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Community / A Game by Its Cover / Re: [AGBIC] Ikow: International King of Wine
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on: June 29, 2010, 10:35:17 PM
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"I would describe this vintage as having a... refined, but on the other hand, rather vinegaresque body; a refined, but on the other hand, rather vinegaresque, vinegaresque, but on the other hand, a rather refined body; but on the other hand, a rather refined, refined, refined, refined, refined body; a refined body..."  The plan is to have a larger vocabulary in the finished game... but it will always be extremely silly. - Meanwhile: new version up! DRUNKENNESS EFFECTS ARE IN. Warning: may cause motion sickness! (Also there's a rather abrupt 1:30 time limit, after which the level resets; there's an indicator displayed bottom-center. Later, it will switch levels instead.) PLANNED TO IMPROVE DRUNKENNESS: - Tweak motion! Currently it circles endlessly; it should probably sway back and forth instead.
- Impair player movement! The player should have a harder and harder time controlling their movement as they get drunker. Perhaps a simulated-increased 'controller latency'...?
- Tween drunkenness-level increases! Currently there's a noticable jerk whenever you drink a new adjective; this is undesirable.
Possibly related to that last: Drunkenness was planned as a counter to using excessive adjectives on a single noun (it'd be possible, but harder and harder as you get more adjectives, and grow correspondingly drunker!), so it resets whenever your combo does. In the process of implementing it, though, I added a combo cap (1600 points - to prevent the drunkenness from freaking out when you get too high a combo), and it's rather odd that drinking nouns makes you less drunk. Perhaps I should make it proportionate to the amount you've drunk so far, instead...? And drop over time, as you sober up - but becoming too sober drops you out of the Realm of Imagination in which you compose your wine-reviews, and gives you a game over...? I'll have to fiddle!
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462
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Community / A Game by Its Cover / Re: [AGBIC] God Is In The Noise
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on: June 29, 2010, 07:45:37 PM
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The due date is July 31st, you have NOTHING to be worried about man.
Also, this looks mighty fine.
... Now I feel stupid. I looked at it and was all like "June 31st! I can't finish it by then!"  I did the exact same thing.(Game's looking pretty sweet!)
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464
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Community / A Game by Its Cover / Re: [AGBIC] Ikow: International King of Wine
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on: June 29, 2010, 10:37:14 AM
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I don't think you understand. The fact is that as long as I hold the jump button, I keep jumping every time I land on the ground, and that doesn't feel right.
Ah! I see. I considered that a bonus, myself - but I tried it your way, and I think it might be slightly better. Thank you! FYI: Meiteioh is a funny title: Meitei means intoxication and teioh means emperor. So I guess it would mean something like Intoxiking. :p Ha! That makes sense. The game description from http://ginsyokutei.com/game/note/note-23.html: Taste the world's delicious wines and claim your place as the drunkenness king! An out-of-control new sensation action game. Try clearing stages while enjoying a frequently drunken state. Completely disrupting sight-seeing areas, breaking into the minus stages... Surpassing B-grade, Z-grade ZETTO gives a memorable first shot. Ah! I hadn't spotted that description. Luckily, it already fits quite closely with what I was planning. Thanks for translating it for me. - New prototype version is up. Some physics tweaks (the player is a bit heavier now), and some major changes to the scoring: there's a 'combo bonus' for collecting multiple adjectives of a type (positive or negative) without attaching them to a noun, but collecting an adjective of the opposite type will wipe out your score - so there's a risk-reward thing going! That is game design.- EDIT: Just noticed that the compo ends on July 31st, not June 31st, as I'd read. (There isn't even a June 31st!) That... changes things. (No wonder no-one else has prototypes up!)
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466
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Developer / Technical / Re: Changing variables among classes in AS3
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on: June 28, 2010, 10:47:57 PM
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Using brackets is nothing special, it's just turning off static typing. You can just as easily do var foo2:* = foo; foo2.bar.
This is equally morally reprehensible, in most cases. Type-checking is there to help you! It is your friend. This is why I surrounded my note with dire warnings!
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467
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Community / A Game by Its Cover / Re: [AGBIC] Ikow: International King of Wine
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on: June 28, 2010, 10:30:16 PM
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Don't make holding the jump button jump indefinitely. Make it only jump once when the button is pressed. In Flixel that would be: if (FlxG.keys.justPressed("UP")) <jump here>; I know that! It's a Mario-style hold-jump. The parameters are - admittedly - still being tweaked. But my jump sets the velocity to -300; so if it was jumping whenever you pressed the button, you'd fly forever into the sky! This does not occur in my tests. (though the fact that you thought it was jumping continuously... perhaps betrays a problem) - New prototype: here! Only one word of a type, horrible font-size issues, and of course no art (and only one stage, etc, etc, etc), but I think it is Really Coming Along!
