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TIGSource ForumsDeveloperPlaytestingMasjin [Updates!]
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PompiPompi
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« Reply #180 on: April 28, 2011, 06:51:35 AM »

Well, in some games(mostly FPS) you benefit from shooting singles, because auto fire is inaccurate. Not because the gun shoots away randomly, but because it recoils a little and then you need to maintain your aim while doing so. But it's not random spitting the bullets all over the place.
It would make sense to not enable auto fire, if there was a benefit of not autofiring, like more accuracy. But as of now, the people with stronger fingers have an advatage, because there is not reason not to shoot automatically. Killing with the gun is more dealing as much damage as possible, rather than landing a few accurate deadly shots. But, I am not sure how the FPS recoil would translate into a 2D game.
You could make the character get pushed back due to recoil...
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GLaDOS
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« Reply #181 on: April 28, 2011, 07:45:54 AM »


New idea
Part 1) game looping - when one game finishes it makes a new game exactly the same(maybe with team shuffle)
Part 2) map rotation - choice map types to cycle through
Item that makes vehicles invisible(like loyalty chip you have to get inside it then it turns invisible can see the player unless they are a ninja or have cloak)
Spy lvl 3 auto spy I'd (unless attacked or attacking)
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Del_Duio
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« Reply #182 on: April 29, 2011, 04:18:54 AM »

Hempuli, totally unrelated but I was playing Excavatorrr last night and got the hand of midas. What does that item do exactly, increase the amount of $$ you get from gold piles?

Sorry and thanks!
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Hempuli‽
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« Reply #183 on: April 29, 2011, 10:41:14 AM »

Hempuli, totally unrelated but I was playing Excavatorrr last night and got the hand of midas. What does that item do exactly, increase the amount of $$ you get from gold piles?

Sorry and thanks!
No problem! When you pick up the hand, you can still attack - all damage done to enemies creates money when you hold the hand. If you look for a highscore, virtually the only way is to avoid enemies until you locate that item. Tongue
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« Reply #184 on: April 29, 2011, 07:47:21 PM »

I think it'd be nice if, in sandbox mode, you didn't have to have more than one player to exit the bases. In other words, are the start-up blocks necessary in sandbox mode?
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Hempuli‽
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« Reply #185 on: April 30, 2011, 04:06:00 AM »

I think it'd be nice if, in sandbox mode, you didn't have to have more than one player to exit the bases. In other words, are the start-up blocks necessary in sandbox mode?

No.

There has been some stuff keeping me from working on games, but after this weekend's ludum dare I think I can get back to this!
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« Reply #186 on: May 01, 2011, 11:42:00 AM »

1 more idea, a link to this forum and your website under a credits tab maybe?
would be easier to check on progress

idea for a game mode - hide n seek
1 one team is invisible(hiders)
2 one team is visible(seekers)
3 ground is full of tunnels at the start
4 all hiders have one hp
5 all weapons are short range
6 teams swap after everyone is found or time runs out
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lasttea999
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« Reply #187 on: May 01, 2011, 11:53:23 AM »

Bugs:

1) Players were able to press R to respawn, even when they were holding a flag. This made players become stuck in the base, and the only solution we found was to have that player rejoin the game.

2) Sometimes I couldn't see the score in a mode with score, and sometimes I saw a score in sandbox mode. Also, sometimes the mode label in the lobby was wrong (for example, the label read "(CTF)" when it was really king of the hill)

Also, I still think an in-game display about the current game mode would be useful! Also, displays of how much money each team has, preferably in their respective bases.

EDIT: Hold the flag mode seems a little difficult to get balanced games with.

FURTHER EDIT: It's pretty surprising how easy it is to run out of money, even after starting with 10000 ore Sad I'd still like to suggest the "all upgrades" and "no item cost" options.

EVEN FURTHER EDITS (SORRY!):

1) It seems a bit unnatural that the turrets can't detect players in vehicles. It also seems unnatural that they'd attack allies when they're wearing the spy ID. And I think it'd be kinda fun if turrets attacked opponents' turrets --- you could have turret battles!

2) Do miners earn money when the turrets they place destroy players? I think that'd be fun, but it might be a bit overpowered.

3) I think an option to have three teams would be interesting; it seems like the option to have just one more team would create some interesting dynamics(?). For example, two-team games seem kinda boring with three players because the side with two players have a big advantage. But what about a three-team game with four players? Then the two teams with one person each could gang up on the two-player team as needed. Having three teams might even make "hold the flag" mode viable.

In three-team mode, maybe you could make it so players can exit their bases even without three people in the game, but make it so they can't score until all teams have at least one person. The thing about having more than two teams is that, even if one of the teams is a lot weaker than the others, it seems that the weak team would be able to bide their time and build up resources while the other two teams are occupied with each other.

The hide-and-seek idea sounds fun!
« Last Edit: May 01, 2011, 01:32:45 PM by lasttea999 » Logged

mokesmoe
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« Reply #188 on: May 01, 2011, 05:05:38 PM »

Where would the third base go?
And although it would help low player counts, it would be worse for high player counts. It would be a lot harder to get a big team. 1v2 is bad, but 1v1 is boring too, and 2v2 isn't that great either. So it wouldn't really solve the low player counts.
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lasttea999
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« Reply #189 on: May 01, 2011, 05:58:40 PM »

I'd suggest replacing the middle control point with the third base, or putting the third base deep underground.

