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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 02:03:43 PM

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21  Community / Competitions / Re: Ludum Dare 29th April 25 - 28th! on: May 22, 2014, 08:23:54 AM
Tifu, the scores on the pages were incorrectly calculated, and it seems that has been corrected. (The Top Lists in the categories were always displaying the correct results as far as I could see.)
22  Developer / Art / Re: GIFs of games being worked on on: May 21, 2014, 05:18:52 AM
Aw, probably. It looked so uncontrolled to me, more like tumbling than rolling.
23  Developer / Art / Re: GIFs of games being worked on on: May 20, 2014, 04:56:33 PM

Are they... stumbling? I don't think I've ever seen any video game character stumble, ever!
24  Community / DevLogs / Re: Catcher! [Any new players with 5 minutes to spare? Need to test a new tutorial!] on: May 11, 2014, 01:13:29 PM
Great, me neither! Phew, good thing you caught that before I send it to the Brighton Develop Conference Indie Showcase...
25  Community / DevLogs / Re: Catcher! [Any new players with 5 minutes to spare? Need to test a new tutorial!] on: May 11, 2014, 08:06:11 AM
Thanks a lot, Lars, that's very helpful! I think I found the problem and fixed it. Can you still reproduce it in this version?
26  Community / DevLogs / Re: Catcher! [Any new players with 5 minutes to spare? Need to test a new tutorial!] on: May 11, 2014, 07:44:54 AM
If anybody sees this game for the first time and has 5 minutes to spare - I'd love you to test the new really short tutorial!

Just click on this fine hand-crafted link.

I'd like to know:
1. How long did you take for levels 1, 2 and 3 respectively? (Don't worry, they are all really short.)
2. Did you have any problems?
27  Community / DevLogs / Re: How to Be a Tree on: May 03, 2014, 03:23:18 PM
How did I miss this so far? It looks amazing! Watching! Blink
28  Developer / Art / Re: GIFs of games being worked on on: April 27, 2014, 08:59:40 AM
Thanks, Whiteclaws! It's super hard to make cool levels for it though. But even if it won't be fun for long, I think it was an interesting experiment Smiley
29  Developer / Art / Re: GIFs of games being worked on on: April 27, 2014, 04:33:28 AM
The Ludum Dare game I'm currently working on. It apparently involves a Snake with pseudo-physics now.


I have no idea how that happened. Honestly. It was not the concept I started out with, haha.
30  Community / Competitions / Re: Ludum Dare 29th April 25 - 28th! on: April 26, 2014, 04:48:53 PM
My game apparently involves a Snake with pseudo-physics now.

Cool moving GIF - but it contains spoilers!

I have no idea how that happened. Honestly. It was not the concept I started out with, haha.

The movement rules are:
  • When the head isn’t resting on the floor or another snake part, the head will move downwards.
  • When the snake isn’t touching the floor anywhere, the whole snake falls down.
31  Developer / Art / Re: GIFs of games being worked on on: April 24, 2014, 04:45:51 PM
Paged for the second time now. Has this happened before?
32  Developer / Art / Re: GIFs of games being worked on on: April 22, 2014, 02:02:24 PM
Haha I love his strut

Yeah! I humbly request a looping gif of just the walk! :D

Also, rikfuzz, do you have a devlog? Because you should.
33  Jobs / Collaborations / Re: Experienced 3D Artist seeking Programmer on: April 18, 2014, 06:06:46 PM
I don't know if its just me but the links http://www.curtbinder.com and http://curt.cghub.com/images/view:simple/ don't seem to be working  Cry

It's not you. CGHUB.com just ceased existing from one day to the other. Sad
34  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: April 17, 2014, 01:11:34 PM
You should've summoned a thread renaming too Tongue
35  Community / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING [New Build: Particles & Sfx] on: April 17, 2014, 10:12:27 AM
I've been to the A MAZE./Berlin Indie Festival last week - and apart from meeting Tiger-ers (Yo, migrafael! Hey, geti!), playing awesome games and making weird cat glitch art at workshops, I've also been showcasing Catcher!

