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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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V_Arnold

Member
I just don't in which resolution i should create my sprites. Should i go with the highest PPI device i'm targeting? So create everything in pixel perfect resolutions for iPad Retina, and scale the game down on lower res devices? The game should be as crisp as possible on the most common mobile display resolutions.

If you are going to do pixel stuff, you should never develop assets to the highest resolution and scale down.

In our game, the artists (there are TWO of them, omg!) create all assets in the lowest size, that is called 1x. We then multiply pixels to remain in the exact same aspect, and create assets of 2x, 3x ,4x, 5x size. Highend phones will display 4x/5x assets, lowend phones 2x, tablets and pc-s 3x. You never want to scale down stuff because you lose information that way.
 

Nibel

Member
I think this overall works a lot better than the earlier trailer you posted. Also, having the max HP and power in the upper left corner seems less helpful than having your current HP.

Thanks :)

Max HP will be removed, but power needs to stay there because it changes during gameplay. I also thought about adding current HP there.
 
I'll pitch in. Do you have a readout of the FPS, or how are you expecting a report on that?

Any tool like MSI Afterburner, Fraps, Bandicam, etc - the free stuff can give you a good readout. I prefer MSI Afterburner (Nvidia), myself. I'll have some stuff I'll post here soon.

I just don't know in which resolution i should create my sprites. Should i go with the highest PPI device i'm targeting? So create everything in pixel perfect resolutions for iPad Retina, and scale the game down on lower res devices? The game should be as crisp as possible on the most common mobile display resolutions.

Are your sprites pixel art sytle or are they clean? As in not blocky, pixelated, etc? If you are going the pixel art style you don't really need to do anything but make sure your PPU and Ortho sizes are set to a typical resolution like 1080 and that's that. If it's higher fidelity art that isn't pixelated I would probably design multiple versions of all assets and then capture the screen HEIGHT (width does not matter in Unity) and go from there.

Width doesn't matter since the viewport is based on screen HEIGHT always. Ortho size is 1/2 the units in vertical space. Since the default 2D is 5, that means the screen is 10 units tall. If your Pixels Per Units in your sprite settings are 100 - you will then have 1000 pixels in height for all displayed sprites. If you aim for 1080 - then your ortho is 5.4.

Ortho x 2 x PPU = desired vertical resolution.

Strafe is designed for 192x108 - 1:10 1080p. so our formula is:

5.4 * 2 * 10 = 108 - which is a pixel perfect 1:10 match displayed on 1080 screen. This eliminates pixel crawl.

The problem with mobile is that you can have devices well over 400ppi - so you will get some crawl no matter what, however, it will probably never be noticeable due to the individual scaling be so small with so many pixels jammed per inch of screen real estate.

More info:
http://absinthegames.com/unity3d-understanding-orthographic/
 
Didn't know where else to post this. I got a comment on the Greenlight page of my game, GunWorld, which stars a black character.

The comment was requesting we add a white character to the game because they weren't black. My jaw just kind of dropped, I had no idea how to respond.
 
Didn't know where else to post this. I got a comment on the Greenlight page of my game, GunWorld, which stars a black character.

The comment was requesting we add a white character to the game because they weren't black. My jaw just kind of dropped, I had no idea how to respond.

You respond by whipping out your "special purpose" and slapping the individual across the mouth through the internet, that's how.

It takes a special kind of jag to say something that stupid so they deserve a special kind of response.
 
You respond by whipping out your "special purpose" and slapping the individual across the mouth through the internet, that's how.

It takes a special kind of jag to say something that stupid so they deserve a special kind of response.

What got me was how polite they were about it, as if it was just like a totally cool thing to request.
 
What got me was how polite they were about it, as if it was just like a totally cool thing to request.
I agree that there's not enough diversity in games so when a game chooses to use a non-standard white dude I'm all for it. I don't see the need to request special cases because people have a boo boo over a main character not being their race.

Our unannounced game currently in planning stages features a black female lead - not because I feel the need to use a black female, just that I feel she can convey strengths far better for this type of game than a standard white dude and there's nothing about the game that uses race or gender stereotypes - I just think our drafts of her were fucking boss.

