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Title: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on July 07, 2010, 04:08:50 AM Moonlight
Play Online Web (http://dl.grumpyferret.com/grumpyferret/moonlight/player/) Download Windows (http://dl.grumpyferret.com/grumpyferret/moonlight/player/moonlight-win.zip) Mac (OSX) (http://dl.grumpyferret.com/grumpyferret/moonlight/player/moonlight.app.zip) How to play arrow keys to move, space to jump History 29/07/2010 * new menu screen * jumps changed * progress to unlock levels * shiny water (http://dl.grumpyferret.com/grumpyferret/moonlight/screenshots/wip-2010-07-29.jpg) 28/07/2010 * lives (5!) * sounds for hitting the water * evil orbs of darkness (with sound effects) * beginnings of the flight of the bumblebee (different style of level this one - flattened notes and faster) 27/07/2010 * thanks to SFXR some new sounds (not sure it's an improvement, but it means it's MY sounds now rather than someone else's free piano sample) * fiddled with the "next note" effect, I think it's improved. * Added Moonlight Sonata (in two parts, coz it's bloody long) 25/07/2010 (http://dl.grumpyferret.com/grumpyferret/moonlight/screenshots/wip-2010-07-25.jpg) * some more awful models (including a venus flytrap, yes, that's what it's meant to be...) * programmer art skybox/water texture * more of clair de lune (have the entire thing but the later parts don't work right - need some mechanics changes for that) * jump bug should be fixed * sparkle to show both the next note and the one after * scores are saved/shown on the menu 22/07/2010 * some awful attempts at modelling (which you don't get to see ;)) * resized some flowers (and recoloured, aimign to have different models for each...) * fixed the plummeting bug * fixed the "no respawn" bug on twinkle twinkle * changed the "this note!" effect * put in some background clutter * a rubbish wobble on the petals when you land. (http://dl.grumpyferret.com/grumpyferret/moonlight/screenshots/wip-2010-07-22.jpg) 17/07/2010 * sparkles to show which note is next (and when you should hit it - go for green) * arrows if the next note is off the screen (so you know where to land) * traps! currently just a sphere that turns red (ooh) but eventually will be something better. * Levels! two of them! One harder than the other, in theory Smiley * Double jump is gone... not sure about this yet * down arrow to plummet faster (so you can get your timing right) 15/07/2010 Can haz flowers? (http://dl.grumpyferret.com/grumpyferret/moonlight/screenshots/wip-2010-07-15.jpg) 13/07/2010 * longer default tune (that actually is a tune - first few bars of Clair de lune) * now has feedback based on how close to the tempo you're playing, * keeps score * puts you back on the platforms after you fall off * has an ending (at which point it plays back the music you've created) 08/07/2010 Work in progress: Now generates very basic level layouts from the editor output. (http://dl.grumpyferret.com/grumpyferret/moonlight/screenshots/wip-2010-07-09.jpg) 07/07/2010 Level editor: (http://dl.grumpyferret.com/grumpyferret/moonlight/screenshots/editor.gif) Title: Re: [AGBIC] Moonlight Post by: JMickle on July 07, 2010, 04:09:53 AM YES! I love musical games, and I'm really glad there are so many musical famicases, so a lot of people are making them :)
Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 07, 2010, 04:11:28 AM Hoping I can get the time to put something playable together by the end of the month :) a bit of pressure from entering this should help though!
Title: Re: [AGBIC] Moonlight Post by: MegaLeon on July 07, 2010, 04:49:48 AM Hoping I can get the time to put something playable together by the end of the month :) a bit of pressure from entering this should help though! Oh oh oh, you still don't know how much I am going to press you for this >:DTitle: Re: [AGBIC] Moonlight Post by: Inanimate on July 07, 2010, 01:14:59 PM Sounds like an amazing idea. What are the visuals going to be like?
Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 07, 2010, 02:04:49 PM Planning on using Unity but making it in a 2.5 style.
