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TIGSource ForumsCommunityDevLogsBear Hero (Platformer Roguelike-like) [FINAL DEMO 7/2/2017]
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Author Topic: Bear Hero (Platformer Roguelike-like) [FINAL DEMO 7/2/2017]  (Read 40416 times)
7Soul
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« Reply #100 on: August 20, 2014, 01:39:56 AM »

I'm loving this Kiss
Did you ever consider making a dev twitter or tumblr? I would love a way to follow this game ^^ (if it's just a tigsource devlog I end up forgetting about it...)
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Krisjet
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« Reply #101 on: August 20, 2014, 05:18:20 AM »

Love the new graphics style, looking forward to playing the updated version!

Following!
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TheChaoticGood
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« Reply #102 on: August 20, 2014, 08:18:12 AM »

Nope!

Looks like no one is going to collect on this opportunity for glorious golden entirely meaningless Points!

Anyway, I finally added in restarting without having to boot the game up again. That's probably important.



Oh yeah, and just because you have a spell doesn't mean you have the wits or speed to cast it well. Not if you're a 1-Dexterity 1-Intelligence Berserker, anyway. Of course, it also helps not to try it in front of dangerous enemies.

I hate to saw this, but it kind of looks like be has a big blue penis. I had to squint because I figured out what was going on.
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Rat Casket
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« Reply #103 on: August 20, 2014, 08:20:29 AM »

if your benis hooks like that, and has a giant hole at the end, i am sorry.

however i would like to say that after an hour or two of play testing this game is hard as balls. and i was semi okay at the original 32x32 version.
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jctwood
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« Reply #104 on: August 20, 2014, 10:14:22 AM »

The idea that not being able to cast a spell is something that penalizes the player is wonderful!
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Glyph
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« Reply #105 on: August 20, 2014, 12:01:02 PM »


Traps! I haven't quite decided on what other types there will be (damage and other direct punishments are out of the question) but teleport traps definitely put a wrench in a cautious explorer's plans.

I hate to saw this, but it kind of looks like be has a big blue penis. I had to squint because I figured out what was going on.

Hah, someone else pointed that out to me as well. They're basically just walking elephant heads so the anatomy does kind of overlap. Envision it however you want, though No No NO

however i would like to say that after an hour or two of play testing this game is hard as balls. and i was semi okay at the original 32x32 version.

Good. Though I did tweak some numbers recently to make it a little fairer.

The idea that not being able to cast a spell is something that penalizes the player is wonderful!

Dumb, clumsy bears can still cast, they just take quite a bit longer to channel their mana. Don't criticize them, they're trying their best!
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jctwood
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« Reply #106 on: August 20, 2014, 12:05:29 PM »

:$ Sorry clumsy bears; you try I know.
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SolarLune
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« Reply #107 on: August 20, 2014, 03:09:03 PM »

However, even after getting all that done, I realized that LT/RT on a standard xbox controller get bound along the same axis, which is fine except when both are being pressed at once (in which case it is indistinguishable from neither being pressed). "Big deal", right? Well, since my *Perfect Control Layout Vision* had LT as duck and RT as run, and the slide is something you can only perform by hitting both at once, it was a big deal.

Ah, yeah, that's something that was a problem for me as well. I just try to place the controls so that things that you'd never need to use together are on the triggers (like inventory and attack or something), though you'd know if you need to use the triggers together.

Anyway, cool progress! Keep it up! The game looks pretty slick. If you want more playtesters, let me know, as I'd like to try it if possible.
« Last Edit: August 20, 2014, 04:35:19 PM by SolarLune » Logged

Glyph
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« Reply #108 on: August 20, 2014, 10:12:33 PM »



Just an average day in Glitch Land. This one happened because I mistyped the index of one array element. Still not sure how all hell broke loose because of it, but it was an easy fix anyway.