Same went for Heavenly Sword - I don't think a dude would have been able to fill that role like a female did.

But yeah - I don't understand the need for people to get upset over race or sexuality of main characters or any other character. Sounds like racist scumbags to me.
 

Ito

Member
My first post in the new thread :)

I don't have too much to show, so I'll be teasing the combat in Spirit Huntress

UepYXT2.jpg


(those two actually came from the hole in the ceiling)


Feedback anyone?

If so - thoughts on my updated parallax script?
https://www.youtube.com/watch?v=3mjFYsw1QRo

Or is it overkill?

Not overkill at all. I loved the parallax effect here, as well as other minor details. Good job!



I love that run animation man. The sprite could use a bit more work (lighting, smoothing the edges, that stuff) but animation wise it's perfect! Can't wait to see more.

Screenshot saturday crosspost with a gfycat link only!

http://gfycat.com/SolidOldfashionedGallowaycow

First VN character done, many to follow. Dialog is complete placeholder and just meant to demonstrate how it all works and links together.

Looking good! I somehow got some Ace Attorney vibes from this (the NPC's animations and reactions to dialogue are great in those games). Nice detail putting that animation when she leaves instead of just fading the sprite :)

I feel like I have missed a lot of posts i'd like to comment on, bit I had so many pages to read...

Good luck to everyone and may 2015 be a good year to make games. 2014 sure wasn't for me :S
 
I feel like a goddamn genius right now because I figured out a problem with my game that's been bothering me since yesterday that I didn't think I was going to be able to figure out on my own. I'd posted a thread on the official FlashDevelop site and a question on StackOverflow, but while I was waiting for a reply, the answer just came to me.


Also, if anyone's interested in testing my game, send me a PM. It's a pretty simple little puzzle game, so it won't require much of a time investment.
 
I feel like a goddamn genius right now because I figured out a problem with my game that's been bothering me since yesterday that I didn't think I was going to be able to figure out on my own. I'd posted a thread on the official FlashDevelop site and a question on StackOverflow, but while I was waiting for a reply, the answer just came to me.


Also, if anyone's interested in testing my game, send me a PM. It's a pretty simple little puzzle game, so it won't require much of a time investment.
Me, thanks!

-

So what does everyone do to get into the creative mood? What outside influences do you use to get your dev on?

Mine depends on which game I'm working on. For Infinite Cosmos it was Bassdrive or Space Station for music to get me in the mood. For STRAFE its definitely the TRON Legacy soundtack and the films playing in the BG.

For my other other game its usually any instrumental Nine Inch Nails piece and staring at my collection of old-timey surgical instruments, my large bird skull (fake, I made it) and pretty much anything that reminds me of death.

What sets your development moods?
 

Ito

Member
Me, thanks!

-

So what does everyone do to get into the creative mood? What outside influences do you use to get your dev on?

Mine depends on which game I'm working on. For Infinite Cosmos it was Bassdrive or Space Station for music to get me in the mood. For STRAFE its definitely the TRON Legacy soundtack and the films playing in the BG.

For my other other game its usually any instrumental Nine Inch Nails piece and staring at my collection of old-timey surgical instruments, my large bird skull (fake, I made it) and pretty much anything that reminds me of death.

What sets your development moods?

Mostly the weather and the music I'm listening to. Going out for a stroll or driving for a long time and getting to see some landscape puts me on the mood too.

Seeing other people's nice work makes me more interested into getting better too.
 

HK UdP

Neo Member
While I'm not working on a specific game at the start of 2015 I started the game a week challenge.

Mostly it was to improve my gamemaker skills and try to get out of alot of bad gamedev habits.

Each week I add them to: http://hkudp.itch.io/
I'd love to get some feedback !

Also - props to the OP. New thread looks great!
 
I agree that there's not enough diversity in games so when a game chooses to use a non-standard white dude I'm all for it. I don't see the need to request special cases because people have a boo boo over a main character not being their race.

Our unannounced game currently in planning stages features a black female lead - not because I feel the need to use a black female, just that I feel she can convey strengths far better for this type of game than a standard white dude and there's nothing about the game that uses race or gender stereotypes - I just think our drafts of her were fucking boss.