Beyond that visuals will be naff coz I can't draw, texture or model ;) hoping I can use some procedural art generating type thing to bluff ;) Made me a basic "level" editor: http://dl.grumpyferret.com/grumpyferret/moonlight/editor/score.html Wouldn't try and compose any symphonys on there (no support for different time signatures/keys/etc. this is just to get the notes down on paper/in text format) Plan is to procedurally generate the levels from the music, and not have it suck - shall see how that goes :) may have to cheat and make the score editor more powerful (a note here, a rest here, a giant SPIKY PIT OF DEATH here... makes for interesting music) Title: Re: [AGBIC] Moonlight Post by: Mr. Yes on July 07, 2010, 02:12:22 PM Gosh, gosh gosh I love this idea. I hope it's splendid!
Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 08, 2010, 03:31:07 PM Can prod the work in progress here:
http://dl.grumpyferret.com/grumpyferret/moonlight/player/ Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 09, 2010, 01:21:46 AM Try pasting this in (gibberish but it's more complicated than the default):
moon:1:0.0625|0.25|66, 0.3125|0.25|69, 0.5625|0.25|72, 0.8125|0.25|76, 1.0625|0.125|76, 1.1875|0.125|76, 1.3125|0.125|75, 1.4375|0.125|75, 1.5625|0.125|74, 1.6875|0.125|73, 1.8125|0.125|72, 1.9375|0.125|71, 2.0625|0.125|70, 2.1875|0.125|69, 2.3125|0.125|68, 2.4375|0.125|67, 2.5625|0.125|70, 2.6875|0.5|70, 3.1875|0.5|70, 3.6875|1|69, 4.6875|1|69 Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 10, 2010, 08:02:33 AM Small update - added dotted notes to the editor, and have put in trampolines and moving platforms to bridge long gaps/low->high note changes.
Title: Re: [AGBIC] Moonlight Post by: ThetaGames on July 10, 2010, 08:41:40 AM I like this idea a lot. Will the game play the note when you land on the appropriate platform, or will it play the note when the appropriate platform appears on the screen? Either way would work, although the first would make the player feel like he is in more control (though this would make the music lose its precise rhythm, which I suppose could still work).
What will the music sound like? Will it be piano samples, or will you use some sort of other sample? Title: Re: [AGBIC] Moonlight Post by: Melly on July 10, 2010, 10:23:11 AM You could make it so the player not only has to land on the right note, but also land on it in time with the rythim (perhaps have a bar or something similar showing the proper timing). You get the best score when your timing and note-landing is perfect (a-la most music games), and the better you do the better the music sounds.
Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 10, 2010, 11:43:51 AM The notes will play as you land on then - might have it replay the tune you played at the end of the level. Also planning on a red dot or similar showing where the song should be, though it'll pause to let you catch up. Landing on the notes as it passes will give you bonus points - more if you get consecutive notes.
Not sure why but aesthetically I'm veering towards making the platforms be flowers... Will see if my modeling/texturing will cope. Title: Re: [AGBIC] Moonlight Post by: Melly on July 10, 2010, 11:47:33 AM Make the flowers bloom as you land on them and the note plays for maximum beauty.
Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 12, 2010, 01:16:32 AM Brief attempt on some blender reminded me I'm still level 0 in modelling/texturing ;)
New plan is to get the rest of the game mechanics working then do what I can with the graphics. Expect some new exciting primitives in the mean time :) Title: Re: [AGBIC] Moonlight Post by: Flimgoblin on July 13, 2010, 02:08:52 PM Updates:
* longer default tune (that actually is a tune - first few bars of Clair de lune) * now has feedback based on how close to the tempo you're playing, * keeps score * puts you back on the platforms after you fall off * has an ending (at which point it plays back the music you've created) Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: Flimgoblin on July 16, 2010, 01:01:39 AM wrestled with blender again - now has daisies.
I may have to make my next game about burly space marines and rocket launchers just to regain some machismo :) Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: Poopy McPants on July 16, 2010, 12:58:50 PM Not sure if this hasn't been implemented yet, but there was no sound when i tried the demo... Firefox
Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: deathtotheweird on July 16, 2010, 01:05:18 PM Oooh very nice, I like the flowers and the effect they give off. I think I'm very terrible at it though.
