sfried
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« Reply #40 on: January 06, 2011, 11:23:24 AM » |
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So it's now a Zip Hook. I'm still troubled by the fact that you can't aim it completely vertically upward while jumping.
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MartyMan
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« Reply #41 on: January 06, 2011, 02:13:53 PM » |
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So it's now a Zip Hook. I'm still troubled by the fact that you can't aim it completely vertically upward while jumping.
Oh, well why didn't you say so earlier? Added.
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sfried
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« Reply #42 on: January 06, 2011, 02:56:29 PM » |
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Also from a member at the MM Boards: It's coming along nicely! I still think the dive move is a bit cumbersome, but no point in going over that again. If he likes it that way, good for him.
The grappling/zip line thing is different. I don't want to say it's bad, because once I figured out what it was doing I managed to get it more consistently. but it definitely takes some getting used to that might interfere with the fun of using it. My first instinct was to try to time the button press so that the line would be fully extended at the peak of the jump, but that resulted in the line extending way lower. Then I realized that all I had to do was press the button right at the peak and it worked fine. It's an interesting take, but I think if he's going to do it that way, the line needs to extend very fast (almost instantly) to avoid looking like it requires any timing.
The underwater air meter is still a bit unnoticable. I drowned because I didn't realize I was in trouble. Turning red is good, but it still needs a danger sound or something to add a bit of urgency. Or maybe have him start taking life damage when air is gone?
It seems you can't hold walk and jump. I could have sworn it worked before, and it would be a bit useful in making short jumps that don't overshoot things (such as that one on the left edge of the stage).
Otherwise, I like a lot of what's going on here. The bullet bouncing is neat; he should consider adding some downward aiming as well.
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McMutton
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« Reply #43 on: January 06, 2011, 05:58:04 PM » |
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Marty, I love you. Two reasons: 1) Now that I can actually play it, this game it completely awesome and I can't wait for more 2) Trying it out gained me some long-overdue motivation to work on my own game.
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MartyMan
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« Reply #44 on: January 07, 2011, 10:48:22 PM » |
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Phew! Making the gloves work took quite a lot of tinkering. Marty, I love you. Two reasons: 1) Now that I can actually play it, this game it completely awesome and I can't wait for more 2) Trying it out gained me some long-overdue motivation to work on my own game. Glad to hear it!
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lasttea999
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« Reply #45 on: January 07, 2011, 10:55:53 PM » |
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Gloves! I'm wondering how you got more than a million money...
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« Last Edit: January 07, 2011, 11:02:35 PM by lasttea999 »
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MartyMan
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« Reply #46 on: January 07, 2011, 11:21:19 PM » |
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Gloves! I'm wondering how you got more than a million money... I got a couple hand-outs.
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MartyMan
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« Reply #47 on: January 08, 2011, 10:23:56 PM » |
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Okay, time for some actual progress.
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Inanimate
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« Reply #48 on: January 08, 2011, 10:35:35 PM » |
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Is that a mustache and little mouth, or open mouth and little chin?
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MartyMan
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« Reply #49 on: January 08, 2011, 10:57:39 PM » |
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Is that a mustache and little mouth, or open mouth and little chin?
A little mouth and chin.
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Xion
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« Reply #50 on: January 08, 2011, 11:03:30 PM » |
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eeeeeeeeeeeeee
this thread is making me giddy
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BlueSweatshirt
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« Reply #51 on: January 08, 2011, 11:09:16 PM » |
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1) I love your artwork
2) The game is actually quite fun to play, already.
Small things: - Make the power dew message passive. Maybe a small notification? I had the break in momentum every single time I get one. It reminds me of heart pieces in Zelda OoT.
- Try animating the background. Some occasional ruffling in the trees from wind, etc. I'd really like if you animated the water, too.
- The tiles are really blocky. Adding little 'extra' tiles to the adjacent sides of the tiles would make the levels feel much more natural, in my opinion. Also, if you want the floating blocks to be there without looking unnatural, try throwing a background of dirt behind there? Dunno!
I really like the sound effects. SFXR? You definitely did a great job with synthing them.
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lasttea999
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« Reply #52 on: January 08, 2011, 11:11:58 PM » |
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Very nice screenshot! A city setting was totally unexpected, actually.
Would a policeman be so informal as to say "Hey there," and at the same time be so formal as to add "sir" at the end of the second line? I feel like any given policeman could would be one or the other, but not both.
But I'm sure the refinement of dialogue can and will come later, ha ha.
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Inanimate
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« Reply #53 on: January 09, 2011, 12:18:09 AM » |
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Very nice screenshot! A city setting was totally unexpected, actually.
Would a policeman be so informal as to say "Hey there," and at the same time be so formal as to add "sir" at the end of the second line? I feel like any given policeman could would be one or the other, but not both.
But I'm sure the refinement of dialogue can and will come later, ha ha.
"Excuse me sir, are you lost?" sounds most natural for a police officer.
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MartyMan
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« Reply #54 on: January 11, 2011, 06:45:57 AM » |
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If I keep at, I might be able to have a tiny preview demo in a couple days.
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FK in the Coffee
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« Reply #55 on: January 11, 2011, 06:58:32 AM » |
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Is the scarf handled with animation, or programming? I've always wondered how to do something like that.
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superflat
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« Reply #56 on: January 11, 2011, 07:16:06 AM » |
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Shaping up very nicely indeed there sir.
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JoGribbs
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« Reply #57 on: January 11, 2011, 07:39:41 AM » |
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This looks amazing. When I get the time I need to play what's been put up so far.
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FK in the Coffee
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« Reply #58 on: March 06, 2011, 10:32:50 PM » |
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Is this still being worked on? I'm really curious as to how it's going.
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HöllenKobold
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« Reply #59 on: March 06, 2011, 10:38:35 PM » |
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I can't wait for the preview demo. Things were already looking fairly polished from the other demos!
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| Hell pits tend to be disguised as things that would lead a passerby to not think of them as portals to eternal gnashing and wailing. |
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