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TIGSource ForumsCommunityDevLogsLizard Warrior
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Alec S.
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« Reply #20 on: March 20, 2012, 11:21:55 PM »

I really like the look of this game.

I would suggest some tweaks to the gameplay to give it a better feel.  Currently, I feel like the standard attack is too slow, while the downward thrust attack is a bit too fast.  Also, your attacks lack impact.  Knockback on enemies when you hit them and you when you get hit would go a long way to improving the feel.  Also, making the screen shake at moments such as when you hit an enemy, when you hit the ground with your downward thrust, or when you get hit would help.
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BlueSweatshirt
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« Reply #21 on: March 25, 2012, 01:33:15 PM »

Sorry for the late reply!

You're right that the down attack and normal attack have a huge speed gap.... Hmm, I'll put some thought into it!
As for the feel, you're totally right--I'll work on that.

For knockback, what do you mean? There's already knockback. Do you mean you think there needs to be more?

Also, a screenshot of the next version:


[EDIT]
Worked on the background a bit:
« Last Edit: March 25, 2012, 03:06:03 PM by Jack Sanders » Logged

Alec S.
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« Reply #22 on: March 25, 2012, 03:25:59 PM »

When an enemy hits you, it goes right through you.  Both you and it should experience knockback.  When I attack an enemy, it might knock it back a bit (I wouldn't notice it if you didn't say it was there) but not enough to keep it from going though me half a second later.
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BlueSweatshirt
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« Reply #23 on: March 25, 2012, 04:36:35 PM »

Hmmm very true.
Alright, I'll work on that!

Thanks for the awesome feedback Alec.  Smiley
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capn.lee
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« Reply #24 on: March 25, 2012, 09:47:33 PM »

that would be my biggest gripe. Especially, it seems, if an enemy is moving towards you quite quickly then he can run on to my sword and die but still cause damage. I don't know if the simplest way to deal with that would be just to make knockback an absolute value instead of a relative one as it doesn't seem to have much force on an enemy that has picked up speed.

I found the best way to deal with enemies was to jump them as they ran in and then stab them as they turned around.

May I recommend some kind of mario style jump bounce attack? A one that does a small amount of damage (not increased with strength) but allows you to bounce a small ways? Maybe even not damaging at all, but the game feels like I should be able to do it

It was fun though and I look forward to playing future builds.
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BlueSweatshirt
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« Reply #25 on: March 25, 2012, 09:59:42 PM »

The velocity of enemies(and you) actually resets when they're hit, so yeah. The problem is a couple other factors coming into play which I should have solved in the next build.

I'm thinking about making the down attack do the bouncing you mentioned.
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McMutton
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« Reply #26 on: March 25, 2012, 10:05:58 PM »

This is pretty awesome; I found I could pretty easily dispatch the wasps with the strategy that the Capn mentioned.

I find that said wasps get stuck on corners a lot.
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BlueSweatshirt
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« Reply #27 on: March 30, 2012, 06:45:49 PM »

MAJOR UPDATE!

  • Recoded physics interactions between entities: opposite reactions, more significant knockback.
  • New enemy
  • Worked on the backdrop graphic
  • Made projectiles reflectable
  • New background graphics
  • New level prefabs
  • Hitting an enemy with your down attack now causes you to bounce.
  • Hitting an enemy or the ground with your down attack stuns you briefly.

Play it now!
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Xion
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« Reply #28 on: March 30, 2012, 07:05:38 PM »

I want to like this, I really do, but fuck the basic attack is so damn slow it's impossible for me to hit anything before getting hit myself. The enemies accelerate and don't move at a constant speed or in a predictable manner so it's very difficult to determine when I need to press the button so that they're where my sword is when it finally strikes. I just end up using the downward attack whenever I can, which just ends up feeling like a more unintuitive version of the typical "jump on enemies" heads' attack from Mario and so many other games.

Sometimes when the level starts there are a bunch of enemies around and I get hit before I can really react.

The projectiles - and the enemies that shoot them - are super hard to see against the background and blend in a lot. A couple times I got hit without even realizing there was an enemy around, and a couple more times I got hit cuz I couldn't see the bullet.
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ink.inc
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« Reply #29 on: March 30, 2012, 07:07:48 PM »

when your character attacks while in the air: gravity stops, and it feels wrong
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BlueSweatshirt
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« Reply #30 on: March 30, 2012, 09:27:43 PM »

MINOR UPDATE

  • Added "starting" level piece as a buffer zone between you and enemies
  • Decreased time before attack swing begins
  • Made enemy projectiles more apparent
  • Added version number to the title screen
  • Did not address John Sandoval's concerns
  • Updated the game's source(linked in the OP)

Play it now!

I'll be working on some preliminary sfx soon.

[EDIT]
There was a small bug causing the camera to lose the player when you entered a new level. That's fixed now.
« Last Edit: March 30, 2012, 09:34:44 PM by Jack Sanders » Logged

ink.inc
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« Reply #31 on: March 30, 2012, 09:30:59 PM »

>:(
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Franklin's Ghost
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« Reply #32 on: March 31, 2012, 06:54:16 AM »

Like the addition of the new enemy and also like that you can hit his bullets back at him.

Played for awhile again and built up my stats which had me running at crazy speeds. Just didn't use any on aptitude because felt that if I kept using it on strength till I had one hit kills then critical shots are pretty useless. Guess it could be more important with tougher guys.

Games coming along nicely  Smiley
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Sakar
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« Reply #33 on: March 31, 2012, 07:48:42 AM »

Yay now I can reliably hit the enemies

I think some sort of blocking mechanic similar to the one in Pocket Protector would be a really great thing to add
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Xion
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« Reply #34 on: March 31, 2012, 03:33:29 PM »

Ahh, much more playable with the increased attack speed.
I think more visual feedback would be nice. As it is, I had no idea what (if anything) Dexterity and Aptitude did, so I ended up putting no points into them and jamming everything into strength and toughness.
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BlueSweatshirt
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« Reply #35 on: March 31, 2012, 04:11:55 PM »

That's actually because they don't do anything yet.  Giggle

But yes, visual feedback is a must for improvement, auditory feedback is coming too.
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BlueSweatshirt
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« Reply #36 on: April 07, 2012, 09:21:14 PM »



Toad the frog enters the fray in the next version offffff LIZARD WARRIOR
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Ashkin
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« Reply #37 on: April 07, 2012, 09:38:23 PM »

yes
YES
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Theophilus
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« Reply #38 on: April 07, 2012, 09:39:54 PM »

That screen is so nice.
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BlueSweatshirt
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« Reply #39 on: April 07, 2012, 10:16:04 PM »

Big features I'm working on:

  • More characters(Toad, the frog)
  • Personality traits
  • Sound effects
  • Voice acting
  • New enemies
  • Skill trees
  • Environment interactables
  • First boss

Any of the aforementioned things may or may not make it into the game but yeah that's what's up.

Voice acting teaser
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