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1  Developer / Playtesting / Re: The Katakijin Thread (RELEASE DATE) on: December 23, 2012, 06:33:57 AM




Not dead...
2  Player / General / Re: IGF Thread 2012 on: March 07, 2012, 07:15:09 PM
I haven't posted here in a long time, but my God, Phil is such a fucking douchebag. Yeah Fez looks interesting, but I really don't see why this guy is being so arrogant. His game borrows a lot from games like Cave Story and the Paper Mario series, all of them Japanese games. The current stagnation facing the Japanese game industry is a legitimate topic worthy of discussion, but the way he humiliated that guy was incredibly mean-spirited.

I used to think his game looked nice, but now I just really hate this guy. Reading the RPS article certainly didn't help.
3  Developer / Playtesting / Re: The Katakijin Thread (RELEASE DATE) on: October 16, 2011, 03:09:35 PM
So I'm a big fat [lazy] liar. But it's not dead.





It'll get released when it's done (dun dun dun) but soon.
4  Developer / Playtesting / Re: The Katakijin Thread (RELEASE DATE) on: July 02, 2010, 07:50:09 PM
Nice, looking forward to it. What sparked the name change?

With Katakijin, I felt like I had to be at least somewhat authentic to japanese culture. With the new name I can do whatever I want to.
5  Developer / Playtesting / Re: The Katakijin Thread (RELEASE DATE) on: July 02, 2010, 06:09:47 PM
Hey guys.

Just thought I'd let you know that Katakijin is basically done now, but it's still really messy and takes up like 300MB of memory so I am doing a lot of testing and cleaning up at the moment.

Katakijin is now called Venge and I will be releasing it September 27th.

-Divine
6  Player / Games / Re: IGF 2010 nominations on: January 07, 2010, 09:53:26 PM
So the Katakijin feedback is back, and man did one of them do his best to make me feel like shit.
Anyways I'm just going to talk about some of the feedback they gave me.
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Venge scored best in:  Visual Art

And scored worst in:  Game Design

That's odd. I thought I'd get Gameplay or something like that, not Visual Arts.

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Tutorial is lacking. Could have done with a difficulty setting. Need checkpoints. Very little enemy variety - too much combat with nondescript ninjas.

Enemy ninjas also take too many hits too kill. Sprites are also constantly blocked from the player's view by objects such as grass and fences, obscuring the action, animation and ninja moves. Not too fond of the backtracking either.

The game should probably be designed with players of all skill levels in mind. Also encountered a crash bug after loading game.

I agree with this for the most part. I ended up realizing all that he said too. The only part I didn't argree with is "the game should probably be designed with players of all skill levels in mind." I don't think so. You don't play IWTBTG and complain about difficulty. You become better at it, and that is part of the game itself. It's the same thing with games like Ninja Gaiden.
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+Good rock music
+Nice, but simple graphics
+Plenty of nice polish and flair within the simple graphics
-Wall climbing is a little difficult to understand (why/what makes him jump around so much)
-Opening enemies repeated too much.
-Big slash not as useful (so it seems) as little slash.

Well not much to say here. The game was incomplete so this makes sense.

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overall, a decent execution of an age old concept.  the tutorial was not very helpful in figuring out how to play the game, i got stuck not knowing how to climb the wall (figured out in-game later on).  also, not having instructions on which keys do what is a major impediment for getting into the game.

I guess he skipped the tutorial. Maybe I should make it mandatory. Figured it out though it seems. Not much here either.

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I found the controls so terrible as to be unplayable. Before submitting to a design competition like the IGF, I strongly encourage the developer to consider what contribution to the industry they are attempting to make. If the way you describe your game is "it's just like these other games," then it is not an appropriate submission. If you're going to put all of this time and energy into making a game, for the love of games, do something original.

What the fuck? Who is this guy? He practically had nothing constructive to say about my game other than bitch about originality. Yes it's unoriginal, so what? Not everybody is trying to revolutionize the industry you prick. Some of these judges need to learn how to enjoy games.

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Crashed on close twice including one hard crash requiring a reboot.  Who knows.  Could be any number of things.

Metallic sounds might be a bit harsh for menus.  I like the other sounds attached.

The intro level is wayyyyy too difficult.  It's okay for someone who's already played this kind of a game --maybe-- but novices would quit in frustration.

Nice straightforward design with nifty flourishes.  Level design is good if a bit blocked out looking.  The tasty and tasteful art helps much here but why all the occluding fences?

Control of the character is okay.  Using powers and abilities is intuitive.  This works the way it's supposed to.

This isn't an original concept of course, then again, looking at Venge --which is a fun name, btw, maybe everyone should make at least one of these.  Much to be learned here and food for thought.

Good feedback here. Need to work on those bugs.

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I like this style of game, but feel this one is missing out on a few key things.

Controls - By having four keys in a row with different functions, I found it easy to get confused, often jumping when I wanted to attack. Consider moving the jump to the (somewhat) more standard spacebar.

Feedback - Consider including the interaction key with the "interact" prompt so I don't have to randomly try keys to find out what it is - in general, if you can include the key on-screen without breaking your immersion, it's preferable.

