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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

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121  Developer / Technical / Re: Collisions for a platform game on: July 10, 2010, 10:20:19 AM
I suggest you check Flixel's collision code. It's a bit hard to follow, but once you identify each variable you'll come to understand it better.
122  Developer / Design / Re: Level Design Workshop - A Call to Arms on: July 10, 2010, 04:57:12 AM
Yeah, Dacke, I remember you mentioning that elsewhere. It must have been a nice challenge. The tileset is really cute, by the way.

Interesting stuff! Not sure how you would apply this kind of thing in an actual game though.

That only depends on the kind of game you want to make.
123  Developer / Design / Re: Level Design Workshop - #1 Minature Sokoban on: July 09, 2010, 07:33:09 PM
JW, I feel that III should have gone before II; III teaches you to push laterally, and II teaches you that you can't pull (which is a step more complicated an idea, I feel). Your last one is pretty fiendish. Smiley

NiallM, I like how some of your levels have clearly defined 'loops'. Makes those levels feel a bit like one's  going on tracks.

HybridMind, the quality I like about your levels is that many of them are not straight-forward, they do require you to do things in a backwards way. Most could use some trimming, though.

Draknek, I feel that your levels are not very well ordered. Some early ones offer interesting challenges, while some later ones seem fairly trivial. The last one's really smart!

Some general criticism:

As JW has said, it's typical to waste space in one's levels. For small puzzles like those, less is more, so it's 'good' to reduce everything to make it as tight as possible. What this results in is increased clarity: you've reduced the possibility space to only that which is interesting to the resolution of the puzzle--you've cut the chaff. Particularly, in very large levels that have you repeating the same action and going back and forth, it's added tedium; the player already solved the level in their head, but they have to go through the motions just to get the game's approval (this, sadly, happens all the time in mainstream video games that tend to be measured by 'hours of gameplay').

I guess that what stems from this idea is that, if you want it to feel fair, make your level understandable. Cut out all the intricacies that make the ideas behind it less clear.

But of course, you can learn double by taking a certain pattern and reversing it. If, instead, you want to create a level that is seemingly very complicated but in reality has a very simple solution, you can increase the possibility space by intentionally adding the intricacies, thus causing confusion. You can make the player feel like they're working by making them do repeated chores devoid of mental challenge. You can make a level seem more natural by leaving the door open to alternate solutions and experimentation, no a set single solution.


edit:

Lord Tim, I liked your 'thinking out of the box' series, though the ideas are repeated a bit. Level 9 reminds me of a game of go. Smiley Some of your levels feel very natural, in the sense said above.
124  Developer / Design / Re: Level Design Workshop - A Call to Arms on: July 09, 2010, 05:42:04 PM
Really liked Captain_404's and his specific use of this implementation's characteristics. Also just plain smart levels. I haven't played many others; will in a bit.

My levels are below. I'd like to say that I have a bit of experience designing puzzle game levels; I most fondly remember making levels for Polarium and Chu Chu Rocket.

- Tutorial
- Roundabout
- Ping pong
- Wall
- Rubble
- Scatter
- Combination lock

- Secret
- Minefield
- Cage
- Torn
- Separate ways
- Libertine

For these levels I went with a fairly psychological point of view for the first few (Tutorial shows symmetry that is broken by a solved boulder, which pushes the player to reach new symmetry by imitating the movement in the other directions), and then an aesthetic point of view, which is how I tend to design levels (from Wall onwards, mostly; I set out to create interesting geometry). The latter levels were totally aesthetic in their conception, of course, and none is solvable; they present metaphors or just simple jokes by use of the game's space and rules. I used the level names to highlight what I got from them (which is mostly how it was, rather than naming them first and then trying to make the level fit that name). When you have such a delimited set of rules, it's easy to interpret certain states as an abstraction of a much more complex situation.


