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TIGSource ForumsCommunityTownhallStealth Bastard
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eobet
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« Reply #20 on: November 07, 2011, 11:50:12 PM »

No OS X version?  Cry
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onebitbeyond
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« Reply #21 on: November 08, 2011, 06:09:07 AM »

It was made in Game Maker, so it's not impossible. However, I used some extensions and dlls which were written for the Windows version, so they would need to be rewritten. Specifically Maarten Baert's HTTP2 DLL (for http requests) and GMFMOD Simple (.ogg playback).

Possibly, but not immediately, is the most accurate answer.
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ANtY
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« Reply #22 on: November 08, 2011, 07:40:13 AM »

It was made in Game Maker, so it's not impossible. However, I used some extensions and dlls which were written for the Windows version, so they would need to be rewritten. Specifically Maarten Baert's HTTP2 DLL (for http requests) and GMFMOD Simple (.ogg playback).

Possibly, but not immediately, is the most accurate answer.

http://moacube.com/resources/caster-multi-platform-ogg-extension-for-gamemaker/  Well, hello there!
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Ishi
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« Reply #23 on: November 08, 2011, 08:45:56 AM »

This got a mention on Kotaku: http://kotaku.com/5857334/this-game-wants-you-to-be-a-stealthy-bastard
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Dugan
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« Reply #24 on: November 08, 2011, 09:06:23 AM »

Yeah it's been getting some good press attention - and over 60k youtube hits since Friday for the launch trailer Hand Thumbs Up Right
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Starflier
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« Reply #25 on: November 08, 2011, 09:23:28 AM »

Downloaded! This looks like a lot of fun Smiley
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« Reply #26 on: November 08, 2011, 09:24:04 AM »


Ah, nice find! I'm completely GM Mac-ignorant, I'm afraid. So, that looks workable from first inspections. Any replacements for http://www.maartenbaert.be/game-maker-dlls/http-dll-2/ ?
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Core Xii
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« Reply #27 on: November 08, 2011, 09:55:28 PM »

The visual design was somewhat poor in many areas, having difficulty telling open doorways from solid walls. I didn't like how parts of the levels "fade out" spontaneously as you move around.

There was a lot of trial and error level design. Bad. One level even begins with you dying if you don't move in the first couple of seconds.

It felt a lot more puzzle and platforming than stealth. In fact, I wouldn't even classify it as a stealth game at all. Maybe a game with stealth elements, but definitely not a stealth game.

The portals were just stupid. Instead of making one great game around one mechanic (stealth, wink wink), it felt like a mash of disjointed ideas failing to get any of them right.

The music was too hectic and not sneaky enough.
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« Reply #28 on: November 09, 2011, 10:08:11 AM »

Haha! Love it!

Shine on you crazy diamond.
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st33d
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« Reply #29 on: November 09, 2011, 12:05:55 PM »

A few irritating things like compulsory login (what's wrong with playing as a guest whilst I try out the game?) and some level design issues like the one where you have to wait a fucking age for the robot to waltz back (I know that puzzle doesn't work unless you do that - but then you should just drop that puzzle, it's not fun, the only person who walks away feeling clever is the level designer).

That aside, loved the visual design (I think a co worker nit picked a few things, but he's a perfectionist) and it felt like a decent solid platformer - and I don't think many people realise how difficult that is to pull off.
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« Reply #30 on: November 09, 2011, 01:26:36 PM »

I admit I'd like to have done some more in-depth user testing on the level design, but on the whole I'm pretty pleased with it for a spare time project. Which robot puzzle are you referring to, btw? Which number? I can't recall a level that requires a long robot walk.

Yeah, mandatory login, but there's no personal information, it's just in order to provide a fully featured console-style leaderboard and level sharing from the minimum of effort on the player (e.g. just create username/password once, takes 5 seconds). I definitely did it that way since it allowed me to write one system really well, rather than support two systems and weaken the functionality I was really interested in. It also helps with the analytics on the front page, a bit of fun for everyone to see things rack up. I'd do it that way again, all told.

Glad you liked it on the whole. Ta.
« Last Edit: November 09, 2011, 02:23:37 PM by onebitbeyond » Logged

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st33d
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« Reply #31 on: November 10, 2011, 02:16:47 AM »

A good thing to remember is that what takes the creator 5 seconds will take or seem to a fresh user 25 seconds.

The more hurdles you put in the way of instant gratification the more the player learns to spite you.

But that's really down to design experience. I thought the rest of the game stood up quite well.

I think the bridge the gap puzzle took ages to complete. You might have a fast solution for it, but I don't think it's just me that had trouble with that puzzle and I stopped playing straight after it. Bad puzzle - no biscuit.
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onebitbeyond
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« Reply #32 on: November 10, 2011, 08:27:54 AM »

A good thing to remember is that what takes the creator 5 seconds will take or seem to a fresh user 25 seconds.

The more hurdles you put in the way of instant gratification the more the player learns to spite you.

