of dudes. The boss up of there is awesome. Like, perfectly balanced Kiss. Good job on that, ultim8.
After I beat him, I headed right, and I went through the mothafuck'n floor and teleported back. To make sure it wasn't any freakish bug, I went right again, went through the floor again, but this time the screen turned black instead of teleporting me.

Yeah, I was too lazy to add in a proper "End of Demo" screen after that boss fight. If you watch the video I'm going to post after this, you would see that the screen fades. There is a cutscene after that bossfight, but I just added in a wrap fn so you don't get to the next room, which by the way takes place on the way to the city and there are archers.

WATCH THE MASTAH PLAY!!
« Last Edit: February 05, 2008, 12:01:25 PM by ultim8p00 » Logged
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« Reply #24 on: February 05, 2008, 05:27:51 PM »

Nice bit of game you have going on here.

I really liked the presentation of the game.

Very good looking graphically.

The jumping felt a little bit loose to me however. Sometimes when I would try to jump up to a ledge I would instead jump in the opposite direction.

The combat is quite good and I liked the tight controls. I felt like I had a lot of precision over my fighting.

Yes, having to fight behind a giant bush is annoying but I wouldn't take out the bushes I would just trim them down a bit.

I have to agree with HandCraftedRadio that the enemies did get pretty repetitive after awhile (a quick while) and it would be nice if there were more types of enemies with different attacks.

All in all though I would say that this is shaping up into a good game. I look forward to playing the final version.
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« Reply #25 on: February 06, 2008, 10:36:45 AM »

First things first, getting to actually play the game was a chore. The first time you load it it takes ages, and then I go to the control customization screen, and since there is no indication as to how I get off it after I'm done I press Esc, and leave the game.

Get rid of GM's whole 'Esc to quit game instantly' crap, please. And you might wanna consider using external resources and such to lessen the initial loading time.

Now, onto the actual game. I really like that you're trying to create a deep combat system. Being a fan of Devil May Cry 3 (I never got the chance to play Ninja Gaiden, though I definitely wouldn't refuse the opportunity) I like to have full control over my character.

I don't mind the steep difficulty as long as you work out better how the game behaves after you die. It shouldn't go back to the opening, but perhaps ask you if you'd like to retry so that you can quickly go back to the action. You might wanna consider adding checkpoints, maybe to lower difficulty settings.

I personally believe that nothing should block the view of the action. The props you added often go in the way of the actual characters, and in a fast-paced action game where the first enemy can kill you if you're careless that's a big no-no. Get rid of them, or make them very small, or add some type of high transparency effect.

The controls were mostly very nice, but I found that sometimes after being hit, my character would simply turn the other way. Which made me trying to hit the enemy back sometimes leave me even more open since I'm attacking the wrong direction.

If you want people to be able to get into the game more easily you might wanna add a tutorial level (like a training dojo) where the player can try out the simplest manuevers (like how to attack, roll, and navigate environments). One thing I learned is that 90% of gamers do NOT read read-mes or manuals.

So far though I really like it. It runs mostly smoothly (besides the loading) with some tearing of the graphics though that's most probably my own shitty video card (it happens with me when I play a lot of GM games).

I'll wait until you fix it up some more before trying it again. I got to the part past where the white ninjas start to pop up.
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Inane
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« Reply #26 on: February 07, 2008, 09:29:19 PM »


New bug found!
You can work your way into a wall by doing either downward slash (down+minor attack after bouncing off something, or just jumping and down+major attack) with your back to a wall.

Alsooo, I really only have words of praise for your game, Ultim8p00. It has remained, even in spite of it being a demo, a game I play to pass time, which is an honor only games I find to actually be truly fun have.

You wouldn't mind the game being posted on the front page, would ja?
« Last Edit: February 07, 2008, 09:37:58 PM by Inane » Logged

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« Reply #27 on: February 08, 2008, 08:45:24 AM »


New bug found!
You can work your way into a wall by doing either downward slash (down+minor attack after bouncing off something, or just jumping and down+major attack) with your back to a wall.

Alsooo, I really only have words of praise for your game, Ultim8p00. It has remained, even in spite of it being a demo, a game I play to pass time, which is an honor only games I find to actually be truly fun have.

You wouldn't mind the game being posted on the front page, would ja?

Are you kidding me? Would I mind? IT WOULD BE AN AWESOME HONOR!

So, I got my hands on Devil May Cry 4 two days ago. It's pretty awesome. I like how you use only one button for attacks and attacks vary on timing. I'll be incorporating some of that in Katakijin. Like when you get to a higher level, some combos you had in the previous level can branch off into different ones depending on your timing.

New Ninpos I have coded in:

Fire Wheels: Summons fire that rotates around you. Very usefull for racking up...erm I mean killing enemies. This isn't a combo game.

Lighting Strike: Pretty Obvious what it does. It hurts people with lighning.
I'll post some screenshots on Saturday.


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« Reply #28 on: February 08, 2008, 02:08:26 PM »

My ass is really, really liking it.

That said, for the love of god I was configuring the options and tried to go back to the menu and it quit on me.

The screen looks like it's 512x384 on a 640x480. I'm having the problem now of not really being able to enjoy 320x240 games because my screen won't handle it. I don't know how it is in game maker, but I've seen at least one game that can do it: scaling the display to different screen resolutions.

So when 2012 comes, I'll still be able to enjoy your game on any resolution.

I wrote something called FES and ZIRL: FES and ZIRL

Currently the ceiling bug is something of a BAF and it holds the game back combined with the OTT.
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Chris Whitman
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« Reply #29 on: February 08, 2008, 04:17:31 PM »

Those totally don't need to be acronyms.
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