Quote I may have to make my next game about burly space marines and rocket launchers just to regain some machismo nooooTitle: Re: [AGBIC] Moonlight (demo v0.2) Post by: Flimgoblin on July 16, 2010, 02:10:08 PM Not sure if this hasn't been implemented yet, but there was no sound when i tried the demo... Firefox odd, should be sound whenever you land on a note. Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: Flimgoblin on July 16, 2010, 02:13:50 PM Oooh very nice, I like the flowers and the effect they give off. I think I'm very terrible at it though. Quote I may have to make my next game about burly space marines and rocket launchers just to regain some machismo nooooAwww ;) OK I will have to go back to Stomp! for a bit I think though (giant smashing up houses, that's blokey enough I suppose). Thanks :) Initial playtesting suggests that the current level is monstrously difficult (at least for picking the game up ;)) - so you're not alone in struggling, plan is to put a few standard levels in there with a ramping difficulty curve. Things to do still: 1. first 4 tunes/levels of slightly easier difficulty. A bit more of Clair de Lune for level 5 (this also involves making the editor a bit better) 2. indications of when you should be playing a note (so you can go for all "excellent"s) 3. More models, rigging of the flowers, animation of teh flowers 4. indicator of where the next note is (when it's off screen) 5. swing ropes (everything needs swing ropes) 6. some sort of background/skybox/thingie (procedural? who knows) Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: J. R. Hill on July 16, 2010, 02:15:44 PM I may have to make my next game about burly space marines and rocket launchers just to regain some machismo :) Only if they are also all lumberjacks and their spaceships are also monster trucks.Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: Flimgoblin on July 16, 2010, 02:42:31 PM I may have to make my next game about burly space marines and rocket launchers just to regain some machismo :) Only if they are also all lumberjacks and their spaceships are also monster trucks.That's actually an awesome concept, FPC - first person CHOPPER! *chop chop chop*. Hmm jousting on monster trucks with axes. What's not to like? Might just start doing that... NO! *must stay focused, think of the flowers, the music...* Title: Re: [AGBIC] Moonlight (demo v0.2) Post by: J. R. Hill on July 16, 2010, 03:01:51 PM We can make it some day in the future. Also, all the voice-acting will have to be ripped from 90's pro wrestlers like Hulk Hogan and Macho Man Randy Savage.
Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 17, 2010, 02:03:14 PM Another update...
* sparkles to show which note is next (and when you should hit it - go for green) * arrows if the next note is off the screen (so you know where to land) * traps! currently just a sphere that turns red (ooh) but eventually will be something better. * Levels! two of them! One harder than the other, in theory :) * Double jump is gone... not sure about this yet * down arrow to plummet faster (so you can get your timing right) Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: ThetaGames on July 17, 2010, 02:43:06 PM I like the flowers, and the higher-jump things look a bit like marshmallows, which is kind of funny.
What is the synth patch that you are using? I feel like it has the right amount of "grittiness" - it is definitely not a "clean" sound. I like the pitch-bending as well. Clair de Lune sounds very different with this sound. I don't think you should use a piano sound, though - that would be somewhat boring (unless you could give the player the ability to choose which patch they want to hear). Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 17, 2010, 03:31:29 PM I like the flowers, and the higher-jump things look a bit like marshmallows, which is kind of funny. What is the synth patch that you are using? I feel like it has the right amount of "grittiness" - it is definitely not a "clean" sound. I like the pitch-bending as well. Clair de Lune sounds very different with this sound. I don't think you should use a piano sound, though - that would be somewhat boring (unless you could give the player the ability to choose which patch they want to hear). Currently it's just a sampled old piano (I'll be changing that as it's not my sample) - could change it to something synth (though the plan was to sample my own piano as soon as I work out the best way...), will need to think about it :) The doppler effects are all just Unity's 3d sound. Quite funny when you drop off a note though :) Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: ThetaGames on July 17, 2010, 06:06:09 PM The doppler effects are all just Unity's 3d sound. Quite funny when you drop off a note though :) Yeah, I noticed that, too. :)Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 18, 2010, 11:41:04 AM Double jump is back, just because :)
Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Melly on July 19, 2010, 12:16:30 AM The gameplay's pretty interesting, though the visual cues to hit the platforms in time is honestly very hard to decipher most of the time. I advise something like a shrinking circle.
