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TIGSource ForumsCommunityDevLogsSUPER III Mobile
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« Reply #640 on: September 18, 2014, 03:02:18 PM »

Short response: the level design will open up. I've been strictly showing level's 1 through 5. Literally forcing people down one path so that they understand screenwrap and understand the teleport. But yes, I agree with you on all accounts. Smiley
probably keep in mind though that 1 level is really all you need to explain the mechanics in this game

any more than that is reaching into "i dont trust the people playing this game to be even remotely capable of retaining things" territory
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« Reply #641 on: September 18, 2014, 05:03:07 PM »

I don't think 5 levels of fast, simple linear design is a bad thing. If anything, i think it could be a good way to build player confidence before the game starts leading into something more challenging.
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Zack Bell
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« Reply #642 on: September 18, 2014, 05:05:58 PM »

I think there are pros/cons to both, really. My reasoning behind a few more is just for the player to become "comfortable" with the controls rather than just knowing their options. I agree that open levels may have a frustration caused by falling back down (usually you'll die and reset anyway) and I want to make sure that they're half-decent at wall-jumping prior from taking away a lot of "floor".
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« Reply #643 on: September 18, 2014, 05:12:46 PM »

If you want some more ideas for puzzles check out Guacamelee!, it had some awesome level design too.

I would have to disagree on that. Right at the start you can see how bad the level design is.
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Zack Bell
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« Reply #644 on: September 20, 2014, 03:50:04 PM »

Made a quick vid of myself testing the potentially finished mini-boss from the first world of SUPER III.
https://www.youtube.com/watch?v=_tIPKoFRo3E&feature=youtu.be

Considering adding some falling debris or something when the laser is making contact with the ground. At times the room feels empty/simple, but this is a battle that you play like...10-15 minutes into the game. So...
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« Reply #645 on: September 20, 2014, 03:55:54 PM »

I feel like the little light orbs that he drops when passing over you and when he gets angry need to move a little faster. Just feels like they are pretty easy to avoid.
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Zack Bell
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« Reply #646 on: September 20, 2014, 04:06:17 PM »

Cool, cool. Originally I liked that they felt almost...bubbly? But that might be enough to make it feel better w/o the added "attack" of cave debris or whatever. Thanks!

EDIT: Unrelated, but is this sort of thing worth doing? Idk how I feel about it.

« Last Edit: September 20, 2014, 06:18:43 PM by Zack Bell » Logged

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« Reply #647 on: September 21, 2014, 12:53:20 AM »

Any news on the platformer engine? Does it have its own thread or something?
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« Reply #648 on: September 21, 2014, 04:58:09 AM »

In my opinion I'd try making the particles spread out less. I see they spread out about 80px from the point of impact, maybe try reducing their speed and dampening to 25% of what it is now? So it takes the same amount of time, but the effect covers a smaller area. I think it might make the impact feel more weighty.
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« Reply #649 on: September 21, 2014, 09:37:12 AM »

Any news on the platformer engine? Does it have its own thread or something?
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« Reply #650 on: September 21, 2014, 09:52:59 AM »

Any news on the platformer engine? Does it have its own thread or something?

Hello! My name is Sam and I'm the creator of the Mash Engine.
I am currently ironing it all out to make it more user-friendly (comments, tutorials, etc). I guess I should make a topic or a website for it soon enough... HOWEVER! If you have any questions, feel free to PM me about it. I don't want to derail SuperIII's topic any more than I have, unless you wanted to ask Zack how easy it was to implement it.  Wink
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Zack Bell
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« Reply #651 on: September 21, 2014, 12:48:17 PM »

Yeah, Sam is wrapping up the Mash Engine stuff. As I said, I am not a hands-on dev. I was just helping because he approached me as "that one dude who works on a lot of neat GM platformers", haha.

ANYWAY, I am wrapping up the SUPER III alpha. I hope to distribute it openly around the time IGF submissions close (Oct 22). I have a few more levels I want to do, and I need to decide if I want two bosses OR to have both single and multiplayer demos.

Probably leaning towards that second option. Going to get some new powerups/items into multiplayer this week. Maybe another character or two, as well.

WHO KNOWS.



EDIT: Also messed w/ drawing a scarf trail rather than animating it.

« Last Edit: September 21, 2014, 01:41:26 PM by Zack Bell » Logged

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« Reply #652 on: September 21, 2014, 02:01:37 PM »

is that kero or who is that
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« Reply #653 on: September 21, 2014, 02:22:19 PM »

i think its forg swad
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Zack Bell
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« Reply #654 on: September 21, 2014, 03:06:09 PM »

Forg Swod^ Greninja
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« Reply #655 on: September 21, 2014, 06:01:53 PM »

thats kermit
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« Reply #656 on: September 21, 2014, 09:19:33 PM »

can't believe you got the rights to use amazing frog
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Zack Bell
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« Reply #657 on: September 23, 2014, 09:53:25 AM »

I am using a depreciated xinput extension that I "don't have authorization to use", so I can't compile an application until I strip that out. Doing that now and then I'll just post a build of a level or two and the mini-boss. It's about time.  Smiley

No audio for now, but I'm working on that this week, as well.

EDIT: http://super91studios.com/2014/09/23/super-iii-alpha-build0/
« Last Edit: September 23, 2014, 10:30:20 AM by Zack Bell » Logged

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« Reply #658 on: September 23, 2014, 10:45:39 AM »

So in a very short time with the demo I really like the look and overall gamefeel.

But why the choice to have the teleport be mapped to a double-tap of the Z key? To me it feels intrusive in that I'm switching my mind from ACTION TYPE A to ACTION TYPE B on a single key. Especially in a game with wall climb, the decision feels frustrating. I could see this being especially limiting during combat.

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« Reply #659 on: September 23, 2014, 11:05:10 AM »

So in a very short time with the demo I really like the look and overall gamefeel.

But why the choice to have the teleport be mapped to a double-tap of the Z key? To me it feels intrusive in that I'm switching my mind from ACTION TYPE A to ACTION TYPE B on a single key. Especially in a game with wall climb, the decision feels frustrating. I could see this being especially limiting during combat.



Cool, thanks. Some people like that, some people dislike that. We've actually had people who just can't handle two buttons... But yeah, we've played with having 'X' be teleport. We can always try that again.
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