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Pages: 1 [2] 3 4 ... 18
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22
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Developer / Playtesting / Re: Sky Taxi: Fastest Adventure (upgrade bullet-hell game)
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on: April 10, 2014, 08:08:29 PM
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Definitely agree with previous feedback. The game gets too hard too quickly. I mean, if you want to just make a difficult game, then you might be doing fine, but it all depends on your target market. If you are going for that more difficult game, however, I think you need more things going on at once, as hardcore difficulty players love to feel bombarded and overcome the insanity. Or, at least, that's my opinion based on popular difficult games.
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24
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Community / DevLogs / Re: ENYO - Arcade - DEMO OUT NOW
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on: April 09, 2014, 09:50:07 PM
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Just played the whole demo...lookin good! Took me until the second level to figure out that I could SHOOT!  As for motivation...people playing my game and enjoying themselves is a good motivator! See how much I've helped you?  Keep up the good work! 
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27
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Community / Townhall / Re: David. // A Physics-Based Platforming Boss-fighter!
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on: April 02, 2014, 08:26:55 AM
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Awesome game. Beat every level on Okay and Very, except Sin which I only beat on Okay(not yet brave enough to try Very). Flee definitely gave me some trouble on Very, but it was the perfect amount of difficulty to keep me trying. Did all this in about an hour, definitely a worthwhile experience for a couple dollars! 
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28
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Community / DevLogs / Re: Elliot Quest
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on: April 01, 2014, 06:52:10 AM
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Finally got around to playing the demo and I love it. Excellent direction, can't wait to get the full game!
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30
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Developer / Technical / Re: Simple cross-platform gamepad library
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on: March 26, 2014, 05:49:31 AM
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So, I just grabbed the source files and dropped it into my Cocos2d-x project that I'm aiming at Windows, Mac, and Linux. I hooked it right into my pre-existing input system that I already had to pull over to add keyboard support to the engine. I changed the files from .c to .cpp, pulled out the extern "C" lines, and removed the <stdbool.h> as it's no longer needed with .cpp files.
For Visual Studio, to handle the snprintf issue, you can just add some sort of alias to sprintf_s, as they have the exact same syntax. Since I only need to support Visual C++, I just replaced the few occurrences of snprintf in Gamepad_windows with sprintf_s.
Worked like a charm! Thanks for taking the time to write this and for releasing it open source under zlib. It's a great little library!
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31
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Developer / Playtesting / Re: LEVELEVELEVE, a hard game about colors (Mac/PC/Web)
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on: March 24, 2014, 06:04:37 AM
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Definitely added difficulty and frantic excitement with that change! My highest score was only 14, but obviously there will be good players who easily get into the thousands. I was a little lost as to why I failed some of the time, so perhaps some death explanation would be a good addition? Great changes, though! 
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32
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Community / DevLogs / Re: Rex Rocket [New Trailer/Demo & Coming to Indie Megabooth @ GDC2014 SanFran ]
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on: March 24, 2014, 05:58:23 AM
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Hey Xienen! Holy wow, 40x!!! Haha, that's dedication, sorry he gave you such a hard time. The commando bot has a set number of attacks and each attack has a specific way to dodge it. We just playtested Rex Rocket at the Indie Megabooth GDC and I think the max attempts to kill the boss was 10. What we'll probably end up doing is adding a difficulty modifier to him if you've died a certain number of times. Here's a little vid (sorry for the crappy quality on the recording) I made just for you so you can see how to handle each attack. So, after reading that and watching the video, it's become clear that I suck too much at this type of game to take on something like Rex Rocket  Really appreciate you take the time to respond and create that video! Still a great game even if I suck at it 
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34
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Community / DevLogs / Re: [Greenlight] - Freezeme - 3d Platformer
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on: March 22, 2014, 08:06:52 AM
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The trick is that you will not have time to move the blue box under the green pipe on time, to do so when the device at the center starts to slow down, take a picture of it, so it freezes and you'll have time to move the blue box on top of the pipe, no need to wait  In any case, I will add something to the T side, so the player can clearly associate the gas emission with that side of the mechanism.  of course...dumb da dumb dumb! 
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35
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Community / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING [New Build: Particles & Sfx]
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on: March 22, 2014, 08:03:24 AM
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Aw - sorry to hear that. I really wonder how you're doing random captures though, I've never seen that before. I mean sometimes you get lucky by getting *just* the right timeframe, but pure dumb luck? Either I don't have enough imagination for that, or you're playing better than you're giving yourself credit for!
It was just a feeling and perhaps I was just doing what I'm supposed to do well enough in my frantic clicking 
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38
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Community / DevLogs / Re: [Greenlight] - Freezeme - 3d Platformer
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on: March 21, 2014, 04:13:18 AM
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Alright, I finally got around to playing it again. Got the controls functional, but I really felt like I was fighting the camera and collision a lot. When a player isn't moving, I don't think the camera should still be trying to follow the character, because they might be trying to stop and look at something...or waiting for some event to happen(like waiting for a pipe to spew gas so the blue box will go up and get the red platform moving). Also, I don't think that gas spewer should be random, personally, I feel like it should follow a pattern, otherwise you could end up sitting there for a while just waiting for the thing to land on the pipe you're waiting for. On the collision battle, I got stuck running up hills on the path and had to jump to get up them. I also warped through walls, particularly the blue boxes, which seem to want me to roll off the side of them rather than push them around. Overall, a solid alpha build, just the typical game dev hiccups. 
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Community / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING [New Build: Particles & Sfx]
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on: March 21, 2014, 03:38:19 AM
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Game's definitely an interesting concept, but when I did well, I kinda felt like I just got lucky. I know there's definitely some amount of skill to it, but a couple of times I just went into clicky clicky mode and ended up catching a slew of the hard enemies in my net all at once, particularly toward the end of the second sector. Not sure how to resolve that, might just be the nature of the beast. Other than that, I love the enemy diversity...nicely fleshed out design! 
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40
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Developer / Playtesting / Re: KartSim
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on: March 20, 2014, 05:42:11 PM
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This is awesome, Zach! I'm assuming you actually race Arrow karts? I actually used to have a B-Max and just destroyed my X2 down at the Florida Winter Tour back in February at Ocala Gran Prix. 60 MPH into a plastic barrier: Keep up the good work! 
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