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February 06, 2023, 02:31:13 PM

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TIGSource ForumsDeveloperPlaytestingHop!2D, a different platformer with only 2 control keys (WIP)
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Author Topic: Hop!2D, a different platformer with only 2 control keys (WIP)  (Read 6332 times)
Asthalis
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« Reply #40 on: December 26, 2022, 09:07:09 PM »

Hi,

cute game, kinda grew on me over the little while that I played, even though some of the graphics are a bit rough, and I wouldn't mind exploring the rest of the worlds if only I did not get frustrated out of the game, which is what usually what happens to me with such platformers.  Embarrassed

And I say "such platformers", even though you "advertise" the game as something different. But let's be honest now, the essence is exactly the same, and even the thing that the character is forced to constantly jump "was done already", so that's not what makes it different. In the future, I would focus on what _is_ different about it, whatever it is. Wink

I think "people in the genre" will enjoy it, especially if you keep adding things like the first boss (really cool), there are only a few notes I have:
- The Options sideways... sorry I know it's meant to be fun, but I hated it. xD
- The resolution seems a bit strange, like for a mobile, but not really. It would be nice to have the game resolution/viewport/camera adjust to the screen resolution, so I could see the entire level on my widescreen monitor (I mean, why not).
- The sound of "time running" out was the main reason why I got frustrated, not sure why but I hated it. Tongue
- Thinking about what may have been frustrating me, the bounce off walls might be too strong, especially when I'm at high speeds. Also avatars acceleration may have been making some things too difficult (I do realize that the quick raise in speed may be needed in higher levels).
- I'm not sure about some of the pieces of graphics. I like most of the game, but some objects, avatars included, are made in a different resolution. Not really sure how I feel about it. .)

No technical notes because it ran very smoothly. Overall well done. Smiley

Good luck!  Beer!

Well, first of all, thanks for such a thorough feedback ! Grin

It's totally fine if you're not a platformer player, it's always interesting to have all points of view and I will gladly add your name in the game credits for your contribution. I will try to answer as well as I can  Wink

First, you're right, it seems the "continuously jumping character" was used before but I was totally unaware of it until somebody sent me a link to another game using the same principle. No big deal, I did not pretend to re-invent the wheel but simply stick to my goal : create an interesting platformer with the most basic controls (left and right directions). A kind of tribute to the oldest arcade games, I guess (my everlasting nostalgia). My decision to display menus "sideways", though unusual, was made to keep controls consistent (2 more keys were necessary to confirm or cancel a choice, of course) and bring something original to the game interface.

Graphically speaking, many things are explainable from my original choices. For example, every elementary block is contained in a 32x32 pixel grid (typical old-style Window icon) and so are main character and most scenery elements. The final resolution of the game is simply doubled using 2:1 scaling. I did not want to use any anti-aliasing or filter to stick with pixel art style and old-fashionned arcade look. That way, the game's native resolution is only 360x360 pixels (but remember Donkey Kong's one was only 224x256 pixels !) but, in window mode, it shows like 720x720 (everything being scaled up in fullscreen mode). I chose a square resolution for 2 reasons. First, I thought the main character should have the same sight range in X and Y directions to anticipate his moves and I did not want the game to depend on different screen height-to-width ratios. Secondly, I intend to make a mobile version of the game once the laptop one is done and I had to keep some room for big tactile controls.

As you noticed, each level is not entirely displayed on screen. That is intentional because I wanted to have complete freedom with the level size without changing the main character's scale. But the main reason is that I did not want to show too much of a level so that the player learns first how to be careful and anticipate its jumps and progression. That's also why I chose to bring Hop closer to the border of the screen when hurrying : the more the player rushes, the less he can anticipate hazards. Time (rather energy, here) is limited but, at least in first worlds, there is no need to hurry, the game is more about precision and anticipation than pure speed, another choice I made from the start. From the first comments I had, I decided to add a training mode where time is not limited but the game ends after the 9th level, right before the first boss, without any enemy encountered. That way, the player can handle Hop's behaviour before starting a "real" game.

