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TIGSource ForumsCommunityDevLogsFirst Flight - Sidescrolling Dodge 'em Up
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Author Topic: First Flight - Sidescrolling Dodge 'em Up  (Read 22243 times)
sereneworx
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« Reply #100 on: March 05, 2010, 06:14:46 PM »

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PlayMeTape
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« Reply #101 on: March 06, 2010, 07:40:01 AM »

Oh my good that is so beautiful I lack words! I'd like to print that and hang it up... somewhere!  Kiss
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I_smell
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« Reply #102 on: March 06, 2010, 03:04:13 PM »

It's really annoying me that I can't see this game in motion.

How fast IS it?
If you try n hit the floor, does he bounce n spark away?
Does he very slightly rotate when you move up n down?
Does he ever close his eyes, grit his teeth and just go RRRRRRRRR ?
Someone please do very human and terrified voices.

By the way this game is gorgeous.
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sereneworx
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« Reply #103 on: March 06, 2010, 03:47:08 PM »





Getting there. Your speed increases the further you get, so it looks pretty slow and easy right now because it's just the first 'level'.
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« Reply #104 on: March 06, 2010, 04:15:46 PM »

Okay, good. I'm about to give a whole bunch of input nonsense- If it goes against what you want the game to be: ignore me. I just like giving feedback.

I'm guessin it gets a whole lot faster than that. I think you're gonna hit a cieling on how fast you can make it though, before it gets unfair. I'd say make the rocks smaller, so the player'd have less distance to dodge, cos then you could have it ramp up to being like twitch-fast.

When you get to a certain speed, the camera should rattle up n down, by which I mean vibrate. I did it recently in a game where you were on a speeding train and it looked fab.

I think it doesn't look right how he rotates right now. He kind of looks like a graphic rotating instead of a guy rotating. If you nudged his face UP a bit when you were goin up, and DOWN a bit when you were goin down, then it'd look more like he was rolling back n forwards slightly, which I think is closer to the effect you're goin for.

Maybe the early stages of speed should have a little tiny smoke trail. I don't know, it's just an idea that'd make him look a bit slower early on.

I'd love for the game to either slow-motion or just flat-out stop when you hit something and show him in a crumpled state of NOOOOOOO!!

Oh, and in the later stages of speed, maybe he should streak fire along the ground behind him when you get close to the floor like the car in Back to the Future.

And personally I'd control this game with the mouse, but I'm crazy, so whatevs.

So there's some ideas. I love this game and clearly wish I was making it.
« Last Edit: March 06, 2010, 04:23:05 PM by I_smell » Logged
sereneworx
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« Reply #105 on: March 06, 2010, 04:21:12 PM »

This game shall be hard. It is, at it's heart, an arcade game — and I want to be hard. Easy as you start out, but the higher levels should be reserved for the most hardcore of casual gamers. There is always someone who can go higher.



I'm guessin it gets a whole lot faster than that. I think you're gonna hit a cieling on how fast you can make it though, before it gets unfair. I'd say make the rocks smaller, so the player'd have less distance to dodge, cos then you could have it ramp up to being like twitch-fast.



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siegarettes
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« Reply #106 on: March 07, 2010, 08:02:54 AM »

This game shall be hard. It is, at it's heart, an arcade game — and I want to be hard. Easy as you start out, but the higher levels should be reserved for the most hardcore of casual gamers. There is always someone who can go higher.

hardcore arcade action? this is my kind of game.
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sereneworx
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« Reply #107 on: August 04, 2010, 04:06:43 AM »






Close to completion.
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davidp
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« Reply #108 on: August 04, 2010, 06:52:06 AM »

this is sex Kiss
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Inanimate
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« Reply #109 on: August 04, 2010, 02:08:17 PM »

yesyesyesyesyesyesYES
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Melly
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« Reply #110 on: August 04, 2010, 03:33:12 PM »

Serene, I'm gonna have to start hiring you to do intruction screens to my games. Kiss
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sereneworx
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« Reply #111 on: August 04, 2010, 10:41:48 PM »

I'll take that job.
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Melly
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« Reply #112 on: August 05, 2010, 12:22:31 AM »

Oh my good that is so beautiful I lack words! I'd like to print that and hang it up... somewhere!  Kiss

...you know, you just gave me a brilliant idea.

Selling huge high-quality prints of game mockups made by amazing artists.

Hand Money Left Kiss Hand Money Right
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Bones
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« Reply #113 on: August 05, 2010, 09:22:52 AM »

Oh my good that is so beautiful I lack words! I'd like to print that and hang it up... somewhere!  Kiss

...you know, you just gave me a brilliant idea.

Selling huge high-quality prints of game mockups made by amazing artists.

Hand Money Left Kiss Hand Money Right
Lmao, I actually did this at my last art show printed off a few mockups.
It actually worked, people bought the prints out.

So it is a liable idea.

But yes this game is looking slick, just like it has from the start.
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« Reply #114 on: August 05, 2010, 03:57:20 PM »

Just wanna play this soo much.

The instruction is totally awesome and funny.

I loled at "OH NO OH NO OH NO" part!

Hope a play this soon
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sereneworx
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« Reply #115 on: August 05, 2010, 09:02:38 PM »





New video!

Couple of things we are working on:
Visibility of rocks
Some more visual feedback when things happen on screen
Those slightly out of place looking buttons are temporary
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mokesmoe
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« Reply #116 on: August 06, 2010, 05:18:51 AM »

Rock visibility could use a little work. They weren't hard to see once I noticed them, but I didn't even realize that there were any rocks until :35 in the video.

Other than that looks great so far!
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kyn
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« Reply #117 on: August 06, 2010, 06:00:39 AM »

I always assumed this game was going to be super speedy, and yet the rocks move ever so slowly compared to the foreground (the parallax scrolling is pretty neat by the way). You should probably widen the screen to some sort of super widescreen ratio (3:1 or 5:1 ?) and increase the rocks' speed. I'm not too sure about the music either, it's too mellow for a screaming exploding guy (where is that scream by the way?).

That's my 2 cents anyway, sorry if you weren't looking for criticism. Panda
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Melly
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« Reply #118 on: August 06, 2010, 11:06:29 AM »

I don't have sound on me here, but I agree that the rocks blend heavily with the background.
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sereneworx
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« Reply #119 on: August 06, 2010, 04:58:21 PM »

I always assumed this game was going to be super speedy, and yet the rocks move ever so slowly compared to the foreground (the parallax scrolling is pretty neat by the way). You should probably widen the screen to some sort of super widescreen ratio (3:1 or 5:1 ?) and increase the rocks' speed. I'm not too sure about the music either, it's too mellow for a screaming exploding guy (where is that scream by the way?).

That's my 2 cents anyway, sorry if you weren't looking for criticism. Panda


Your speed increases as the level increases (level display is on the bottom left). That's one of the on screen items we want to bring more attention to. While it may not look it, even at these early levels and at this slow speed, the game is fairly tough, I have yet to make it past level 10, which is long before the wall of fire and falling rocks start to appear.

While a scream would be novel, it could also get pretty damn annoying for a lot of people. So i chose not to include it.

Quite a few people have commented on the music, I'm considering changing it. Perhaps.

Rocks! We can see them now.

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