Same went for Heavenly Sword - I don't think a dude would have been able to fill that role like a female did.

But yeah - I don't understand the need for people to get upset over race or sexuality of main characters or any other character. Sounds like racist scumbags to me.

I feel the same. Their continued argument was that they feel most people would agree that having something physically in common with the character helps you relate to them, and most people don't want to play as a character they can't relate to. Then I wonder who the hell is out there relating physically to Donkey Kong and Sonic.

Basically we made our game to fit a certain theme, and whether we nailed it or not that theme was 80s. Part of that came down to the hero. We thought that the 80's offered some bad-ass action roles for African American actors, and sadly the video games of the time didn't reflect that. We started modeling Dwayne after Carl Weathers (specifically from Predator) and it just fit everything we were going for and we went for it.

It's not about fulfilling a diversity quota or satisfying the individual tastes if specific people. It's about the game world and what makes the most sense for it.

It's also about (mildly) venting about how ridiculously selfish it is to ask a developer to create a new character for a game just for you. Ignoring how (arguably) racist it is to make such a request, it's damn selfish to request content in a game be changed to specifically fit your needs. This game has a damn story, it has characters, and if you don't want to engage with them then don't. Characters don't come out of thin air, and we damn well aren't going to waste hours of our time creating and implementing an entire character because you don't like the skin color of the one we made.
 

HelloMeow

Member
So what does everyone do to get into the creative mood? What outside influences do you use to get your dev on?

Looking at twitch dev streams really motivates me for some reason. It's probably some kind of irrational feeling of competition, but I might as well use it to get stuff done.
 

sqwarlock

Member
Posting to follow this thread. Got a degree in game design about 5 years ago, but haven't done anything with it. I've got a great job at a game company, but it's as a technical writer (I'm not saying that's a bad thing!)

I've played around with Unity a bit, but I really need to start smaller and ease my way back into art & design.
 

EDarkness

Member
Looks awesome! Try adjusting shadow cascades and shadow distance parameters for great justice?

Thanks for the advice. I'll be messing around with it later today and I'll see how that looks. Heh, I could spend hours messing around with this sort of stuff. It's a nice little break from programming.
 

EDarkness

Member
Didn't know where else to post this. I got a comment on the Greenlight page of my game, GunWorld, which stars a black character.

The comment was requesting we add a white character to the game because they weren't black. My jaw just kind of dropped, I had no idea how to respond.

I know the feeling. I've had people send me messages about making the main character in Skullforge a man. Ugh. I just politely explain that this is the story I came up with and to give it a try when it's released. There are just people out there like that. Can't do anything about it, but I don't let it bother me. They can try it and like it or not.
 

Kritz

Banned
The GIF's framerate isn't exactly impressive, but

miWF9nU.gif


I've started the groundwork for some better touchscreens within the game, using unity's new GUI features. This is going to be fleshed out into an order menu the players use to write down customer orders, and also used for all the other in-world user interfaces that might be improved by player control.

It's not exactly the most intuitive thing to program, as the 4.6 gui assumes you're using the mouse cursor to control the UI. So I have to write my own controller that works with the player's hands, which isn't too difficult but I sure wish I could set arbitrary objects as 'cursors'.
 
Anyone that wants to give STRAFE a go just quote this post for the link - Windows only for this.

This isn't a level - just threw a bunch of stuff in to test controlling the main character. There is no special reason for its current layout - just needed things to jump on, slice, shoot and wall stick to.

You will probably want to dive into the menu to edit controls as my default is a typical arcade style setup - because I grew up playing arcade games and that's how I like to test ha. No final control scheme has been selected yet. Control schemes save between sessions so set it and forget it.

I pulled x360 controller support as I had not added a toggle to the menu yet BUT the Dualshock 4 and its superior D-Pad work right out of the box so just plug yours in via USB and it will work. No drivers or anything special required. No XPADDER or anything.

DS4:
D-Pad/Left Analog - movement
X = jump
[] - Attack
/\ - Shuriken (uses energy)
O - Special attack (when at full energy)

There are powerup droppers (think Ninja Gaiden/Castlevania) placed in the playroom to shoot/slice that drop things.