But that's really down to design experience. I thought the rest of the game stood up quite well.

I think the bridge the gap puzzle took ages to complete. You might have a fast solution for it, but I don't think it's just me that had trouble with that puzzle and I stopped playing straight after it. Bad puzzle - no biscuit.

We play-tested that puzzle around the office, and never saw that issue arise. These things always come out with more focused user testing. It's a shame you stopped, because the game only improves as it progresses.

Also, design experience? I'm not gonna say much, but, wow, way to patronise.
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Hangedman
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« Reply #33 on: November 10, 2011, 09:21:43 AM »

I think the game is very functional and good, and fun. Like with Super Meat Boy, I can usually see through to see where the speedrun potential might be, but I just like to take my time and experiment with the mechanics.

I do like that you can derail the wandering enemies to make getting past them easier. It's a nice concession to speedrunning, as the faster person might find the right place to dodge through while the slower can take their time and mess with the enemy's movement.

I find the floaty jump fine for getting around but a little frustrating for catching edges when sometimes I drift past them and have to wait to fall back down and catch them. It makes it much harder to escape vertically than horizontally.

I will say that the level selection and menus, while functional and clear, are kind of bland in comparison to most of the other graphics.

I also think having a large emphasis on community levels and speedrun times is a double-edged sword: it can help to build a community around the game, but it can also intimidate players from the start. Having the time ranking less prominent (see Nimbus) might make it less so. But that's neither here nor there, it's still fine.

The mandatory login is kind of obnoxious not because it's a login, but because there's no menu or cancel or anything. It's just enter something, and wait and hope. It took me 8 or 9 tries to register and then it didn't tell me I registered, so I tried to register again and I only found out it had worked when the game told me that name was taken. And the wait is very long with no feedback.
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onebitbeyond
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« Reply #34 on: November 10, 2011, 09:42:03 AM »

The mandatory login is kind of obnoxious not because it's a login, but because there's no menu or cancel or anything. It's just enter something, and wait and hope. It took me 8 or 9 tries to register and then it didn't tell me I registered, so I tried to register again and I only found out it had worked when the game told me that name was taken. And the wait is very long with no feedback.

Sounds like you tried to create an account while the server was having one of its 'moments'. Apologies for that, when the server is behaving you get a confirmation within seconds. Would love to find a way to stabilise that baby. 25,000 users in 6 days is much more than I was expecting.

Yeah, menus are functional, agreed. Was gonna do a bit more with them, but was always lower on the list.

Thanks for the feedback, glad you enjoyed it!
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st33d
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« Reply #35 on: November 10, 2011, 11:42:42 AM »

Also, design experience? I'm not gonna say much, but, wow, way to patronise.

If you honestly think compulsory logins are harmless then I'm not sure what else to call it other than a difference of opinion. But the game pissed me off before I'd even started it. And I know I'm not the only person in my office who has complained aloud about a compulsory login when trying out a game.
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« Reply #36 on: November 10, 2011, 12:14:23 PM »

I have heard that some people are put off by the login, so I do see your point. I'm happy with the compromise so far, the trade-off of login versus features. I am also an amateur coder. I've never coded any online stuff before this, so it's all a voyage of discovery. (I should point out though that design experience is not what I'm lacking). I'd definitely think about a better way to do it if I were to do another online title though (which is unlikely at the moment).

Again, thanks for the feedback. Smiley
« Last Edit: November 10, 2011, 12:39:30 PM by onebitbeyond » Logged

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« Reply #37 on: November 10, 2011, 05:37:46 PM »

If you honestly think compulsory logins are harmless then I'm not sure what else to call it other than a difference of opinion.

Hi, I worked on the SB:TEA project and thought I'd drop in on this.

It's an interesting point you make, but I honestly can't consider it harmful due to the fact that over 25,000 players have registered and collectively clocked up over 8 years of play time in less than a week.

The project's goal was to garner a community and it's been a monumental success well beyond any of our expectations.

The benefits of people being forced to register outweigh that of them not. It's turned out that plenty of people will register for a free game that they already want to play, thanks to the trailer and a very positive reception from the gaming press.

If we were selling this as a product and we forced people to register when they wanted to try before they buy, then yes, I can see how that would be harmful. Maybe we took a risk with the forced registry, but from my personal point of view and looking at the sheer numbers, it's paid off in a big way.

Big thanks to all of you for playing it and for the feedback  Beer!
« Last Edit: November 10, 2011, 05:50:03 PM by ajaxpliskin » Logged
Dugan
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« Reply #38 on: November 11, 2011, 03:13:16 AM »

SB made it into the Guardian newspaper online (UK):

http://www.guardian.co.uk/technology/gamesblog/2011/nov/11/stealth-bastard-for-free


Would be groovy if it got into the Saturday Guide games section!
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st33d
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« Reply #39 on: November 11, 2011, 03:47:35 AM »

My original complaint was that you didn't support guest accounts. Which most other compulsory login systems do. That's pretty much what I got shitty about.

That aside, good game.
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