It's been a rollercoaster of joy and frustration as I tend to be emotional when it comes to my creations, but I want to know what people really think - so often I just watched people play without telling them that I made the game. It's incredibly humbling to see people pick up the game, try it for a short while and then walk away frustrated because they don't get it. On the other hand, it feels so good to see people finishing sector after sector and still trying after dying countless times in the later levels! Smiley

I got lots of valuable feedback. The most important aspect to me are my observations regarding accessibility - it's okay if people decide that the game is not for them, but it's NOT okay if they just don't understand how to play. Here are the main problems and how I intend to solve them:


Some players didn't get that they have to use the right mouse button to close the net.

While this was explained in the wordy tutorial text in the first screen, almost nobody read that. (I think the best way to hide secrets in your game is in long text passages Tongue)

An image might help because it's faster to understand and draws the eye more:


The new image explaining the controls.

This will be shown until you have finished a level where you catch at least one enemy with the right mouse button. (You can also catch enemies by making looping motions - but this is a lot harder to pull off later and players should definitely know the right mouse button method.)


Some players didn't understand what to do at all, rammed their ships into enemies and didn't understand that this hurts them.

While I could explain this via text, I think that's mainly a feedback problem with three portions to it: What happened, where did it happen, and what was the result?

After my improvements, when you touch an enemy with your ships, the feedback looks like this:

  • What happened: "Ship Collision" is displayed. A damage sound effects plays. Bright damage particles spawn at the point where it happened.
  • Where did it happen: The ship that collided blinks red for a second.
  • What was the result:: A newly introduced healthbar at the top gets smaller. (Health was always in the game, but previously only expressed in % in the upper left.)


The newly introduced healthbar, collision particles,
feedback text and a red blinking ship.

The healthbar also refills visibly between levels, which will hopefully teach the players that their health is always full when a level starts. (One less thing I previously had to express through text, yay Smiley )


Many players had problems with little movements. In most games those will be tinier and more precise - in Catcher they just don't work at all right now and result in big unwanted turns.

I haven't tackled this yet, but I'll probably change the controls so they react less to little movements. This shouldn't change how the game is played too much because right now experienced players mainly make big movements anyway - because small movements are currently imprecise and useless.


Will this work? I don't know - but in two weeks there's a local playtesting event here in Berlin, and I'll watch players there. Keeping my fingers crossed! And if not: Back to the drawing board with me.


Other things the next release (probably soon!) will have:
  • Particle effects for nearly every enemy now. The game looks SO MUCH more lively now.
  • Lots of little bug fixes.
  • Visually improved catcher ships! This one was due for a long time now. They'll point to your mouse when being apart from each other, and dock when they get close.


The ships turn towards the mouse.


The ships dock together.
36  Player / Games / Re: League of Legends on: April 17, 2014, 08:40:06 AM
This is such a happy thread. I'm really glad that I posted in it like a year ago so that it'll always show up under the Unread Posts lists.
37  Developer / Art / Re: GIFs of games being worked on on: April 15, 2014, 04:25:01 PM
Rasse, I think you just made the BEST THING. Point me to your devlog, I have this huge pile of money I need to put there! Hand Money LeftKissHand Money Right
38  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: April 14, 2014, 07:19:57 PM
The reactions to the first sign could probably have been entertaining as a video.





That's actually the source of the images - and as usually not mentioned anywhere on the page. (Which is one of the Ten Reprehensible Things I Hate Most About Content Aggregation Pages. The titles of the articles being another one...)
39  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: April 13, 2014, 04:49:35 PM
That's one of the strangest things I've ever read.
40  Community / Jams & Events / Re: A MAZE. / Berlin 2014: April 9-11 on: April 13, 2014, 06:13:51 AM
What a pity! No apologies needed though, but it would be awesome if you guys could join us next time! And it was a nice surprise meeting you there, in the cellar surrounded by glitch art. (I think we should have TIGForums t-shirts so we fellow members here don't miss each other, haha.)
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