Feedback would be sweet, Y'all!

Link below when quoted vvv
 
That looks and feels great. It worked fine with my 360 controller.
Thank you! Glad it feels good. That's my primary concern at the moment. If I need to make changes its now before remaking enemy AI and level geometry :D

Button mappings were good for X360? I think the axis are the same if I remember but the face buttons may be different. I need to look at my code.
 

Kritz

Banned
I gave it a few minutes, here's my impressions of the movement.

The priority of pressing a direction before jumping seems deliberate, and who am I to argue against deliberate control decisions. But I think I'd like to have maybe, 20 milliseconds of leeway where you can press jump and then a direction, and you're not gonna fall off your platform like a goober.

I liked throwing stuff and the special attack - they feel fun. Using the dash to reach a wall is fun, and in general I think the more you let the player dash about, the more fun they'll be having with the movement. And you obviously have the possibility of player progression with double dashes, upward dashes, shorter cooldowns, etc.

The moving platform worked better than I expected, since those are always real weird in games. When you jump, you're losing all your momentum though. It's a thing you can get away with, and in fact most players probably expect it to happen, but see if you can change it to retaining momentum and see how that feels. It might not be an improvement. But, aside from that, I like that you can cling to moving platforms, so you've got a lot of potential in using that in levels to carry players across hazards.

Controller support worked flawlessly.

Graphically the game's fantastic. The binary rain is cool, and the particle effects when the player is against a rainy wall are a neat touch.

I could give or take the sword attack you have at the moment. Depends on how the enemies turn out, I suppose.

I feel like the little item droppers are missing just a little something from being a really nice bit of skinner boxing. I think what I'd do is, make the hitbox 1.5x bigger, hitting one of them causes you to phase through to the other side of it (if attacked by melee), resets your energy completely (allowing you to dash again), gives the tiniest freeze-frame effect (see: all of vlambeer's games), and makes some sick flashies and particles.

Anyway, those are my (mostly worthless) impressions! :D
 

MauMau

Banned
I'm making a 2D Zelda-like game that will use dialog trees. What's a good dialog manager in Unity? (using 4.3.4).
 
The priority of pressing a direction before jumping seems deliberate, and who am I to argue against deliberate control decisions. But I think I'd like to have maybe, 20 milliseconds of leeway where you can press jump and then a direction, and you're not gonna fall off your platform like a goober.

I was gonna say that. Glad I'm not the only one.

Also, I didn't like how you get stuck to the wall even if you're not holding a direction towards a wall. And how pressing jump while on the wall makes you fall down. I feel pressing down would be way more intuitive for that.
 
So my voice actress sent a couple of line readings of some sample dialogue I sent her. I'm *extremely* happy with what I got back. You'll have to excuse the poor quality mic she used (but I doubt I'll be using much better).

I've thrown a little bit of processing on it to get something with a more interesting texture, but it's amazing hearing how much better my material sounds when performed by someone with some experience at acting.

https://soundcloud.com/ryan-acheson/sample-dialogue

Thoughts? Is this too processed? Bearing in mind my game looks like this:


Is that easy enough to understand? I want something that sounds bigger, and more God like, without being traditionally booming and echoey, with some digital organicyness to it, but I don't want it to sound GladOS, obviously because this is a God, not an AI.

It's going to be a while before I'm recording the dialogue, but having a voice other than my own terrible place holder acting (that I used to make sure I could rig the dialogue to work the way I want) is really going to help with writing the character.

Mainly though I just wanted to share these two quick lines of dialogue, because they surpassed what I was hoping for.
 

SeanNoonan

Member
Been messing with the UI for my Jack B. Nimble...

jbn_jan_char_mock.png


Just a mockup for now - will integrate it this week. Hoping that it won't be too fiddly for those with chubby digits ;)

Oh and drew a wee Prince from Katamari for today's pixel dailies...

pd_180115_katamari.png
 
Feedback would be sweet, Y'all!

When I connected my DS4 just via Bluetooth the D pad didn't work, but the analogue stick and the face buttons did. It controlled well enough. When I connected it via Bluetooth, the D pad worked, and a good D pad definitely made a difference.