Also, when you land on a platform your vertical speed is not reset, so if you just walk out of it you instantly fall at full speed. Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 19, 2010, 01:18:24 AM Good points both - I'm hoping I can somehow get some ball lightning effect for the "next note" was going to have it change colour but shrinking sounds better. Initially growing (so you know not to land too early).
Good catch on the fall bug. Thanks! Edit: also noticed it's not respawning at the moment when you do fall - doh! Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Melly on July 19, 2010, 11:19:58 AM I advise always showing the timing cues for every platform ahead of you, to function like the notes rolling down the screen in most rythim games and make sure people can prepare themselves for the actions they have to do next.
Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 19, 2010, 02:21:31 PM I advise always showing the timing cues for every platform ahead of you, to function like the notes rolling down the screen in most rythim games and make sure people can prepare themselves for the actions they have to do next. Hmm, that could be tricky - I could put cues 2 or 3 notes ahead though (it updates based on when you hit the previous note - so if you mess up the rhythm it doesn't run off ahead). I.e. go slow on A you don't have to suddenly go twice as fast for B and C (which in its current state is pretty tricky). I tried slowing down the tempo and making it more rhythm action (i.e. the challenge being more about the timing) but it didn't feel right - so the main challenge is getting between the platforms and if you can time it better between each note = bonus :) Point taken though to allow people to take a run at it (I'm also planning on putting in a bonus for hitting several in a row on time). Thanks again for the feedback :D Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 21, 2010, 03:03:48 PM * some awful attempts at modelling (which you don't get to see Wink)
* resized some flowers (and recoloured, aimign to have different models for each...) * fixed the plummeting bug * fixed the "no respawn" bug on twinkle twinkle * changed the "this note!" effect (still need to have it appear above later notes) * put in some background clutter * a rubbish wobble on the petals when you land. Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: ThetaGames on July 21, 2010, 03:52:59 PM I like the background flowers, and the growing spheres were also a nice addition.
However, I feel like something changed with the re-introduction of double-jump - now it feels unresponsive and hard to control. Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 22, 2010, 02:49:01 AM I like the background flowers, and the growing spheres were also a nice addition. However, I feel like something changed with the re-introduction of double-jump - now it feels unresponsive and hard to control. Yeah something is stopping it picking up that you've landed - not sure what but it's really annoying. On the list to squash. Title: Re: [AGBIC] Moonlight (demo v0.3) Post by: Flimgoblin on July 25, 2010, 02:58:26 PM * some more awful models (including a venus flytrap, yes, that's what it's meant to be...)
* programmer art skybox/water texture * more of clair de lune (have the entire thing but the later parts don't work right - need some mechanics changes for that) * jump bug should be fixed * sparkle to show both the next note and the one after * scores are saved/shown on the menu PS. it takes ages to load clair de lune - it's currently building the level on the fly, looking in to ways of pre-loading that one. Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: Melly on July 25, 2010, 04:20:21 PM A suggestion I can make it to add variable jump height. This would allow people to better control the ball.
Maybe you should make the circle light up as it reaches its 'perfect' spot, for even better feedback (it's already better than before). It was difficult following the notes, but I imagine that's a matter of practice. You could add a few extra atmospheric effects to the songs related to their tone and theme. Overall very interesting, and could be really good with some tweaking. Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: Flimgoblin on July 26, 2010, 01:28:44 AM Thanks :) almost feels like a real game now. Still a little way to go.
Good idea on the circle - need to make the second circle less bright too (so you don't go for that over the first if it's just an arrow) Will experiment with hold to jump longer - should play better that way I think. Thanks for all the great feedback Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: Flimgoblin on July 26, 2010, 03:18:37 PM * higher jumps the longer you hold the button (to a point) - replacing doublejump
* changed the highlights on the note pickers What did you mean by atmospheric effects? Had I any modelling skill (or maybe after the compo when I have time to make some more models) I was pondering things like moths/butterflys/bats/whatever flying around as you go through the levels. That sort of thing? Hmm, random thought for another mechanic: occasional things falling from above catch them between notes for bonus points. Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: Flimgoblin on July 27, 2010, 01:33:12 PM * woot, thanks to SFXR some new sounds (not sure it's an improvement, but it means it's MY sounds now rather than someone else's free piano sample)
* fiddled with the "next note" effect, I think it's improved. and woot I killed twinkle twinkle :p should be back next update :) Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: Flimgoblin on July 27, 2010, 04:43:35 PM and it's back, plus it brought a friend (Moonlight Sonata)
Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: Flimgoblin on July 28, 2010, 03:19:05 PM New stuff!