I'm working on adding more rooms currently. It takes a while to make them since I end up scrapping about half the ones I design for quality reasons. The room in the gif is the biggest room in the game to date, but I think its size is warranted, and I'm keeping it for now. Anyway, just gotta throw a couple more of these into the random mix. The plan is to have an exhaustive amount of layouts eventually, but I'm just trying to get to a reasonable pool for now.

I missed this one earlier:
I'm loving this Kiss
Did you ever consider making a dev twitter or tumblr? I would love a way to follow this game ^^ (if it's just a tigsource devlog I end up forgetting about it...)

I really don't use much else except for TIGSource, but I've considered making a tumblr to write tech-heavy posts on and then linking them to here. Probably wouldn't be for a while though, since there's a lot of non-tech-heavy stuff to be done.

Ah, yeah, that's something that was a problem for me as well. I just try to place the controls so that things that you'd never need to use together are on the triggers (like inventory and attack or something), though you'd know if you need to use the triggers together.

Yeah, I really wanted to see it how I envisioned, and in the end I'm glad I went the extra distance to get it working. However, after testing, it does look like the extension only handles xbox-style gamepads (as expected). The keyboard controls are fine either way, though.

Quote
Anyway, cool progress! Keep it up! The game looks pretty slick. If you want more playtesters, let me know, as I'd like to try it if possible.

Just stick around 'till tomorrow -- I should have the demo ready then!
« Last Edit: December 18, 2014, 12:25:40 AM by Glyph » Logged


ink.inc
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« Reply #109 on: August 20, 2014, 10:43:34 PM »

glyph i like this a lot

i keep getting my shit kicked in tho :I
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Rebusmind
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« Reply #110 on: August 21, 2014, 02:16:08 AM »

Ideas for traps:
- Make all the traversed rooms dark again
- Steal an item and create a new 'action room' somewhere on the map where you can retrieve it
- exchange HP and MP (maybe too punishing)

... that's all I have. Shrug
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Glyph
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« Reply #111 on: August 21, 2014, 01:23:48 PM »

THE DEMO IS READY! Mock Anger

Get it Here | Mirror (Windows 8.13MB)
EDIT: Updated to newer version!

Let me know what you think! Wizard



Ideas for traps:
- Make all the traversed rooms dark again
- Steal an item and create a new 'action room' somewhere on the map where you can retrieve it
- exchange HP and MP (maybe too punishing)

... that's all I have. Shrug

I am planning on an 'amnesia' trap kind of like the first one you mentioned, but beyond that I can't come up with much. I'm sure more will come to me eventually though, so I won't rush it. Thanks for the suggestions Smiley

glyph i like this a lot

i keep getting my shit kicked in tho :I

I made the player's attack have a little more reach to it and lowered those durn beetle's HP. So if you're anything like me and kept getting trampled by beetles, this should help.
« Last Edit: December 18, 2014, 12:48:18 AM by Glyph » Logged


jctwood
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« Reply #112 on: August 21, 2014, 01:31:48 PM »

WOOOO!
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Glyph
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« Reply #113 on: August 21, 2014, 05:10:04 PM »

Okay. Based on the preliminary feedback from some people, the game is much too hard. Now, I want it to be hard, but fair as well. So I've made a few quality-of-life changes so that there's less sweaty-pawed bear fumbling going on and more decisive maneuvering. The changes mostly relate to hitboxes, delays, and other fun combat stuff. I think it's a lot better now, so if you were getting frustrated before, then -- maybe you'll still get frustrated, but less. I also added a new enemy that I will let be a surprise. I'm updating all the links but you can get it here as well:

Bear Hero Demo v0.1.1

That's exactly the feedback I want, by the way! I am way too good at this game by now (that's not a brag, this is a serious problem), so I need some common sense slung at me to keep things in balance. Obviously, I won't be updating from suggestions right away like this usually, but I will try to get things to a state where most of the content of the demo is accessible, for the brave anyway.

