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Community / DevLogs / Re: Dinosword
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on: February 22, 2014, 11:42:03 AM
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Alright, guys, we need your help! Chompy's a man of many contraptions and weapons: What do YOU want to see him have in his arsenal?!
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Community / DevLogs / Re: Dinosword
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on: January 27, 2014, 11:15:05 PM
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Thanks for the kind feedback, y'all. Jeremy is busting his butt working on these awesome designs and animations while I plug em into the game.
We're looking forward to being more aggressive with this very soon!
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65
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Community / DevLogs / Re: FROG SORD
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on: January 08, 2014, 04:49:41 PM
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I feel like the sword swing animation felt a little to be desired, as it felt like he was swatting flies rather than swinging around a giant death-cutter. I'll touch more on this a bit later...
lemme know how to do that w/ 0 frames of buildup or recovery tia Give it both build-up AND recovery. Make him slowdown/stop mid-air to do this swipe, too. Hold down the button and that puts him in a build-up pose... doesn't affect his jump arc. Let go, he swings, and if connects, stun/shake/freeze for a bit. The pause between him having his sword ready for swing and approaching the enemy makes for anticipation, too. Just thoughts to ponder. Your game was a lot of fun and shows metric tons of potential.
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66
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Community / DevLogs / Re: FROG SORD
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on: January 08, 2014, 01:36:29 PM
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I wanted to elaborate on some thing I found in the demo, and I guess I'll do that here:
Controls: The controls felt right; There's not a lot going on here, a jump and a sword. Makes sense, and not a lot to say here.
Graphics: Kudos, team! The graphics really set the mood of the game, and was pixelled beautifully. I feel like the sword swing animation felt a little to be desired, as it felt like he was swatting flies rather than swinging around a giant death-cutter. I'll touch more on this a bit later...
Level Design: The levels did a wonderful job showing me where to go next; The angles lead my eyes where they needed to. I'd like to see more level uniqueness in each stage, or even unique landmarks. Such wonderful pixels...! I wanted to see more than repeated tiles. Sometimes I felt really creative to find a hard-to-reach spot, but was rewarded with death than a treasure. Bummer.
Gameplay: Here's the meat of my feedback. When I first saw the .gifs posted, I couldn't wait to fly around mid-air from enemy to enemy using the mid-air "juggle" effect. When I first got the opportunity, I was a little disappointed to see how relatively difficult it was to pull off. By the end of the demo, I felt okay with being able to perform it, but I don't feel that it was as intuitive as I had hoped.
Here's an example of how this may be helped: When swinging your sword, holding down the button will anticipate the mid-air swing. Maybe a pose where he has the sword out, in ready-to-swing stance. When you let go, you swing. If it connects, the game pauses; briefly. Maybe even a little screen-shake or big impact effect. The reason for this pause is to give the player time to hit that dash key so there's no pressure to have lightning-like execution just to get through a level. On an aesthetic note, it'll make the attacks seem more powerful.
Wall jumping was slightly weird for me due to the fact that he "stuck" to the wall. Even if I was next to the wall and jumped, he'd go into wall-slide mode. Typically, games use the wall-slide only when the player is falling and holding a direction against the wall; This is just something that games have taught me and I had to re-learn for your game. Maybe nit-picky, but took away from the intuition when I wanted just a straight jump when I was against a wall and not wanting to him to attach to a wall (because those wall-jumps can mean certain death if next to a spike!).
The physics are pretty close to where they need to be, I sometimes felt that he felt too slippery. I'd land and slip off an edge, or I'd wall-jump and overshoot a land due to a low friction. It's not bad at all, but I felt like in a game where execution has to be so, so important, he shouldn't be so slippery and I wanted more control over him.
Theme: I couldn't figure out exactly what the game was supposed to be. Meaning, it had some elements of many genres, but an emphasis on none. It wasn't quite as speed-runny as Dustforce, it wasn't as action-y as Castlevania, and it wasn't as platformy as Mario. I think if you stuck to one overall theme and pushed it, you could definitely have a goldmine.
Personally, I'd like to see this like a more action-y Dustforce. I love flying through levels, so I'd hope to see the dash help me speed up my walking and climbs, not hit them and stop my momentum when I hit a wall/floor.
Keep polishing up this gem, I'm 100% positive you all have a lot going for this project.
tldr; make mid-air attacking from bat-to-bat easier and the sword more impactful and emphasis the theme of the game. You indeed have a winner.
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67
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Community / DevLogs / Re: FROG SORD
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on: January 08, 2014, 12:44:53 PM
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I'd pay a buck for "early access." Wheres the donate button? =P
p.s. In GameMaker, when exporting your game, click the dropdown and select "standalone .exe" so we dont have to install the game to play it, we simply open the .exe!
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Community / DevLogs / Re: Dinosword
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on: November 16, 2013, 12:20:27 AM
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Worked my butt off. Made an auto-tiling system that'll help in the future. The level designer is flexible and can be edited real-time. Niiiice.  Featured is Chompy's crouch position.
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Community / DevLogs / Re: Dinosword
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on: November 11, 2013, 09:22:06 PM
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I apologize if the comment came out bad, but I was writing about this one:  I didn't mean to sound demeaning or disrespectful. Sorry. I'll leave now. We didn't really take it like that, we just like having fun! P.S, Jeremy... he DOES look a lot like a condom here. Awesome. P.P.S. I'm streaming some Dinosword development! http://www.twitch.tv/masharcadeCome on in and ask about the project, I love to interact!
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