I'm not the best at games that control like this, but I certainly didn't feel like there was anything wrong with the input. It was all me falling off things and failing jumps and walking into laser beams. I hope that's worth something. Tough, but fair. From someone bad at games like N+ and SMB and games with that kind of locomotion.
 

Five

Banned
smoke FX achieved: http://www.gfycat.com/ElasticKeyAlaskajingle

was actually simpler than I thought and looked great with minimal effort!

Fantastic! It adds a lot in a great way.

Dat promo art

Keep up good spirits! You're almost there, and it looks awesome.

I did a bit of work on a new track for Beacon! This one is a bit more dark & glitchy, lots of granular sounds here and there!

https://soundcloud.com/axionmusic/beacon-bgm-forest-teaser

This is beautiful. Really well done!

Anyone that wants to give STRAFE a go just quote this post for the link - Windows only for this.

Just messaged you! :)
 

Kritz

Banned
Here's where I got to with the order creation monitor today:


http://i.imgur.com/TkE1elg.webm


You can swipe up and down on the right monitor to select ingredient, and mash the green button to add it to the screen on the left.

The code for this prototype is all kinds of garbage, so I'm going to rewrite it all before putting it in the main game, make it a bit more generic and less memory hoggy.

Now to experiment with having customers come up to you and drip-feed you information about their order, so... it becomes a memory game? Or a reaction-based challenge? Or a match-the-picture game?

I'm not entirely sure why this restaurant is now taking custom orders ala subway, but hopefully it makes the game a bit more interesting to play.
 

Kitbash

Member
You can swipe up and down on the right monitor to select ingredient, and mash the green button to add it to the screen on the left.
Looks cool, and sounds like a fun challenge to code. The swiping is a bit hard to see because the head moves along with the swipe. Have you tried locking the camera movement during the swipe? Or would that feel weird...
 

Blizzard

Banned
Once I get the cycle working I'll try to remember to post a GIF.
I remembered, so here's cycling overlay modes with a key press. I also added a non-animated screenshot showing example funky colors, since I am implementing configurable options, and I made some of the colors configurable.

cycleqgjjw.gif
changed_colorsgzjad.png
 

Kritz

Banned
Looks cool, and sounds like a fun challenge to code. The swiping is a bit hard to see because the head moves along with the swipe. Have you tried locking the camera movement during the swipe? Or would that feel weird...

I think it's just the GIF's framerate - playing it ingame, you only need to move the screen about 100 pixels in a direction to have the swipe work. Though pressing the button certainly takes the focus from the screen. I'm not sure if that's the best way to do it, so I'll look into alternatives.

One last GIF for the road:

5VzrIoW.gif

(900KB)
 

Nibel

Member
^ Okay that gif made me laugh, did not expect that.

BTW



I know indiedb rankings don't mean much, but still kinda proud. :)
 
This is beautiful. Really well done!

Thank you! :D

I think it's just the GIF's framerate - playing it ingame, you only need to move the screen about 100 pixels in a direction to have the swipe work. Though pressing the button certainly takes the focus from the screen. I'm not sure if that's the best way to do it, so I'll look into alternatives.

One last GIF for the road:

5VzrIoW.gif

(900KB)

This is goddamn hilarious. Something about the frantic hammering down on the button to make a super burger made me giggle.
 
I gave it a few minutes, here's my impressions of the movement.

The priority of pressing a direction before jumping seems deliberate, and who am I to argue against deliberate control decisions. But I think I'd like to have maybe, 20 milliseconds of leeway where you can press jump and then a direction, and you're not gonna fall off your platform like a goober.

I liked throwing stuff and the special attack - they feel fun. Using the dash to reach a wall is fun, and in general I think the more you let the player dash about, the more fun they'll be having with the movement. And you obviously have the possibility of player progression with double dashes, upward dashes, shorter cooldowns, etc.

The moving platform worked better than I expected, since those are always real weird in games. When you jump, you're losing all your momentum though. It's a thing you can get away with, and in fact most players probably expect it to happen, but see if you can change it to retaining momentum and see how that feels. It might not be an improvement. But, aside from that, I like that you can cling to moving platforms, so you've got a lot of potential in using that in levels to carry players across hazards.