* lives (5!) * sounds for hitting the water * evil orbs of darkness (with sound effects) * beginnings of the flight of the bumblebee (different style of level this one - flattened notes and faster) Title: Re: [AGBIC] Moonlight (demo v0.4) Post by: oyog on July 29, 2010, 08:58:35 AM What did you mean by atmospheric effects? Atmospheric background noise. Like rain, frogs, crickets, stuff like that. The jumping is much better. I don't plummet off the flower occasionally now. I'm still a little frustrated with the feel of jumping. It feels like the gravity's really low. It's a bit frustrating to hold jump for just a little too long and then wait those couple extra milliseconds to hit the next note. Especially in a game based on the timing of notes to make songs recognizable. I also noticed a bug in Flight of the bumblebee. As I'm speeding along the flowers occasionally I respawn randomly between (and even occasionally on) flowers. Title: Re: [AGBIC] Moonlight [nearly finished - DEMO] Post by: moonmagic on July 29, 2010, 10:08:34 AM I enjoy this jumping much more as well. I agree that it would be nice to have a little more control of the drift coming back down.
Title: Re: [AGBIC] Moonlight [nearly finished - DEMO] Post by: Flimgoblin on July 29, 2010, 10:27:44 AM OK, will play with the drop speed, see if I can improve the feel.
The "random respawns" - if they were accompanied by a crashing sound it means you got hit by a ball of darkness... which are nice and visible on my high contrast monitor, all but invisible on my low contrast macbook screen... still some work to do on those :) (plus they're too frequent at the moment when there's lots of short notes) Hmm, crickets and rain. I like - if I can get something that sounds not completely awful I'll try and get that in. Thanks for the feedback! much appreciated (especially as I'm now at the stage of not really knowing what is fun or not still - can't see the forest for the trees) Title: Re: [AGBIC] Moonlight [nearly finished - DEMO] Post by: santaragione on July 29, 2010, 10:28:53 AM jump is better, but I think it still need some tweek, afterall, the jump control really drives the player through the rhyhtm of the game, waiting too much/less it's gonna kill the music...btw, reminded me a bit of rhythm tengoku nightwalk minigame.
you could take away the jump button, and make an automatic bounce on flowers each time you touch them :shrug2: Title: Re: [AGBIC] Moonlight [nearly finished - DEMO] Post by: Flimgoblin on July 29, 2010, 10:32:32 AM jump is better, but I think it still need some tweek, afterall, the jump control really drives the player through the rhyhtm of the game, waiting too much/less it's gonna kill the music...btw, reminded me a bit of rhythm tengoku nightwalk minigame. you could take away the jump button, and make an automatic bounce on flowers each time you touch them :shrug2: The auto bounce is there for the really short notes - think it'd take too much away if it was there for all the notes - though the "speed run" level (flight of the bumblebee) effectively stops you from having to jump for most of it (apart from the enemies, who ruin the pace of the tune but make it challenging - need to decide on that one - could make the timing harsher and remove the enemies from that level...) Title: Re: [AGBIC] Moonlight [nearly finished - DEMO] Post by: Flimgoblin on July 29, 2010, 02:13:17 PM ok, have doubled gravity, increased the time you can jump for a little and the speed of the trampolines to compensate.
Plus we have shiny water (and hopefully the enemies are visible if you're not runnign high brightness/contrast! :)) Title: Re: [AGBIC] Moonlight [FINISHED] Post by: Flimgoblin on July 30, 2010, 02:34:02 PM Final versions posted up (barring any crash bugs which I'll fix over the next week).