Level Design - the goals were not very clearly indicated through visuals or instruction - most of the first tutorial level was the same color. Consider picking out the player's goals in a different color. Additionally, consider highlighting the interact points more clearly.

Training - The tutorial for combat was a huge list of information - different keys, moves, magic, etc - too much to learn without being able to put it into practice. Consider splitting this stuff up into stages v.s. specially-tailored enemies against which each attack is worth using, and require the player to use each ability to progress. (you do this well with the movement tutorials).

Combat - In general, I didn't get to see why I needed so many different attack variants - I could just spam the X key and usually win. With no health-bars on enemies, they need to very clearly show their health status in some other visual way. Consider whether the control complexity/combat system is necessary.

Very good feedback. I honestly don't know how to tackle this control problem. I had my friend play the game and he was also complaining that there were too many buttons. I can't help but feel that it's something players are just gonna have to get used to. Gave me lots to think about though.
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Excellent chunky 2D combat system stuck in an otherwise somewhat tepid platformer -- it's about 60% of a finished and amazing game that has more to do between points A and B.

Yeah, the platforming isn't the point of this game. I'm glad he/she thought so highly of the combat system which really is the star of the show.
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The visual style is very nice in some places (the cherry blossoms in the background, the lighting effects)... but it's a bit uneven.  For example, the title screens are rough by comparison, as are the character sprites (the animations are nice, but the character design is odd... very chunky).

Sword fighting was a bit sluggish, at least on my computer, so it essentially turned into random button mashing.  I also found that I could simply jump over the enemies to get past them (until the point in the game where "barriers" appear and block your path until you defeat the 4 boss enemies).

The rock soundtrack was a bit heavy-handed.  Maybe Japanese windchimes instead...

Why can't the guy run with his swords out?  The transition between modes (from running to fighting) was a hurdle.

I don't really understand what he meant by transitioning being a hurdle. You literally walk up to an enemy and fight. That's how it is in these type of game. I don't know. But other than that, what he said was expected.
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Overall, pretty good feedback I think for a rushed demo. Full game should be out this year and I'll take into account all the feedback I've gotten. Hopefully I get further next year...and that one asshole of a judge is off the panel.
7  Player / Games / Re: IGF 2010 anyone? on: November 07, 2009, 06:23:23 PM
Yes you can, most casual and non-gamers preffer to have 'mindless fun' in their simple and shallow games.

What is this I don't even

You don't get what I mean. What I'm saying is that at the end of the day, all the "omg it's a clone blah blah blah fad lol" bull doesn't matter. If I'm playing a game and I'm enjoying it (aka having fun), do I really care that it's a clone/fad/whatever? No, I don't.
8  Player / Games / Re: IGF 2010 anyone? on: November 07, 2009, 04:39:51 PM
Holy shit guys. Can we just enjoy games for what they are? All that matters at the end of the day is how fun the game is. If it's fun, then play it. If not, don't.
9  Player / Games / Re: IGF 2010 anyone? on: November 02, 2009, 05:03:14 PM
To enter the student competition, do I have to be studying game design or something related to that or is being just a student enough. I'm a Pharm student but I also want to enter my game in the Student Compo.

Also, damn where the hell did Shank come from? That's my kinda game right there. I can't wait to eventually play it. Lots of good stuff this year.
10  Player / Games / Re: IGF 2010 anyone? on: November 02, 2009, 01:44:07 AM
Hey guys, quick question. Do you guys know if they are pretty lenient on the deadlines? I was able to submit Katakijin, but it was like 2 hours past the deadline. I completely forgot that it was PST time. Anyways, they charged me 95 bucks already. Did I just throw away my money? Will they refund me?
11  Developer / Playtesting / Re: Hai guys! on: August 08, 2009, 04:40:22 PM
Nice Amirai! Thanks for the in-depth feedback! However I just want to point out that about this:


 - I think there's way too much of a delay between releasing defend and being able to attack. After blocking the third hit of an enemy's attack combo (and not reeling from it), the enemy had enough time to recover from the combo and start another combo before pressing attack would start an attack.

This is intentional. I didn't want the block button to be a temporal invincibility button.
If you roll during the recovery frames of blocking, you can attack sooner by say throwing a shuriken then canceling into an attack. The combat engine is a bit like that of a fighting game. There are moves that only come out at the right frame, and you can even instant-block if you press the block button at the right frame when you are about to be hit. There's a lot of subtleties like that to make the combat engine deeper than just button mashing and then holding block.
12  Developer / Playtesting / Re: Hai guys! on: August 04, 2009, 03:55:25 PM
i can't tough it out because when I download it I can't use my (already) slow internet.  I can wait if it takes off another hour(if it cuts it in half) because I have summer English homework to do. :[  I really want to download it, but if i do it'll take me hours.  Cry so if he posts a smaller download file I will be forever grateful.  Sorry Inane I just can't tough it out. D:

I wish I could do that, but it would be pointless because the game will not run well without music at this time. There are invisible walls for cut scenes and stuff that don't go away until the music starts playing. Since there's no music, you wouldn't be able to do anything.

