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TIGSource ForumsCommunityDevLogsTin Can Knight
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Inanimate
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« Reply #40 on: October 08, 2009, 03:59:30 PM »

Are all these little bios going to be in the game?
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Loren Schmidt
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« Reply #41 on: October 08, 2009, 05:26:29 PM »

Now that I've got my website up and Star Guard is released, I will be devoting much more time to this project. Things should go much more quickly without web development fumblings demanding so much of my time. I'm glad I got the site up- I know it will be a good thing in the long run- but I didn't like having to take so much time away from game development to complete it. I'm glad it's all behind me and I can just make things again.
Smiley

Are all these little bios going to be in the game?
There will be little hints in the game (like scenery and menu animation and such) which hint at what the world is like outside what we see during the game. This is mostly going to be done visually rather than through text, I think. The game is pretty much straight gameplay.
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Dom2D
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« Reply #42 on: October 08, 2009, 05:48:18 PM »

Can't wait to play thiiiis! Love the sound effects and the simplicity.
I also love your website by the way, classy, simple, attractive.

I'm off to play your other game now Smiley
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sloopygoop
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« Reply #43 on: October 08, 2009, 06:23:48 PM »

Nice website.  It would be nice to have a few "back" buttons on the seperate pages to ease navigation.
I started playing "The Walls Are Not Cheese"...addictive!

You'll have some more tunes from me soon.  I was working on a fun one today in the park.  It's got a section that really makes me smile.
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Loren Schmidt
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« Reply #44 on: November 09, 2009, 12:32:20 AM »


The Tin Can Knight rides resolutely toward the purple goblins' stronghold, grimly trying to ignore the possibility that in doing so he may scuff or dent his newly retooled armor. His faithful steed is very bored, and is idly wondering what the yellow flowers on the hilltop taste like.

First Playable Build
Tin Can Knight isn't quite complete, but is now in playable form. Anyone who has a Flash Game License account can play this early version here.

How is the difficulty level? Is anything confusing? What parts do you like or dislike?
Did you encounter any bugs? All feedback is welcome- the more honest the better.

sloppygloop- Sorry for the radio silence. Expect a reply from me soon!
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deathtotheweird
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« Reply #45 on: November 09, 2009, 02:59:14 AM »

oh my, it's pretty hard. but not frustrating-which is really good. I think the difficulty is fine. it's not easy,and it's not too hard or frustrating. I also loved the animations and graphics as well the overall game play. I can already tell that I will be really addicted to this game, especially if you implement a time trail mode.

a couple of issues:

instead of dying by water, there should be a speed penalty. would be better replaced with traps/spikes or the like. having to restart if you land in water is incredibly unfair

it felt like there was a bit of stuttering on chapter 1 (right before you encounter the enemies), but I didn't notice any on chapter 2.

I really disliked having to use the C key. I hated it so much that I mapped the C key to the down arrow with the autohotkey program. but I'm sure I would get used to it eventually.

----
thats all i can think of at the moment. oh yeah, please put in a time trail mode in the finished version  Beg and good luck with the sponsorship!  Beer!
« Last Edit: November 09, 2009, 03:02:30 AM by allen » Logged
Loren Schmidt
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« Reply #46 on: November 09, 2009, 09:54:53 AM »

(Repost from end of last page)


The Tin Can Knight rides resolutely toward the purple goblins' stronghold, grimly trying to ignore the possibility that in doing so he may scuff or dent his newly retooled armor. His faithful steed is very bored, and is idly wondering what the yellow flowers on the hilltop taste like.

First Playable Build
Tin Can Knight isn't quite complete, but is now in playable form. Anyone who has a Flash Game License account can play this early version here.

How is the difficulty level? Is anything confusing? What parts do you like or dislike?
Did you encounter any bugs? All feedback is welcome- the more honest the better.

sloppygloop- Sorry for the radio silence. Expect a reply from me soon!
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Loren Schmidt
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« Reply #47 on: November 09, 2009, 09:59:44 AM »

Allen-
Thanks for the comments. I really like the idea of having the water pits slow instead of halt our progress. That's awesome and completely in line with what I'm trying to do with the knock-over hurdles. On an unrelated note, did you notice any sound lag? On my machine the obfuscated version on Flash Game License has terrible sound latency, but I don't get that when running a local copy.
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godatplay
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« Reply #48 on: November 09, 2009, 11:01:51 AM »

For the love of Hillsfar, thank you for the heads up.  My Word!

I will play and give feedback as soon as I can!
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deathtotheweird
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« Reply #49 on: November 09, 2009, 11:36:11 AM »

..

yeah the sound was a little behind, but I didn't notice it until you mentioned it..
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Loren Schmidt
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« Reply #50 on: November 09, 2009, 01:41:52 PM »

A few plans for improvement:
  • Make more large unique pieces of scenery which are only seen once.
  • Clarify how speed controls work in level 2.
  • Add little people holding up letter signs as each new button is introduced
  • Add little text banners across the bottom of the screen that explain the controls: "Press Z to jump over low obstacles"
  • Add scenery to levels 3 and 4 (which are forests, but are currently missing most of their trees)
  • Add pockmarks in the ground and dry plants to levels 5 and 6 (the wastelands).
  • Possibly divide game into more shorter levels to reduce frustration?
  • Introduce new mechanics more slowly at beginning?