Ideas for games/editors to feature in the future:

- OmniLudiCon
- Blackflip (Flash Polarium clone)
125  Community / A Game by Its Cover / Re: [AGBIC] ORANGE (demo 2) on: July 08, 2010, 09:44:40 PM

 - How fast (fps) did the game run for you?  I tried to include measures to boost the fps should the game slow down.  If the fps drops low, you may notice that the circles begin to look like polygons.  I may include other measures if it runs too slowly for people.

 - How difficult was the game for you?  How is the difficulty curve?  I understand that this current demo has infinite respawns, but in the final version, the player will likely have three lives.


- 60 fps.

- It does get eventually pretty intense. I think it was good, though I would've died much sooner with just three lives. I actually only lost my first when I was at about 90%, but then I lost a good bunch in just a few of seconds.
126  Community / A Game by Its Cover / Re: [AGBIC] 月が溶ける — Melting Moon on: July 08, 2010, 08:55:58 PM
Yep, this looks pretty great.
127  Community / A Game by Its Cover / Re: [AGBIC] NECO TOUCH on: July 07, 2010, 06:56:09 PM
Frogs are pretty yucky (though smaller ones are cute). Mushrooms? Cockroaches. Earthworms. Boogers. Zits. Chewed bubblegum.
128  Community / A Game by Its Cover / Re: [AGBIC] NECO TOUCH on: July 07, 2010, 04:22:24 PM
:3

Sawaritai.
129  Community / A Game by Its Cover / Re: [AGBIC] Color Blind 1 on: July 07, 2010, 04:10:01 PM
Love it.
130  Community / A Game by Its Cover / Re: [AGBIC] Nestor's Cross on: July 06, 2010, 07:32:34 PM
a really fascinating read

It truly is.
131  Community / A Game by Its Cover / Re: [AGBIC] Orange on: July 06, 2010, 07:09:00 PM
Ah, this is about Agent Orange. Smiley Will there be any sociopoliticeconomicecological issues raised via the narrative?
132  Community / A Game by Its Cover / Re: [AGBIC] Ascenso on: July 06, 2010, 06:52:07 PM
Fostering high expectations and eventual disappointment. Keeping it real.

Anyone wanna share what they think this is like to play? Might help me bring it to a less improper resolution.
133  Community / A Game by Its Cover / Re: [AGBIC] Ascenso on: July 06, 2010, 05:10:36 PM
You have to stick the needle in.
134  Community / A Game by Its Cover / Re: [AGBIC] 45678901234567 on: July 06, 2010, 03:04:20 PM
I like the perspective you're using, it's as if you were zooming the view but you are in fact moving around.
135  Community / A Game by Its Cover / Re: [AGBIC] Ascenso on: July 06, 2010, 02:59:39 PM
Further progress:



Those pointy things are butterflies that flutter about.
136  Community / A Game by Its Cover / Re: Collaboration request/offer thread on: July 06, 2010, 09:08:53 AM
Actually, Flash converts that WAV file to MP3 or whatever in the process of compiling, so you're not actually getting full quality.
137  Developer / Technical / Re: AS2 swapDepths question on: July 05, 2010, 09:33:13 PM
FYI, the swapDepths() method actually swaps the depths of the two conflicting objects.
138  Community / A Game by Its Cover / Re: [AGBIC] Ascenso on: July 05, 2010, 07:41:02 PM
Where I'm at so far:

139  Community / A Game by Its Cover / [AGBIC] Ascenso ['Finished'] on: July 05, 2010, 07:31:33 PM
Ascenso


Description

Original: サイケ調のファミコンソフトです(*^o^*) / Psychedelic Famicom software (*^o^*)

Will attempt pretty much that, sans 'Famicom'.

Inspired by




Play

Flash
140  Community / A Game by Its Cover / Re: [AGBIC] Love Letter (v0.6) on: July 05, 2010, 02:01:32 PM
I think that this is plenty punishing. Smiley
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