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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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61  Community / DevLogs / Re: Dinosword on: February 22, 2014, 11:42:03 AM
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?!
62  Community / DevLogs / Re: Dinosword on: January 27, 2014, 11:15:05 PM
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!
63  Community / DevLogs / Re: IRKALLA - New Main Menu!!! on: January 26, 2014, 05:29:26 PM
Amazing work, and slightly saddened that 8 or so pixels can be referred to as "sexy."

64  Community / DevLogs / Re: FROG SORD on: January 08, 2014, 07:45:43 PM
Lookin' great! =D
65  Community / DevLogs / Re: FROG SORD on: January 08, 2014, 04:49:41 PM
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.
66  Community / DevLogs / Re: FROG SORD on: January 08, 2014, 01:36:29 PM
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.
67  Community / DevLogs / Re: FROG SORD on: January 08, 2014, 12:44:53 PM
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!
68  Community / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: January 08, 2014, 12:00:46 PM
I hope Even can figure out how to pry those Skittles from the wall.
69  Community / DevLogs / Re: FROG SORD on: January 07, 2014, 04:22:29 PM
I would love to play with it, team!
70  Community / DevLogs / Re: Dinosword on: January 07, 2014, 04:21:14 PM

Represents an EXTREMELY WIP.
71  Community / DevLogs / Re: Dinosword on: January 06, 2014, 07:49:20 PM
Oceans are nice, but I prefer the STREAM!
http://www.twitch.tv/masharcade
72  Community / DevLogs / Re: Thief Story on: January 04, 2014, 11:20:53 PM
73  Community / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: January 03, 2014, 08:53:16 PM
hi.
74  Community / DevLogs / Re: Cloudface on: November 18, 2013, 10:50:10 PM
He's huge!! I love huge baddies.
75  Community / DevLogs / Re: Cloudface on: November 16, 2013, 06:48:33 PM
How's progress going, team!? I want to hear another music track!
76  Community / DevLogs / Re: Dinosword on: November 16, 2013, 12:20:27 AM
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.
77  Community / DevLogs / Re: Dinosword on: November 12, 2013, 10:05:58 PM

Don't you love the wind in your face?
78  Community / DevLogs / Re: Dinosword on: November 11, 2013, 09:22:06 PM
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/masharcade
Come on in and ask about the project, I love to interact!
79  Developer / Technical / Re: Siegfreide's Conundrum 02 - Does collision_line log ALL collisions along line? on: November 11, 2013, 01:12:26 AM
...and here is a nice little script that will store ALL instances on that line and store them into a ds_list for you!
http://www.gmlscripts.com/script/collision_line_list
80  Community / DevLogs / Re: FROG SORD on: November 09, 2013, 11:31:03 PM
Sam, red.

I keep it simple.
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