Am going to try and model a firefly and something for the evil darkness enemies using the extra time but I'm not sure if I'll have anything decent within the 7 days, so calling this final for now (no plans to change anything else about the game apart from those models). Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: oyog on July 31, 2010, 09:04:27 AM I've just now noticed you can save yourself from plummeting by landing on the leaves of flowers. That said it's a little odd that if you're on the leaves and you jump straight up you can hover under the flower instead of hitting it and falling back down. I've gotten much better about moon jumping but it still happens if there's a large distance between flowers and I have noticed that it's sometimes necessary between low notes and high notes.
I had some trouble with the distance I fell to some of the low notes in Clair De Lune. It seems those bounce flowers are a an awfully small target for such a long way to fall and how fast you're going by the time you get to them. Perhaps you could make low-note bounce-flowers slightly bigger? Otherwise it is really satisfying to jump from flower to flower with the right timing to make the songs recognizable between moon jumping. EDIT: Ok. Just discovered those little green down arrows that shoot me to the bounce flowers. That definitely helps though the resultant Doppler effect is a little strange. Also after playing Moonlight Sonata pt. 1 the jumping mechanics are starting to grow on me. I find that I try to use double jump as much as possible because it doesn't shoot me into the air. Perhaps if you make it clear that you can double jump you could cap the jump height at half what it is now? I dunno. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on July 31, 2010, 10:28:16 AM The "stick to underside of flower" is a bit odd (I've just not got any collision response for top collisions, should really put that in ;) might try to put that in this week)
There should be a little arrow icon on the side of the screen when you're way above the next note (plus there's the speed-up-down-arrows that you've found). I'm still undecided if I like the doppler or hate it ;) it's funny when you fall off a note but it means if you're doing everything right the song sounds odd. I may experiment with it switched off. Technically it's a "jump as much as you want within 0.8 seconds" (give or take a bit depending on the level) rather than just the doublejump it was, I figure letting go of the spacebar at the right time is part of mastering it, hopefully that's a fun thing and not an unfun thing... Thanks for the feedback, glad to hear that it's enjoyable too - always hard to tell when I've been playing it for so long - also my estimation of the difficulty levels is totally skewed by having played it so much. I'm hoping the Twinkle Twinkle -> Clair de lune difficulty cliff isn't so bad that it puts people off. Ideally I'd put another tune in there but it's a real slog to get them encoded - which is why I've not fixed all the duff notes in the existing tunes ;) lazy Flimgoblin! improve your editor! Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 01, 2010, 01:22:40 AM updated some textures, slightly less rubbish (but only slightly)
Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: ThetaGames on August 01, 2010, 08:04:39 AM It feels a bit floaty now, but this is okay, since it gives the player a lot of control over where he/she lands.
The new sample is quite subdued, but it might almost be too quiet. I almost liked the old one better, even if it was a bit grating. Maybe you could give the player a choice? I just noticed that the leaves of the flowers correspond to the other notes of the chord. Nice touch! Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 01, 2010, 12:22:20 PM Hmm, choice of samples I like but I can't use that sample for the competition (afaik) as it's a royalty free downloaded sample rather than anything produced for the competition.
Thanks :) the leaves also act as emergency landing points/getting stranded points for when you miss the main note. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: belbeeno on August 01, 2010, 06:39:33 PM I really like the direction this game is going. From what I can gather, the better you are at a particular song the longer you should just be holding the right button without readjusting your landing, like the little ball that jumps on top of letters in those children sing-along shows. I triple like how, at the end of a level, it plays the song to see how close you are to the real thing. I would even go as far as to say a score is unnecessary at this point, as I can tell how well I did by how closely my playthrough sounds like the song.
One thing, I think that the big black ball thing could either be nixed or not be guided to the player. As you noted earlier, it ruins the pacing which is counter to how one shoud play to do well. Maybe have it travel on a straight path across a particular y where the player shouldn't be at time t when the x position of the player == the x position of the black ball? Example: Code: o = Player M = Monster o-- -m- \ <-----M | -> | -m- | | [--x--|--x--] Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 02, 2010, 02:13:57 AM good suggestion re: the shadows. On flight of the bumblebee there's a few place where perfect timing let's you jump it and stay on target for the song but only if it comes in at a particular angle. Ideally it should force you to adjust your course but not so much that you can't keep the timing on track. Will play with that - might just reduce the amount it homes in by rather than completely fixing it's y position. Shall see. Thanks
Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Soulliard on August 09, 2010, 05:26:18 PM The jumping physics are incredibly strange. The highest upward velocity of a jump should occur immediately after leaving the ground. In this game, holding the jump button results in a slow but constant upward acceleration. The physics more closely resemble a rocket launch than a jump.
