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TIGSource ForumsDeveloperPlaytestingSkateboarding game. Fast, challenging, easy game play
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Author Topic: Skateboarding game. Fast, challenging, easy game play  (Read 3567 times)
Wacompen
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« on: September 10, 2016, 01:45:04 PM »

Just updated the game with now 30 levels. Also added a new feature. the space bar which is used to push when tapping, now will slow you to a stop when you hold down. This feature's really helpful when trying to get cubes on certain levels. Red cubes are kick flip cubes. Looking for feedback from players on which levels they find fun.

https://eddygames.itch.io/hippy-skate

« Last Edit: March 21, 2017, 04:14:32 PM by Wacompen » Logged
EyeSeeEm
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« Reply #1 on: September 13, 2016, 04:26:06 AM »

Looks interesting, though kind of difficult to enjoy currently.

I'd suggest making the crouch more responsive/quicker.
Also replace the "new round" solid wall with something a bit more transparent, or simply a line on the ground.

It's a good start! Looking forward to where this goes.
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Wacompen
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« Reply #2 on: September 13, 2016, 10:47:38 PM »

Thanks, yeah I accidentally changed the wall material while working on some other objects which shared it. Got it fixed on the current build. And did some updating with the arms Cheesy
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Fincks
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« Reply #3 on: September 17, 2016, 01:37:42 PM »

You should create a spawn from which to restart the level each time we lose. Sometimes you start right before an obstacle, sometimes on the obstacle, it's a bit frustrating. It would also make more sense if the goal is to make the most round possible.

Also, when you restart, the player is in the air, if you actually press space too soon, the character will fall right when he touches the ground. You should make it so that you can't lose right at the start just because the player was pressing space because he is impatient to start again.
It's a game where you play, lose, play, lose etc, so this is breaking the rythm and creating frustration.


I when past 7 ruonds. It's fun.
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Wacompen
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« Reply #4 on: September 17, 2016, 04:00:31 PM »

You should create a spawn from which to restart the level each time we lose. Sometimes you start right before an obstacle, sometimes on the obstacle, it's a bit frustrating. It would also make more sense if the goal is to make the most round possible.

Also, when you restart, the player is in the air, if you actually press space too soon, the character will fall right when he touches the ground. You should make it so that you can't lose right at the start just because the player was pressing space because he is impatient to start again.
It's a game where you play, lose, play, lose etc, so this is breaking the rythm and creating frustration.


I when past 7 ruonds. It's fun.

Thanks, appreciate the feedback. yeah I could easily disable the kick flip on spawn for a second will work it into future builds Beer!
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Wacompen
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« Reply #5 on: September 17, 2016, 04:08:48 PM »



Update on the link https://eddygames.itch.io/hippy-skate
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Wacompen
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« Reply #6 on: September 19, 2016, 06:07:52 PM »



New level, pretty hard difficulty, be prepared  Evil
https://eddygames.itch.io/hippy-skate
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Wacompen
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« Reply #7 on: September 19, 2016, 06:50:17 PM »

Gap was really hard so I replaced it with a special booster ramp.

https://eddygames.itch.io/hippy-skate
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Wacompen
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« Reply #8 on: September 22, 2016, 01:41:02 PM »

Made some updates to the launch algorithm off ramps and made a simple starter level. Click the button on the left to move on. https://eddygames.itch.io/hippy-skate
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marcgfx
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« Reply #9 on: September 28, 2016, 02:57:50 AM »

I was just falling apart most of the time, sometimes for no apparent reason. the controls were not intuitive for me at all. sometimes you get stuck in front of a ramp/box and cant pass it. I like the concept, but right now it's neither challenging nor easy game play... more frustrating and confusing.
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michaelplzno
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« Reply #10 on: October 01, 2016, 02:47:48 AM »

I can never build up enough speed to make it over the ramp. IDK what I'm doing wrong either. Otherwise its interesting.
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Wacompen
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« Reply #11 on: October 01, 2016, 09:39:14 PM »

Thanks guys, this's a pretty advanced level at the moment. The main concept you want to keep in mind is when you ollie, you want to combine the upward momentum of your jump with the upward trajectory of the ramp. This can be challenging because you have to time it right.
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jamilWinkelbaum
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« Reply #12 on: October 03, 2016, 04:27:05 PM »

Sick game dude!  Reminds me of stick man Tony Hawk!
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Wacompen
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« Reply #13 on: November 10, 2016, 02:38:27 PM »

Thanks for playing guys! I recently created a couple new levels which show the direction I want to push the game. Also there's a little trouble understanding how to get the feel of the game so I made a video displaying game play https://www.youtube.com/watch?v=GERm3x3HcWs&feature=youtu.be

and as always, here's a link to the game you can test in browser https://eddygames.itch.io/hippy-skate
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indominator
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« Reply #14 on: November 14, 2016, 11:33:23 AM »

this game goes really fast, also gravity feels weird the speed he goes back to the ground is super fast
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Wacompen
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« Reply #15 on: December 30, 2016, 11:24:42 PM »

this game goes really fast, also gravity feels weird the speed he goes back to the ground is super fast

Thanks, I'm still working out the physics. Hopefully this new update will feel better.
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Wacompen
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« Reply #16 on: December 30, 2016, 11:28:09 PM »

Hey guys, I'm pretty excited about this build. I've done a lot to solidify the direction the game's going. The first level can be pretty challenging but once you get a feel for the crouching, it's pretty easy. I know I should make some super easy levels for the beginning but that will come with updates. As always, this build is playable in the browser so just click this link and give it a try https://eddygames.itch.io/hippy-skate
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Omega
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« Reply #17 on: December 31, 2016, 03:22:42 PM »

I would second the gravity feeling a bit to... fast? I feel that the fun in skateboard games comes from those few seconds where the player kind of floats at the top of the jump. I would recommend to go back and watch old videos of Tony Hawk to see how the physics look. You are off to a wonderful start, I can't wait to see what comes of this.
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michaelplzno
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« Reply #18 on: January 01, 2017, 06:10:05 PM »

Why does this version seem like it is in fast motion? Everything seems like its moving at double speed or something.
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Wacompen
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« Reply #19 on: January 01, 2017, 09:53:21 PM »

The build actually feels much faster to me as well when I do a webGL build. When I build to mobile it feels slower but I may have to make some tweaks to the PC version. Personally I like the fast feeling of it but it might be that I've tested it so much.
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