As the game universe grew (it might take more than 2 hours to complete all working levels so far), it became clear I needed a way to save the player's progress. From the start, I divided the game into 10-level worlds the player could unlock and possibly restart form once all its lives were lost. But that obviously was not enough to some players who wrote me it felt too punishing to restart a whole world after losing in its last levels. After massive testing, I agreed they were right, especially in difficult worlds ! I eventually added an 8-slot save system at the end of each level. I'm glad you enjoyed the first boss but believe me, you have just scratched the surface of the game if you stopped there !

About Hop's jumping/bouncing abilities, I won't change anything today because I spent quite a while to get the right setting and the level design is directly linked to this (maximum reachable height, maximum momentum, etc.). Changing one single parameter (or moving a single elementary block) would make some levels impossible to complete. There are some places where Hop must keep close to walls after running fast and you can do it by keeping direction key pressed after the shock (which does not cost any energy, same for high falls as described in the HELP menu).

I heard your complaint about the energy warning sound. To be honest, I don't know is there's a "suitable" sound for this feature. I did not mean to make it unpleasant or stressful but it had to be clear even with other nearby sounds (enemies, bosses, mechanisms) and match the visual lifebar blinking. Anything to suggest ?

Hope these comments were useful to you and might help if you keep on playing the game.

Thanks again !  Smiley  Toast Right
« Last Edit: December 26, 2022, 09:51:48 PM by Asthalis » Logged

Asthalis
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« Reply #41 on: December 29, 2022, 04:37:51 PM »

Hi,
Work is progressing on the penultimate level !

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Asthalis
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« Reply #42 on: January 01, 2023, 12:24:37 PM »



Now building and testing the very last level !





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Asthalis
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« Reply #43 on: January 06, 2023, 02:56:18 AM »

Currently testing next boss  Smiley
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Asthalis
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« Reply #44 on: January 13, 2023, 06:35:52 AM »

Hello everyone !

The very last boss isn't functional yet but the epilog animation of the game is ready and Hop can now (really) meet his girlfriend and go back home with her to visit the museum, where all enemies and bosses are caged. I'm now working on the detailed credits screen.

I guess the final boss will be the last piece of the puzzle !


epilog animation


Hop with his girlfriend in the final museum



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Asthalis
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« Reply #45 on: January 16, 2023, 01:39:41 PM »

Here's an updated demo of the first 2 worlds of the game. Enjoy !



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Asthalis
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« Reply #46 on: January 21, 2023, 02:35:55 PM »

I'm currently working on saved games and general parameters (the structure of both file types has been modified to include more data). Everything seems to run fine so I will start to take care of the very last boss next week. There won't be a new beta this month as I really want the next one to be the last before the final open "mega-test". Everyone will be welcome for this crucial last step.

Hope the final version will be worth the while !



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cepnox
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« Reply #47 on: January 23, 2023, 07:34:17 AM »

A nice game with cute aesthetics. It reminds me of pogo stick from Commander Keen, which was awesome Smiley

The gameplay feels relaxing at the beginning (which is good).
But the health system + two lives feels punishing. It could be better to replace it with time/score - so the player can retry the level as many times as needed, but the challenge would be to finish it in a given time limit to gain more score (or 0-3 stars).
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Asthalis
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« Reply #48 on: January 23, 2023, 08:54:51 AM »

A nice game with cute aesthetics. It reminds me of pogo stick from Commander Keen, which was awesome Smiley

The gameplay feels relaxing at the beginning (which is good).
But the health system + two lives feels punishing. It could be better to replace it with time/score - so the player can retry the level as many times as needed, but the challenge would be to finish it in a given time limit to gain more score (or 0-3 stars).

Thanks for your kind comment, it is much appreciated (I will add your name in next beta's thanks Smiley)

You can restart the same level as many times as you want if you save your game at the end of the previous level (8 available slots). Re-loading this game will bring you back where you saved it.