EDIT: Fixed a bug where restarting would maintain area depth.
« Last Edit: August 21, 2014, 05:47:07 PM by Glyph » Logged


Magnesium Ninja
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« Reply #114 on: August 21, 2014, 09:13:42 PM »

I gave the demo a solid look and spent ~10 minutes playing it! I had a bunch of fun, and some complaints. Here's some feedback for you Smiley


- The game is way too difficult. Having difficulty isn't a bad thing, but every time I found myself dying it was in a matter of moments, and often because I felt that the enemy had far more mobility than I (or I fell onto spikes).

- I ran into the same encounters quite frequently. Some of these encounters I feel were difficult largely because the spaces were so enclosed that I had no choice but to take damage.

- The 'random' generation of my character each new round was pretty fun. I have no idea how it works and I kind of like that. Made me feel like there were limitless possibilities for my character generation.

- I had no idea I could hover at first, which lead to some brief confusion!


Obviously, I say all of this knowing that it's a very early demo, so take my comments with a grain of salt. Looking good so far though!  Grin
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Sam B
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« Reply #115 on: August 21, 2014, 11:45:40 PM »

I love this game, but I also think you should give out a complimentary bottle of lube with each download.

This game is hard.
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ghoulkid86
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« Reply #116 on: August 21, 2014, 11:53:26 PM »

B-but.. Mac release? Beg
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Glyph
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« Reply #117 on: August 22, 2014, 06:25:10 AM »

@Magnesium Ninja: Thanks for your feedback! I've been hearing plenty of difficulty concerns recently Tongue I'm listening intently to the reasons people are having trouble. It's supposed to be somewhat a learning experience, but part of it's my fault for not making a tutorial yet. Ducking, running, and sliding are essential mechanics, for example, but they're tricky to grasp. I'm sure that some form of proper introduction will alleviate some of the "how was I supposed to do that?" feeling, and it's probably better to give the player some climbing gear before giving them the mountain. That's probably my next objective.
  About levels, there are currently only 21 level possibilities (for the Caves area), with about 2/5ths of them having extra variation. The game does guarantee that you won't run into the same level in the same playthrough, but it can happen between games. I've been thinking about varying levels even more in the future though, so that should be less of a problem then.
  And yeah, the selection minigame is a nice way to get players to experience each class. Eventually, getting a class in that will unlock them in a class select screen. There are 11 classes, by the way.

I love this game, but I also think you should give out a complimentary bottle of lube with each download.

This game is hard.

 My Word!

B-but.. Mac release? Beg

I tried porting to Studio a while ago, but it screwed up all my extensions. It also floored instead of rounded some approximations, which screwed with the physics unbelievably. Maybe some day, but I feel like the filesize of a Mac version would be pretty big since I can't play songs in their native format with it.
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GrahamOfLegend
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« Reply #118 on: August 22, 2014, 09:49:32 AM »

this looks really fun! And cute lol
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Glyph
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« Reply #119 on: August 23, 2014, 05:51:30 PM »

Doing some work on classes, running statistical analysis, discovering that the number distribution lies on a bell curve. Of course it does, I'm an idiot. Basically, that means that more middle-of-the-road classes have much higher probabilities of being chosen, if picking randomly. Whoops.



This meant that Demigods (Dg), one of the hardest classes to play as, were appearing triply as often as the generic classes. Wanderers and Clerics had much too large a share, as well.

But I made some changes and now it looks like this:



Closer. This solution involves adding more classes, which is what I wanted to do anyway. Pardon the abbreviations, though - I don't want to give everything away!

EDIT: Also, I may be wishing too much by even mentioning this, but if anyone manages to make it to the Ruins and finds that their LOS is two feet in front of their face (that's not normal), let me know and I'll try to get a stable fix out. Again though, I don't think anyone made it that far in the demo Tongue
Sorry for releasing a rather glitchy demo btw, but the people I've talked to have really helped me track them down, and it would take exhaustive testing on my part if I were to do it alone.
« Last Edit: August 23, 2014, 05:59:16 PM by Glyph » Logged


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