Show Posts
|
|
Pages: [1] 2 3 4
|
|
1
|
Community / Cockpit Competition / Re: [FINISHED]pig feeder 3000
|
on: April 26, 2009, 01:08:39 AM
|
|
hi , thanks for the feedback, actually yes I think controls are clumsy, I will try with left and right.
as for the feedback to the player, that's also my feeling; for a good arcade vibe I should have small video/audio rewards for good play, and alarming things happening when feeding bad things to the pigs.
I'll work on it; I'm also designing more levels.
|
|
|
|
|
3
|
Community / Cockpit Competition / Re: [FINISHED]pig feeder 3000
|
on: April 18, 2009, 03:39:57 AM
|
|
hi yes the game is too fast because I do not yet have all the levels to learn things progressively.
a readme would have been better than the embedded screens so:
your goal is to feed the two pigs so that the counters at the bottom are both in green - if one of the pig's counter goes in the red, you lose - u can accelerate and decelerate the conveyor with up and down - left and right to swap lane - with space you fetch a thing from the conveyor ( red target indicates fetchability ) - once u grabbed a thing, 'c' fetches it to the left pig , 'v' fetches it to the right pig, down arrow discards .
take care ! if u feed a pig with bad things ( poisoned mushroom, bleach ... ) he will get mad and his counter will go down.
will put picture of tutorial in head post to make it clearer
EDIT: I resumed work on it to have progressive difficulty levels, and a better tutorial, it should be ready in some days
EDIT2: picture tutorial in first post
|
|
|
|
|
4
|
Community / Cockpit Competition / Re: [FINISHED]pig feeder 3000
|
on: April 17, 2009, 07:58:22 AM
|
thanks a lot for your feed back orel  actually my first priority is to fix the annoying tuto screens ( all my friends said this to me on playtest ), and make a MUCH slower difficulty curve, so that you get to this point in 5 levels maybe. I think there are already sleep() in the frame timing I need to check ...
|
|
|
|
|
5
|
Community / Cockpit Competition / Re: okkuplektor [finished beta]
|
on: April 17, 2009, 05:01:53 AM
|
weird... - the same message ("system cannot execute the specified program") again, on your older xp laptop? no, crashes harder, window to send an error report to MS will try your latest builds OpenAL simply failed! at least for small downloadable games.
I agree , scares me to use it too; I try to produce things you can just unzip and dbl click .
|
|
|
|
|
6
|
Community / Cockpit Competition / Re: Cockpit Compo Post-mortem Thread
|
on: April 17, 2009, 03:42:03 AM
|
|
post mortem pork feeder 3000:
good : - was hard pressed to have an idea related to a cockpit, but it forced me to think in new interesting ways
- avoided any "shooting" gameplay mechanic
- game idea was strictly from scratch, meaning it's a try of something new, jumping in the unknown
- once I got the first working play mechanic, I was just satisfied: this game really works ( once you get to the core, very hard from the short demo )
- managed a lot of work on a month despite heavy RL business going on
- like the lots of graphical assets produced during the compo month even if I hadn't the time to polish any of them again
- technology was great : open gl and c++ > apart from maths and a little fiddling with sdl in the beginning, I encountered no problem and result is smooth.
bad : - the quite short nature of the demo is quite unfulfilling given the amount of work given :p
- false 3D actually is much harder than it seems ! I didn't think I lost so much of my math skills
- the idea of the cockpit I wanted to develop was that you have a very visually rich cockpit where everything has a meaning to the game: problem is you need to introduce things one by one. having a gameplay based on giving way too much info to handle to the player is quite risky
- actually I so burnt myself out to get to a playable state for compo end than polishing afterwards to make it accessible just made me sick ( even making a video )
- a simple readme would have been way better than my flawed in game tutorial .
- game is very dry in difficulty curve: it's not a direct copy of existing game, doesn't have intuitive controls, and tutorial is flawed; if you try to make something completely odd/new, you need to make sure the player can somehow get in.
- really a game without sound sucks
- spending too many time doing assets and integrating them meant that gameplay tuning came at the last minute ( prototyping gameplay really was the essential, and I didn't focus on that enough ). saw that coming because I began with a visual idea, not a gameplay idea.
- player lacks visual feedback/reward when he does something positive/negative: actually makes the game not intuitive enough
- didn't post enough on my progress, first demo was very late, so I couldn't build enough feedback/comments, which would have been great to improve my result ; I missed on this aspect of the compo.
will do:
- continue to work on it after a break as I think it could become an enjoyable AND accessible game
- music
- levels introducing new elements one by one
- more funky hud effects with strange blendings
- more animated stuff in the cockpit, and animations for the player as reward
- new gameplay elements cut from the demo due to time constraint
|
|
|
|
|
7
|
Community / Cockpit Competition / Re: okkuplektor [finished beta]
|
on: April 17, 2009, 12:26:24 AM
|
okay. i've finally managed to compile all in "/MT mode" with MSVC, so that that new build should run independently of any special DLLs too, now (besides OpenAL...). to say if it breaks again, i hunt bugs with joy.  Hi, new build starts on work desktop, but fails on older xp laptop  other weird open al behaviour I didn't catch last time: it starts on my work pc when I fetch the openal dll directly in the directory, BUT it doesn't output any sound 
|
|
|
|
|
10
|
Community / Cockpit Competition / Re: okkuplektor [finished beta]
|
on: April 16, 2009, 12:46:02 AM
|
hi! the mingw version runs fine on the old laptop , but you should distribute openal32.dll with your game maybe ( I can't install it on my work pc, prevents it from running ). interesting for the mingw workaround, I use codeblocks/mingw and I didn't seem to run into all of this when I send a test build to various friends. a lot of entries seem to suffer from the vc++ "pickiness" ? for gameplay: u definitely nailed the descent feel, I was instantly at home and compelled to play  EDIT: sticking the openal32.dll in the same folder as your game.exe made it run beautifully on my work desktop, bringing it really close to a release you can just unzip and play 
|
|
|
|
|
11
|
Community / Cockpit Competition / Re: Descending Hammer [FINISHED]
|
on: April 15, 2009, 05:20:32 AM
|
much better than the first post pic make it looks  a video would do it justice I think with little "feeling tweaks" and progressive levels with objectives , it would be really really satisfying ! ( in fact , I'm in the same situation with my entry  )
|
|
|
|
|
13
|
Community / Cockpit Competition / Re: okkuplektor [finished beta]
|
on: April 15, 2009, 04:42:41 AM
|
hi, just wanted to drop a word to say the game works only one 1 computer out of 3 I tried it on , even the no sound version  "system cannot execute the specified program" so: worked on my 2 year old laptop with windows mediacenter doesn't work on my 1 year old xp desktop from work doens't work on my 4 year old xp laptop ( quite decent ) it would be cool that such a great piece of work could be sampled by everyone  If I can help for more testing, I'm ready.
|
|
|
|
|