You may ask "so what's the use of having several lives if you use this saving/loading system ?". If you lose a life, you have to restart the current level from scratch BUT if you get to a boss level and manage to hurt or even kill him before Hop dies, the boss will remain injured or dead when he shows again. So if it seems too hard to kill him with one life, you may succeed with several ones. That way, the player gets a better chance to reach the next world.

By the way, I did notice a bug about the 5th boss in the current beta 26 version (it stays stuck to the right wall) and it is fixed in the incoming beta 27 (mid-february) Wink

Last detail : if you want to time-challenge me, beta 27 will display my own best level times (my best world times were already displayed)




« Last Edit: January 23, 2023, 09:07:52 AM by Asthalis » Logged

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« Reply #49 on: January 24, 2023, 12:51:11 AM »

Hop's energy decrease will be slowed down in next beta (-2% per second instead of -2.5%), which gives the player 10 more seconds to complete a level is no bonus is collected Wink

Thanks for the 6000+ views on Hop!2D's topic, hope the final version of the game won't disappoint you ! Grin


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Asthalis
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« Reply #50 on: January 31, 2023, 01:27:13 PM »

Work goes on in the final level. There is a lot to take into account there but now that all works fine, I can focus on the behavior of the very last boss of the game.

Here's the final cage where your girlfriend is imprisoned...

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Asthalis
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« Reply #51 on: February 02, 2023, 02:36:17 PM »

Hello,

I'm super-excited because today's new beta (the 27th) is the very last one before the official version 1.0 of Hop! 2D. Much has been done since beta 26 and all worlds, bosses and options are now functional so you can eventually complete the game (no more boring "to be continued" screen !). By the way, first winners will be added in the credits so feel free to contact me if you succeed in your quest (don't forget to join screenshots saved by using F12 key). A quiz awaits you if you get to the very last level of the game so I will be waiting for your answers too !

(links updated in first post)

I intend to release the 1.0 version at the beginning of March but, before it, I need your help to track down any possible remaining bug, during a final "MEGA-TEST" : all players are invited to look at crannies and nooks of the game and report anything that seems not to work the way it should. The end of a more-than-2-year-journey is getting near (crazy how time flies but raising a child while developing a game is pretty time-consuming too !) and I won't change anything fundamental in the game from now on but I would like to make sure it runs smooth as a first non-beta release. There will still be updates in the future but they will be more spaced out and mainly bug-fixing focused.


new character animations in welcome screens


Hop gets (to much) company...


My best times added to all level stats


Extra credits (books)

changelog
- 2 new playable levels (all levels playable)
- 3 new boss types
- code modified and details added on some bosses
- slower energy decrease for Hop (10 more seconds per level)
- a few levels modified
- INTRODUCTION renamed (PROLOG)
- unlocked world managed separately in WORLDS and saved games files
- content of settings file modified (incompatibility with previous versions)
- content of saved game files modified (incompatibility with previous versions)
- final animations (victory, epilog, detailed credits) added
- secret level number display modified in LOAD/SAVE/DELETE GAME menus
- camera framing adjustments
- ASTHALIS's times complete at the end of each world
- ASTHALIS's times added at the end of each level
- confirmation needed to delete a saved game
- a few new and updated sprites
- new sounds, musics and sound adjustments (type, volume, range)
- experience calculus updated
- MAIN and OPTIONS menu updated
- WORLDS menu extended with EPILOG and DETAILED CREDITS
- ABOUT menu updated and extended
- new functionalities in developer mode
- some useless files removed

bugs fixed
- boss 5 weird behavior corrected !
- validation with mouse functional in PROLOG
- all musics correctly cut off before transitions
- some camera shakings fixed
- SAVE GAME menu : incomplete level numbers corrected
- OPTIONS menu : instant language change on active button
- PAUSE menu : display corrected during screen capture
- some interchanged sprites put back into place
- fire sound restored (boss 4)
- spoiled fruit : displayed malus corrected for cherries (code)
- filenames corrected for some screenshots

coming up
- hunt for last bugs (MEGA-TEST !)
« Last Edit: February 02, 2023, 02:46:15 PM by Asthalis » Logged

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