On the contrary (?), I feel that, for example, 1v1v1 wouldn't be as uninteresting as 1v1 or 2v2 because there'd constantly be more movement than in a two player game.

...On second thought, I guess the problem of balancing attacking and defense would remain. Perhaps one player could easily shut themselves in their own base while the other two are occupied with each other. Perhaps each player would have free reign over the base of another, forming a little circle of attacking relationships. I guess it has potential to be a terrible idea.

Nevertheless, I feel that it'd be worth a shot.
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« Reply #190 on: May 01, 2011, 06:01:00 PM »

What about free for all deathmatch with random spawns around the map?

What ever happened to the regular team deathmatch option also? It seems like that disappeared after king of the hill went live.
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GLaDOS
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« Reply #191 on: May 02, 2011, 03:43:56 PM »

Facebook Group for Masjin
http://www.facebook.com/home.php?sk=group_222598661087587
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« Reply #192 on: May 03, 2011, 12:01:41 AM »

Sorry for being so much elsewhere! Let's go through these:

-Most of the bugs reported are such I can and will fix.
-I mostly agree about stuff with the turrets, and as far as I know, the cybermason does indeed get money for turret kills.
-Third base is something I wont implement for the reasons mokesmoe mentioned. In a 2D platformer there's simply no possible way to locate a third or fourth base without making it imbalanced.
-Hide & Seek would be pretty silly with the seekers buying a ton of radars and the hiders packing into one underground room, then sealing it off.
-shojin: there never was 'regular team deathmatch' as a gamemode as in a mode that can be won somehow. Kills and deaths were counted but before King of the hill, the rounds never ended. Might be cool, though! All-on-all deathmatch wouldn't work due to the team-based structure of the game.

I'll try to get an update out today or tomorrow, but I can't promise anything at the moment. University exams are coming closer...! Sad
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« Reply #193 on: May 03, 2011, 05:13:41 AM »

Launching yourself with gravity bombs is really fun. Seems to work especially well when you're in a builder.

Also, weird things happen when you throw a gravity bomb at a turret and get in. You get launched somewhere in the middle of the map and turn invisible. You can still shoot the turret, but your view is out in the middle of the map. When you exit the turret, your character appears in the middle of the map.
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Hempuli‽
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« Reply #194 on: May 03, 2011, 05:24:16 AM »

Launching yourself with gravity bombs is really fun. Seems to work especially well when you're in a builder.

Also, weird things happen when you throw a gravity bomb at a turret and get in. You get launched somewhere in the middle of the map and turn invisible. You can still shoot the turret, but your view is out in the middle of the map. When you exit the turret, your character appears in the middle of the map.

Oh right, this one! It's been mentioned a few times, I just always manage to forget it. Fixin'!
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lasttea999
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« Reply #195 on: May 03, 2011, 02:48:01 PM »

Well, the third base and hide-and-seek are pretty giant suggestions, though. I'd be reluctant to turn them down until we're all certain that they're not fun.

I hadn't thought of using gravity bombs like that, ha ha!
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« Reply #196 on: May 03, 2011, 06:55:21 PM »

Nearing completion. The organ will be louder, drums a little quieter. Otherwise it sets well I think.

Guitars are near final, mixing and I think the solo will get re-done.

http://soundcloud.com/redshojin/k
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mokesmoe
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« Reply #197 on: May 03, 2011, 09:07:16 PM »

I don't think hide and seek would be very good, but you have a point that we don't know until we try it. The down side of all these of adding really different gamemodes is that since there are only one or two servers at a time due to the small playerbase, it can turn off people who want to play a normal big game. I haven't played at all recently because it's always infinite money sandbox games and I would rather just play a normal game.

The third base would be underpowered if it was underground, as it is harder to ascend than descend. Also, being in the middle means it would be fighting both sides more than they would be fighting eachother.
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« Reply #198 on: May 04, 2011, 02:11:47 AM »

my two cents:
-A third base will always be positioned wrong when having only a 2-dimensional game in the way Masjin is. When one base is 'in the middle' of the other two, it will be hunted down earlier/easier than the other bases. The only way I can think of is totally overhaul the bases and the map in a way that the map loops, so that a person from Base A can go to B on the right, and C on the left. From B you can go to B on the right and C on the left.

But that again wouldn't work with the Control Room and would make the game very chaotic. I think two teams is the best.

-Hide and Seek seems a very strange gamemode to me. I think the 'seekers' team will be greatly overpowered. And I simply think it won't be much fun.

A possibly better idea would be to have a 'Deathmatch' game, where both team start with X lives, and you have to kill off all lives of the opponents team before the lives of your team run out. The main goal is not a flag or something, but to kill-and-not-be-killed.


Shojin: Your music is coming together very well  Smiley. I really enjoy listening it. Good job! Only got one question: Is k the music for the menu or for the game? Since it doesn't loop.
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« Reply #199 on: May 04, 2011, 05:34:42 AM »

A possibly better idea would be to have a 'Deathmatch' game, where both team start with X lives, and you have to kill off all lives of the opponents team before the lives of your team run out. The main goal is not a flag or something, but to kill-and-not-be-killed.


Shojin: Your music is coming together very well  Smiley. I really enjoy listening it. Good job! Only got one question: Is k the music for the menu or for the game? Since it doesn't loop.

Menu. And that's the exact same gametype I said I wanted back. I don't know why Hempuli is hesitant (if he is.) It was the original one after all.
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