Thanks for the comments. Feedback is welcome, negative as well as positive. If anyone here would like to help test the game but doesn't have a Flash Game License account, please send me a message and I'll send a copy. Thanks!
« Last Edit: November 09, 2009, 01:57:00 PM by Sparky » Logged
alspal
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« Reply #51 on: November 09, 2009, 07:04:29 PM »

When you press C (when your in the air doing a jump) you can hear the sword sound.
The horse animation is a bit too slow for my taste
I can't say the sword animation is looking too hot either  Embarrassed

I love the gallop animation!
I thought that was the weakest part but other than that the game looks great!
Feedback is totally welcome, the more honest the better. If you have any suggestions about the horse animation (or anything else) I'm all ears.


I thought maybe if you make it a bit more like a horse gallop:

(I don't like it how the horse's nose moves in my edit though)


« Last Edit: November 09, 2009, 07:09:30 PM by alastair jack » Logged
Captain_404
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« Reply #52 on: November 09, 2009, 08:25:09 PM »

The text below the obstacles giving you the key absolutely needs to be made clearer, I could hardly see it on my screen and completely missed that the "x" button was used at all for quite some time.

Also, the silly little descriptions you have in this thread for your graphics are great, I'd love to see this kind of narration make it into the game. It has a really unique and humorous voice, which is a great thing for a flash game. Maybe it could be as a little image before each level with storybook-type inscription, much like the screenshot and the italicized text below that you posted today.

And is there more than one level right now?
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Loren Schmidt
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« Reply #53 on: November 09, 2009, 10:48:43 PM »

Captain 404-
Thanks, were you playing on a laptop? It sounds like a contrast issue but I'm not sure. Sorry about that. The little sign holding people I added today are much higher contrast, and I'll look at increasing the contrast of the letters on the ground as well.

The full game is playable right now- there are six levels.

Alastair Jack-
Thanks for your response, you're obviously a better animator than I Smiley .
I really like your horse animation (here it is as a .gif for anyone else interested)

The horse in the game is actually a funky combination of procedural and hand animation. The body is segmented, and the legs and head are little sprites. I went with this approach because I wanted the horse's gait to change seamlessly as speed changes. I love the fluidity of your hand done edit though, there's really something to be said for having a simple animation and being able to tweak it by hand. You've got me thinking- I wonder how I could get the horse to look more fluid...
« Last Edit: November 10, 2009, 12:12:07 AM by Sparky » Logged
Captain_404
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« Reply #54 on: November 10, 2009, 06:57:03 AM »

Are you sure that you uploaded the new version? I'm still seeing the old even after emptying cache and switching browsers.
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Loren Schmidt
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« Reply #55 on: November 10, 2009, 10:58:15 AM »


Here's some new scenery for the forest levels- this is a set of little sprouts and curly growths. I'm thinking about some little mushrooms too...

Captain 404-
No, sorry for any confusion. I haven't uploaded yet. I have a few more changes I'm making today, and I'll upload this evening. But the version that's up has all six levels in it, so if you're only able to play the first then something is definitely wrong.
« Last Edit: November 10, 2009, 11:01:30 AM by Sparky » Logged
godatplay
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« Reply #56 on: November 10, 2009, 11:30:16 AM »

Alastair Jack-
Thanks for your response, you're obviously a better animator than I Smiley .
I really like your horse animation (here it is as a .gif for anyone else interested)


Nice animation. Smiley The muzzle is moving, but the head isn't.  Since IRL the muzzle can't move unless the head moves, your mind is confused which results in it looking weird.
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« Reply #57 on: November 11, 2009, 07:08:02 AM »

Personally I don't think the anims need to be too realistic. I that found the current anims, although a bit garbled , blend well with the lofi graphics, only problem is that they don't give any visual clue about the speed, but that would require several sets of anims.
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« Reply #58 on: November 11, 2009, 10:25:38 AM »

So far i can't get past level 2. that damn tiny ponds. i get past 3 then the last gets me.

Ill play more when i have time.





the new animation looks better.
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sloopygoop
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« Reply #59 on: November 11, 2009, 03:46:59 PM »

How is the difficulty level? Is anything confusing? What parts do you like or dislike?
Did you encounter any bugs? All feedback is welcome- the more honest the better.

sloppygloop- Sorry for the radio silence. Expect a reply from me soon!

Looking forward to hearing from you!  It looks like you've been adding some great new details--can you send me the latest version?

Also, I've never made it past level 4, but I like the difficulty level (for the most part).  If it was an arcade game I'd keep putting in quarters, and quarters, and quarters...
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