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Community / A Game by Its Cover / [AGBIC] Ikow: International King of Wine [FINISHED]
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on: June 28, 2010, 02:12:30 PM
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International King of Wine
Description
Travel around the world! Taste wines! Chain together long, absurd strings of adjectives - either to elevate the wine to the highest pinnacles of sommelier acclaim, or the lowest depths of disgusting dudgeon! Build a reputation for taste and wit, and claim your throne as the International King of Wine!
FEATURES:
- Up to seven exciting stages, from San Francisco to Sydney to Paris!
- A large number of adjectives, from words like 'intriguing' and 'harmonious', to the dreaded 'oaky'! (some words listed may not actually be in the game)
| | Inspired by
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DownloadHere!How to PlayMove with the arrow keys or WASD. Drink nouns to gain the BLUE GLOW OF INSPIRATION, then drink adjectives to INCREASE or DECREASE the rating you give the wine! Deliver ASTONISHINGLY DEVASTATING or INSANELY POSITIVE reviews. Win fans for your eloquence and wit! BECOME THE KING. (USEFUL TIP: hold 'down' to fast-fall!)
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473
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: June 27, 2010, 10:41:47 PM
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What exactly do the Christmas lights do?
They're like the windows and clock and so on: they let you see ghouls that walk in front of them. Standing in the middle of a long string of christmas lights can be an effective tactic, though it's not as safe as hiding in a closet. Storm over the Desert is done! Download .exePlay online (may take a while to load) Kudos to unsilentwill (art) and Javet (music). Changes in this version: music and two checkpoints. ~~VICTORY~~ (the bit just after the second checkpoint is completely delicious)
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476
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Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place
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on: June 26, 2010, 02:09:08 PM
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One gripe. This passes the Malevolence Engine's tests (as of 1.30f), without complaining about cheating: http://goo.gl/2coPHeh. Perhaps against my better judgement, I've instructed the Malevolence Engine to grow ever more intolerant towards such tomfoolery. That solution will not work in the next version. By any chance, do you have a donation bin or store for me to show my support? If not, at least put up Robotoast pins, or something.  Ooo, pins! I like the idea of that. But no - all I have is a donate link at the bottom of the page. Much less exciting. ... Cafepress sells custom pins...- Unrelated - there are interesting things going on at both the xkcd thread and the TAS thread.
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477
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Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place
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on: June 25, 2010, 04:13:41 PM
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I'm wondering though, is there a way to turn off the malevolence engine? I know some of my solutions pass the simple cases but I still want to see them churning through sometimes. It's upsetting to see a big part of my machine never even run if I get it right the first time sometimes:)
Haha! As in, run it visually? The Malevolence Engine runs a ridiculous number of tests. So many that it would take weeks to run them at normal speed - even at 50x, it'd take many hours! (And be fairly boring.) So that's not going to work! You might also mean that you want to switch back the old testing method, with loads of visual tests. But there's a reason I switched from them - they're not as thorough! My suggestion to you would be to use the 'custom input' mode - the wrench above the level-description in the build screen. Then you can put together whatever input you want, and watch your machine crunch away at it to your heart's content!
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478
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Developer / Technical / Re: Changing variables among classes in AS3
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on: June 25, 2010, 01:45:32 PM
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For the record, you actually can emulate duck typing with AS3: foo.bar() #in a duck-typed language translates to foo["bar"](); //in AS3 This is horrible and morally reprehensible and removes all compile-time type-checking; plus, I strongly suspect that there's a nasty speed penalty for this. But, well. If it comes up.
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479
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Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place
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on: June 25, 2010, 01:36:49 PM
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I didn't initially understand what the flip/rotate buttons at the left side of the field were for. I thought they allowed you to flip or rotate the selected part of the level, which would be really nice for symmetrical constructions - so here's my feature request. Sorry - the UI can be confusing. The buttons actually do that, though in an odd way - drag a selection over them and hover to make them work. (It's weird and clunky, but it's probably too much work at this stage to change it.) Alternately - and more simply - once you've selected and are dragging something, you can use space to flip and the direction keys to rotate it, as the help text says. Also, the Malevolence Engine seems to try empty strings for levels where they don't seem to be appropriate (e.g. where the level description explicitly refers to a "first" or "last" element)... There's usually a logical reading for each of those levels. For instance, for 'robocoffee', the level description tells you to accept if the string begins with blue - the empty string clearly doesn't, so you should reject! It can be a little unintuitive, but there's a reason to the Malevolence Engine's working. (Even before I added it, most levels tested the empty string anyway.) Does solving "Generals" get you a different ending if you solve it before "Engineers"? Nope! That'd be rad, and I've had it suggested before, but I never thought of it as an ending - Engineers was always the planned ending, and Generals only ended up on the same column by the quirky whim of my AUTOMATIC MENU-LAYOUT GENERATOR. An alternate ending would be a cool thing to add, but I'm restricting myself to bug-fixes these days, so I can work on my next game. Another idea: would it be hard to have the game use the OS clipboard when you press Shift+C/V? Just make it encode the tiles to an ASCII string. Then you can save fragments ("components" if you will) as snippets you can copy and paste between levels!
Hm. Probably not! Though I do like the idea.
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