When you jump to the side, you path follows an bell curve instead of a parabola. This makes it very easy to undershoot or overshoot your jumps, and generally makes the platforming unnatural and clunky. If you want variable jumping that feels more natural, do it like this. Immediately after leaving the ground, the character should be at its highest upward velocity. For the next few frames, for as long as the jump key is held, the character will maintain this same velocity, ignoring gravity. Afterwards, gravity will work as normal. Alternately, you could make jumps work like in Megaman. You leave ground at your highest upward velocity, and follow a natural parabolic arc, until you release the jump button. At that point, the character loses all upward velocity. This is much less natural, but gives more precise control, and it still feels pretty good. I'll post again with more detailed feedback after playing a few more levels. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Soulliard on August 09, 2010, 05:45:55 PM All right, I'm back.
The 'sticking to the bottom of platforms' bug is caused by the jumping mechanics as well. Since you continue to accelerate upward while the jump button is held, you do not fall even after hitting the ceiling, and can even continue to accelerate upwards by moving out from under the platform. Besides the jumping issues (which are huge), there's not a much criticism I have for this game. It has a simple concept, but meets it quite well. Overall, it just works. I have to agree with some earlier posters that the black balls disrupt the flow a bit. They're not terrible, but I'd consider removing them, as they don't really add much. Auto-scrolling could make rhythm play more of a role. It could also destroy the relaxing feel, though, so I wouldn't necessarily recommend this change. Just something to think about. I noticed one bug. Those green arrows pointing downward that indicate where hidden flowers are? They seem to collide with the player. Several times, I've been bounced upward only to have my path redirected back downwards by these arrows, before plummeting to an inglorious death. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 10, 2010, 05:53:19 AM Thanks for the feedback Soulliard - will take another look at the jumping, it's more of a badly fueled jetpack than a jump at the moment... it was previously more of a standard jump (with a double jump) but always room to tinker :)
Game felt a bit predictable on the longer songs without something to inject a little drama ;) but as you say it's got a relaxing feel so perhaps they're just at odds with the rest of the game. Plus they're hard to see half the time = unexplained random death = not exactly ideal. The green arrows actually are accelerators - they help you catch a note quickly if it's way below the previous note, if you miss them on the way down though you get fired back again... I may add a glow to them that vanishes when you hit them first time - just to make it a bit more obvious. That or have them only work if you're already going down? Not keen on autoscrolling - it would as you say remove the relaxing feel, plus it means people would have to play it at that pace, rather than the current one which allows for different skill levels: 1. getting through it vs getting through it with all the bonuses (and making the song sound nice) Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 10, 2010, 01:45:00 PM OK, updates!
Funny glowy thing that wasn't very obvious is now a coin, with a ferret on it. I'm sure I just killed my lore :p Shadow balls of DOOM are only on the flight of the bumblebee and the second part of moonlight sonata now... and they should be a bit more visible. Jumping - I fiddled with it, changed it, decided I didn't like it and changed it back, but there's now a little "jetpack" style thruster particle effect to help explain why it responds like it does (and a mini-thrust if you hold jump as you descend - it halves gravity). I also added in top collisions halting your upward velocity (you were always accelerating downwards but there was no "stop" which should have been there when you collide). Downward arrows fade out when inactive (after you've been through them). Also, Flight of the Bumblebee is now level 3 instead of 5. Please let me know what you think of the latest version :) Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Soulliard on August 10, 2010, 03:42:03 PM The update fixes some small issues, but the erratic jumping still holds this game back. You may have just gotten used to things the mechanics the way they were, and any change at all (even in the right direction) will feel strange to you.
Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 10, 2010, 04:21:24 PM I think I was misreading you - thought you were objecting to variable jump speeds/being able to move while in the air.
