thewreck
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« Reply #40 on: June 03, 2008, 04:25:39 PM » |
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ArmchairArmada
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« Reply #41 on: June 03, 2008, 06:36:13 PM » |
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I played the game for a short while. It seems easiest to fly around killing everything before trying to climb up with the other character. I played the game in Linux through Wine on my laptop, so there was a little frame rate issue. The low frames-per-second made it easy to fly and fall through walls and floors -- which I assume was not the intended behavior for the game. On a Windows machine (or at least a more powerful machine, since I'm running on ten year old technology) this would not likely be an issue. The graphics were good and the procedurally generated level design seemed interesting. Like I said, I only played it for a few minutes, so I didn't have an opportunity to really get a sense of the depth of the procedurally generated levels.
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shucks
Level 0
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« Reply #42 on: June 04, 2008, 09:09:07 PM » |
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I wanted to try this but when I open it I just get a black screen
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Melly
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« Reply #43 on: June 04, 2008, 09:14:34 PM » |
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I would like to add that yes, Corn needs some kind of hazard that he can't deal with that Fay needs to help him with besides opening doors. Right now Fay is far too secondary. OR you can have a lot more doors.
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jeb
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« Reply #44 on: June 05, 2008, 12:47:41 AM » |
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I wanted to try this but when I open it I just get a black screen
Windows or Mac?
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moshboy
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« Reply #45 on: June 05, 2008, 03:30:27 AM » |
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Ran perfectly until the boss (love the platform mechanics btw) and then the screen just flickered uncontrollably, so much so, that I couldn't make out the boss or what to do.
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jeb
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« Reply #46 on: June 05, 2008, 06:48:24 AM » |
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Ran perfectly until the boss (love the platform mechanics btw) and then the screen just flickered uncontrollably, so much so, that I couldn't make out the boss or what to do.
Hehe interesting I have no clue what kind of bug that could be... We made the game with our "prototype engine", and we haven't distributed any games like this before. If you want to try the boss fight again, you can modify main.lua to register the boss game state instead of the menu state (you'll need some cheat powerups to be able to win, though... check the code in main.lua). Glad you enjoyed the platform mechanics
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Kinten
Gentleman Scholar
Level 3
You be suspicious
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« Reply #47 on: June 09, 2008, 04:56:34 AM » |
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I would like to add that yes, Corn needs some kind of hazard that he can't deal with that Fay needs to help him with besides opening doors. Right now Fay is far too secondary. OR you can have a lot more doors. Indeed. In a full production things like field of view and maybe platforms blocking Corns projectiles combined with a more interesting level with more doors might make both Corn a bit more interesting to play and also increase Fay's importance. Also, one of the original ideas suggested that fay should be carrying a lantern or a torch, if that would be implemented we could make Corns locking on to foes dependent on Fay's light. I like the basic concept and the characters, and would really like to develop this one further given that we can come up with a more rewarding gameplay. In other words, more suggestions wanted!
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Esseb
Level 0
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« Reply #48 on: June 12, 2008, 01:57:11 PM » |
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Oh my. The sound clips when switching between the two characters bring back memories.
Pompel? Pilt?
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Kinten
Gentleman Scholar
Level 3
You be suspicious
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« Reply #49 on: June 12, 2008, 03:39:17 PM » |
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Haha! Never seen them before! Awesome!
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #50 on: June 12, 2008, 11:09:03 PM » |
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I think I was very close to beating the final boss of this. I thought this was a lot of fun even in single player. I imagine it would be more so in coop, so I'll see if I have some time / buddies to play it like that. The level generation works really well, although there were plenty of instances where I could just run past doors and where Corn could fly a long way up the tower, far ahead of Fay. That's OK though, it would work much better in coop as it frees the players up a little. I could see the door puzzles nearly being quite involved on a few occasions, but then being easier to complete than I thought they would be (usually due to vines/jump pads). Great artwork, great sound. I realise you probably didn't have time for many effects, so I hope you do an updated version with some effects in the boss battle oh, and curse you for suckering me into a JRPG battle!
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moi
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« Reply #51 on: June 12, 2008, 11:33:45 PM » |
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I almost defeated the final boss but the screen went black and I had an error message :sadface:
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subsystems subsystems subsystems
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jeb
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« Reply #52 on: June 13, 2008, 05:36:43 AM » |
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I almost defeated the final boss but the screen went black and I had an error message :sadface:
Aww... You can use the cheat I mentioned previously to make another go on the boss. Just open up main.lua and edit which game state it begins with, and give yourself some extra powerups. You also need to change the singleplayer setting (all of this is in main.lua).
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Daniel Benmergui
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« Reply #53 on: June 13, 2008, 02:07:43 PM » |
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I'm unable to make it run... I get a black screen on startup. I'm running Vista, and I already copied the VC++ redist you posted. Any other clue?
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twohalf
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« Reply #54 on: June 19, 2008, 05:59:02 PM » |
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Same as Daniel... It crashed for me too on Vista. I really want to try this game... =)
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zradick
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« Reply #55 on: June 19, 2008, 06:02:02 PM » |
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Fantastic job! I love how the two characters operate on different axes. I also liked the variety in sounds the characters would make while performing their actions and switching back and forth between them. The spawning enemies made playing through solo pretty tough, but it was still fun. I particularly liked the physics in it, especially throwing the crystals and having them bounce around. Cheers, --Zack
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