Controller support worked flawlessly.

Graphically the game's fantastic. The binary rain is cool, and the particle effects when the player is against a rainy wall are a neat touch.

I could give or take the sword attack you have at the moment. Depends on how the enemies turn out, I suppose.

I feel like the little item droppers are missing just a little something from being a really nice bit of skinner boxing. I think what I'd do is, make the hitbox 1.5x bigger, hitting one of them causes you to phase through to the other side of it (if attacked by melee), resets your energy completely (allowing you to dash again), gives the tiniest freeze-frame effect (see: all of vlambeer's games), and makes some sick flashies and particles.

Anyway, those are my (mostly worthless) impressions! :D

I am toying around with ways to release the player from the wall at the moment. Pressing jump just a fraction of a moment before pressing a direction away from the wall does release you as it should but as akachan suggested below - perhaps an additional press to release your grip from the wall for a straight fall is necessary or maybe even not needed. Replaying Ninja Gaiden this morning - you needed to press away from the wall to do anything to remove yourself. Not that I wish to emulate that system 100% but I am pulling influences from that system while allowing the player to do more from a wall stick for this game.

Dashes also work to attack things and make the player invincible during that time. Special pickups allow the player to have an endless pool of energy for 8 seconds and go nuts with attacks and zipping around. There is also a mechanic, while not achievable currently with bad box guy setup - where if you destroy 3 enemies with 1 special attack, your energy meter fills back to full instantly and time slows for a quarter of a second. This mechanic will be used from time to time for aerial traversal - or completely removed and energy cost halved to allow for double zips when needed. I don't want perfect enemy setups that just automatically lead the player into triggering insta-full energy happening - feels like handing things over to the player too much, IMO. But reducing it's cost by 50% and allowing its use twice in a row wouldn't break anything. It deals more damage than any of your other attacks but it does have a drawback of sucking juice from your main attack until a recharge. So abuse of it is limited.

I originally had physics act more like real-world physics on platforms where jumping while moving would retain momentum but it didn't feel "gamey" enough for my liking. Platforms will not be moving that fast during actual levels so there will be less of a chance at making errors on platforms when jumping but the possibility to fall will still be there if the player doesn't want to maintain control of their jumps.

Sword attack is something that will probably exit the game as I am unsatisfied with how it feels to use. Quite uneventful in my own opinion. It could be the animation or the quick stop when attacking. I have tried allowing the player to run and attack but since he does move fairly quickly there is a lot of running into enemies. I do like the run-n-gun feel of throwing things and I feel that ranged combat if I can nail down energy synergy between your shuriken, shuriken power ups and zip can lead to more flexible encounters with enemies than having straight melee encounters. It allows for more verticality in combat between the player and enemy AI so that means I can get tricked out with level geometry design to aid the player as well as challenge them. So I am leaning hard on removing the main attack. It would definitely help bridge the gap between borrowing the movement and traversal from Ninja Gaiden and the combat and level design of Mega Man, especially with shuriken power ups.

I am unsure exactly what you mean by the item droppers phasing you to the other side. They are just droppers that drop things by chance when struck and I really do not feel the need to introduce a mechanic to destroying them as they offer goodies when you strike them. There are also more pickups than what they currently drop - these are only a handful of what are currently implemented. Some allow you to do more things, different weapons, etc. Will be up to the player to decide on what to use.

No. Fuck no. These are not worthless impressions, lol. These help me out during this stage of rebuilding more than you know and I cannot thank you enough :D

I was gonna say that. Glad I'm not the only one.

Also, I didn't like how you get stuck to the wall even if you're not holding a direction towards a wall. And how pressing jump while on the wall makes you fall down. I feel pressing down would be way more intuitive for that.

I will remedy this today. Dunno why I haven't thought of adding a check to make sure the player is pressing towards the wall to stick. I cast rays based on the direction of travel and if the ray intersects roughly 3 pixels from a wall I initiate the wall stick. I do this 1 frame before the player hits a wall to allow for rapid succession wall jumping. It's a bit of predictability I add to check the frame before because I know many people like hitting jump the frame before a character lands on the ground to initiate another jump instantly - so I carried that over to wall stick, as well. It's an old trick from an older era but I wanted to bring some of that to STRAFE.

