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Developer / Technical / Re: AI Spread Algorithm [web based php]
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on: June 27, 2014, 02:37:48 PM
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Give us more info on the game and the gameplay you want to achieve. It's nearly impossible for us to give solid input knowing nothing, sleepy is a decent excuse though.  drink up and give it another go.
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Developer / Design / Re: Controls
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on: June 18, 2014, 05:22:52 AM
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even if it can make things horrible if done wrong.
ex:Wiggle the joysticks to free yourself in generic scenario.
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Developer / Design / Re: Touch Controls for Mobile Platformer
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on: June 12, 2014, 08:52:27 AM
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This is such a ridiculously tough issue. Classic platformers are so dependent on "tight" controls. I am yet to see a proper platformer play well on a touch device. The genre has to be bent a bit. If anyone has a link to a good example platformer I would love to be pointed to it.
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Developer / Design / Re: Spoiling the length of the game
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on: June 12, 2014, 08:03:13 AM
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One of the worst feelings is when you feel the action / story to start building up and you expect the end in sight. Then it kinda slows down and the plot reveals a bunch more you have to do. You are left a little depressed and just wishing it was over, the whole rest of the game becomes a chore after you reach past your 'expected' end. I don't really like knowing a percentage, but I do like having a feeling like knowing i collected 4 out of 5 MacGuffin's or w/e
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6
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Community / DevLogs / Re: 1-Bit City
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on: June 05, 2014, 06:47:22 AM
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I'm just gonna keep it simple and black and white. This is the farthest I've ever gotten on a game and I don't wanna overwhelm myself with crazy amounts of ideas and lose motivation.
Excellent restraint and self-awareness. Game looks fun, I look forward to playing it.
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10
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Developer / Design / Re: Controls
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on: June 02, 2014, 06:29:02 AM
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The mouse menu thing is kind of strange. It's very annoying when you have to use the mouse and jump back to keys quickly but depending on the layout of the menu there could be an advantage to having a mouse alternative to navigate the menu in a non-linear fashion. I think it depends on the type of game, IIRC the big sponsors for flash games prefer menus to be both mouse and keyboard accessible followed by a control splash before the game.
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12
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Developer / Technical / Re: Auto tile - worth the trouble?
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on: June 02, 2014, 03:32:49 AM
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I'd say definitely go for autotile. I've used it in a few projects and you will thank yourself later. It makes iteration really painless. Ex: "Hmm this jump feels bad maybe I will lower this a little" and then 10 other surrounding pieces need to be changed and you kinda cringe but with smart tiling a couple clicks and every things happy.
Any more info on what language or style of editor you will be using?
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14
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Developer / Playtesting / Re: Jejeboy: Flying Fuck (3D Platformer)
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on: May 20, 2014, 06:05:57 AM
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I love 90's platformers, I love these screenshots. Probably an issue on my end but incase you did a build change or something I will mention it. Ive tried on two different computers and 3 different browsers and after the unity loading it just hangs on a black screen for me. I am able to play other unity web player builds so its weird. Man I want to play this! I'll try again later, looks great though. 
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15
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Developer / Playtesting / Re: Little Walker ~ Platformer
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on: May 13, 2014, 06:36:47 AM
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I only had a little bit of time to play but I really enjoyed the art style and audio. Made for a really pleasant feel throughout. One minor picky thing and then some more serious suggestions.
The filename is littlewalker1.11.exe using a dot in a file name that isn't distinguishing extension is a little bit of a bad practice. But that's not really game related so on to that topic haha.
The gameplay is fun, I enjoyed what I played quite a bit my main concern is that your control options create completely different games. Before changing to manual I thought one of the main gameplay elements was not being able to stop moving the name furthering this believe. Then I switched to manual and felt like a lot of walkers character was stripped away. I didn't understand turning on and off airbrake. I think you should choose auto or manual and lock in the airbrake mechanic as one or the other and really tune the gameplay to that style of play.
Also minor bug / complaint in autowalk mode hitting the cactus causes you to stop until you jump again. Id rather the arrows restart him walking.
Overall I enjoyed it. How far along is this game development wise?
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Developer / Technical / Re: Simulating a slow computer
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on: May 11, 2014, 10:47:00 AM
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I don't know what IDE you are working in but instead of trying to cripple your computer I think you should just do some performance monitoring in your debugger. Without having to see it slow down on screen you can see unnecessary calls the expense of each and optimize from that. Do what you can to test on as many machines as you can. Friends family ect different hardware can bring all sorts of different unforeseen problems plus I am sure you know someone with a dusty ol pc laying around.
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