But I think I've found what you were getting at - I've changed the jump to be an initial full speed (the velocity it eventually reached if you held down jump for the duration) and instead of continuing to accelerate it just doesn't decelerate if you hold down jump. (it now starts at 8.0 and stays constant for the half second rather than starting at 2.0 and accelerating another 6.0 over the half second) I've also increased gravity so that you can still make small jumps (though the smallest jump possible is now bigger than it was). Have a play, let me know what you think (I've only updated the web version so far). Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Soulliard on August 10, 2010, 04:40:49 PM I think it feels a lot better now. I found it much easier to control the height of my jumps.
Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 10, 2010, 04:48:58 PM I think it feels a lot better now. I found it much easier to control the height of my jumps. hurrah :D Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: György Straub on August 13, 2010, 12:25:01 AM It's a brilliant idea. The Flight of the Bumblebee level is genius and I didn't enjoy speeding through a level since Sonic 3. :beer:
The jumping is still a little painful though, and it'd be nice if the the bullets(?) were a bit more visible. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 13, 2010, 12:51:27 AM Cool, thanks. What was bothering you about the jumping particularly? And was that on all the levels or just the bumblebee one? (jumping is silly high on that level)
I think I need to ditch the •darkness• thing and just make those guys easy to see. Maybe yellow and black - pretend they're evil bees or something... Hmm Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: György Straub on August 13, 2010, 12:57:51 AM Yeah, I think the darkness (presumably invited by the chosen name for the game) isn't really helping the bright, cheerful atmosphere of the game.
In the case of the jump, it's the sensitivity. It's nice to jump higher by pressing the jump button longer, but I felt it rockets away very quick. You're right, it isn't that inconvenient on the other levels. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 13, 2010, 01:21:08 AM Ok I think replacing darkness with a "bumblebee" will make sense (bumble bee OF THE NIGHT!)
Everyone seems to have a different opinion on the darkness... Doesn't help that it responds differently on mac vs windows. Will reduce it on the speed run level though Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Melly on August 13, 2010, 08:06:20 PM The game came a long way since I last saw it for sure. have you actually gotten a perfect score is all of these levels? It's very hard to hit some of the notes, and the jump is so sensitive that it's hard to be precise, though perhaps it's a matter of practice.
The graphics could still use some work, but they're pretty good. Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 14, 2010, 04:25:20 AM The game came a long way since I last saw it for sure. have you actually gotten a perfect score is all of these levels? It's very hard to hit some of the notes, and the jump is so sensitive that it's hard to be precise, though perhaps it's a matter of practice. The graphics could still use some work, but they're pretty good. Not sure a perfect score is possible... if it is it's very very very difficult. You can complete it with all notes hit though - then it's just a "my score is better than yours!" (or it would be if I implemented a global high score table) I've been trying to keep it procedurally generated from the music so I'm able to add more levels without having to design them (though actual proper level design would allow much more interesting things in there... as well as definitely allow a perfect score). Thanks! my scribbling seems to be improving (which is reassuring) - I'm quite proud of the trees (far from perfect but a long long way better than the first draft). Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 14, 2010, 06:07:38 AM Update: Bees!
Jumping made a bit less silly on the speed run levels - and a 6th level (the rest of Clair de lune - hurrah!) Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 17, 2010, 03:00:51 PM Bonus level: Moon-light em' up!
http://dl.grumpyferret.com/grumpyferret/moonlight/player/shmup.html Might incorporate this into the levels somehow, but not till after the compo. (bah, something up with the screen size detection I'm doing on the mac - you should be able to move around the whole screen but it's not playing nice atm) Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Oddball on August 21, 2010, 10:03:27 AM Nice game and idea. I wasn't comfortable with the jumping, but it's passable. I was expecting it to be more like canabalt where the player only controls the jump and the ball would auto-move. Good work.
Title: Re: [AGBIC] Moonlight [FINISHED v1.0] Post by: Flimgoblin on August 22, 2010, 02:36:12 PM Thanks.
I did briefly try a "song line" you had to keep up with but it didn't feel right... unlike a rhythm matching game there was no room to recover with the platforming (unless I had the song line stop and wait but that felt artificial and weird). Given I'm experimenting with other gameplay modes (e.g. shoot em up) might add in a rhythm style level.. |