 I didn't think it through but that was a really bad decision.
13  Developer / Playtesting / Re: Hai guys! on: August 02, 2009, 07:10:21 PM
Yes. Awesome. I have looked forward to this day since the time I was born, Ultim8.
Ran good on my shitty laptop. No lag, I think.
Dialog is okay, but the skip button needs to work faster, like hitting it once reveals the whole page, twice goes to the next. Either that or a skip all button, like what'shisface said, because that boss is brutal and I hate rereading that conversation.
There's also a few issues with the main character stating the obvious, like "Dead bodies. Who coulda done dis?" you could just have him look around and be like "who coulda done dis?"
Gist of it is, needs a skip button and you could cut out some stuff to make it more interesting.

I'd buy it on XBLA, deffo. 10-15 bucks would be fair, in my opinion, assuming the games gonna be as big as I think it will.

Presentation is great Durr...? one thing I think could be better is, in the boss fight with Mudama, you could have street lamps or torches or something to illuminate the fight, since the night-time thing actually does make it kinda hard to see what he's doing.
Speaking of Mudama, did you make him harder or did I just start sucking at the game? Can't get him lower than half his health anymore Sad

Anyway, keep on trucking, Ultim8, I love this game muchly and it's been fun watching the progress through these demos Smiley
And always remember,



Yeah I made Mudama faster, gave him more moves, made him dish out more damage and dodge more. As a trade off, he takes more damage now.

The game is supposed to be very difficult, and you are supposed to die over and over until you learn how to fight. That's why there are few savespots. It's all intentional. If you've played Ninja Gaiden Black, you'll have an idea of just how difficult the game is supposed to be.
14  Developer / Playtesting / Re: Hai guys! on: August 02, 2009, 10:18:46 AM
oh wow °_° i'm blind, i saw the post two times just skipping that part... no good..

Maybe he plans to recode it using XNA

edit: finally i got a non damaged version, dowloading it from the last mirror!

edit2: found a bug, after a dialog there's an invisible wall stopping me to go further.
You can also wallrun on that invisible thing



oh, congrats for the music! is great!



The invisible wall appear before a cutscene to prevent you from skipping it accidentally. The invisible wall is supposed to get destroyed after the music picks up. Are you able to hear the music fade back in after the cutscenes? Make sure you are playing from a folder and not from the zip file.

To the people getting beat, try not to stand around and block too much. Keep moving. Here is a walkthrough that shows you how to play:

http://www.gametrailers.com/user-movie/katakijin-level-1-walkthrough/325957


As for the music you should congratulate Chris Gehan and his buddy Dan! They are the makers of the Iji soundtrack and they are behind the music in this as well. Really cool guys. I believe they are also make a soundtrack for Indie Brawl.

15  Community / Indie Brawl / Re: Indie Brawl: Design Doc and Latest Build- New Version 6/24/09 on: August 01, 2009, 01:37:59 PM
I'd like to try this but I'm getting a black screen on my 32-bit Vista machine.
16  Developer / Playtesting / Hai guys! on: August 01, 2009, 01:25:09 PM
I guess I lied. This Demo was exclusive to NeoGAF, but not fair to leave TIG out:
http://host-a.net/ultim8p00/Katakijin%20Demo%20v3.0.zip


If you play this demo, I just need you to answer a few questions please:

How did this run on your PC?
If it ran slowly, could you post your specs?
What do you think of the dialog between characters?
If this hit XBLA how much would you want to pay for it, or would you buy it at all?
What do you think of the overall presentation?


And that's it. I'd really like to know how this performs on your machine, along with what you think about the dialog.

Anyways, here's a comparison:

OLD


NEW


I added a day/night filter to give the game a better sense of time and atmosphere
17  Player / General / Re: iphone / ipod touch games on: December 27, 2008, 02:57:36 PM
get tap-tap. it's so much fun on two-player mode especially when you are slightly inebriated
18  Developer / Design / Re: Dream Games on: October 05, 2008, 01:35:18 PM
A racing game where you race at ridiculously high speeds across galaxies and planets in real-time, seeing each planet's landscapes, architectures, oceans etc as you zip past them.
19  Developer / Audio / Katakijin Music on: October 05, 2008, 01:31:23 PM
I've been thinking a lot about making the music for Katakijin myself lately, especially since I got FL Studio 8 on my birthday. I've been at it for about a week, and it's pretty awesome. It makes things hell of a lot easier than something like Modplug. I've been cranking things out at a surprisingly fast rate, so if I can consistently make awesome stuff, I may just end up making the music on my own.

Here's one I've been working on for the past two days:

The Path Of Vengeance.ogg

It's kinda weird because the melodies don't sink in the first time you hear them, and you have to listen to it more than once.

Critiques and comments are welcomed; let me know what you guys think.

20  Developer / Playtesting / Re: KATAKIJIN is back on track with a final demo. on: June 27, 2008, 08:13:29 PM
Damn, 300 downloads. That was kinda fast. I have -605.25 MB of bandwidth left :D

Here's a 64digits link. That should last a while.
http://64digits.com/users/ultim8p00/KatakijinDemo_final_.zip
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