BUT - seeing as how even I get ahead of myself, especially with a controller, and hitting jump before I press away and wind up falling, instead - I will need to tighten this up further.

When I connected my DS4 just via Bluetooth the D pad didn't work, but the analogue stick and the face buttons did. It controlled well enough. When I connected it via Bluetooth, the D pad worked, and a good D pad definitely made a difference.

I'm not the best at games that control like this, but I certainly didn't feel like there was anything wrong with the input. It was all me falling off things and failing jumps and walking into laser beams. I hope that's worth something. Tough, but fair. From someone bad at games like N+ and SMB and games with that kind of locomotion.

The current layout of the laser box section is roughly inadequate from a straight jump to the top of another platform. They are not quite setup for that. That is just my distance check for surface distance so I can better decide on how high the jump should be, what feels like a good jump height without being ridiculous.

Also, I am toying with the idea of allowing a double jump. I am considering allowing different power ups as you progress through the levels that act as passive abilities. One of them being reduced special cost and double jump.

I would definitely like to add secret areas and there ARE secret levels in the game you can get to (hell, the main enemy isn't called MOOSE CLONER [muse clpwner har har] for nothing). Some of these areas will be accessible only after getting passive abilities which allow you to reach areas that you couldn't before.

That doesn't mean you have to start a new game - as any level you've completed you have access to at all times.

-

Thanks all for this feedback. This is an extremely important time to test these things and make them perfect. I really have no choice but to knock this shit out of the park so I need the player to feel amazing to use. Tight, easy to learn and fun. The game has no real "hook" that sets it apart - it's very much so a "fun and forget" style game but those, i feel, can be just as important to a gamer's arsenal of games as the epic experience that you dump countless hours into.

The problem with "fun and forget" is that pretty much everything has to hit the right notes otherwise, due to the nature of the non-experience, will be far worse to partake in for the end user. I hope, outside of various tweaks, I am hitting these notes.

So I value all of your feedback incredibly. It is really amazing for me to read and think about, improve upon things I've missed and take a step back and reevaluate a few things that could be tighter.

I'll post new builds when I can.

Invaluable, for me. Thanks again all so much!
 
Making the more recognizable areas of the game takes a lot longer, but in some ways is a lot more fun. As the player explores the abstract puzzle places, they occasionally come across areas that look more like the real world. The Creator wonders if these environments suit the player, and as the player pushes through them anyway, realizes they don't.

I'm building a convenience store and petrol station area, so I had to make some shelves and food stuffs for the shop. I decided that when the player drops into the area (they fall into the convenience store part, that they should crash into a shelf on arrival and tip it over, sending stuff all over the place.

Here's a short video of my shelf. I'm pretty happy with it.

http://youtu.be/FnFGsNHC5yg

highresscreenshot000037cxs.png
 
Making the more recognizable areas of the game takes a lot longer, but in some ways is a lot more fun. As the player explores the abstract puzzle places, they occasionally come across areas that look more like the real world. The Creator wonders if these environments suit the player, and as the player pushes through them anyway, realizes they don't.

I'm building a convenience store and petrol station area, so I had to make some shelves and food stuffs for the shop. I decided that when the player drops into the area (they fall into the convenience store part, that they should crash into a shelf on arrival and tip it over, sending stuff all over the place.

Here's a short video of my shelf. I'm pretty happy with it.

http://youtu.be/FnFGsNHC5yg

highresscreenshot000037cxs.png

This looks very well done. I'm impressed.
 
My first post in the new thread :)

I don't have too much to show, so I'll be teasing the combat in Spirit Huntress

UepYXT2.jpg

Wow, love those light shafts/god rays coming from the ceiling. I've been a bit obsessed with light shafts lately, been adding them in to Shutter, along with animated curtains that block the shafts.

yrLn2CT.gif
 
So I completely removed the melee attack from the game - I do like whipping things across the screen a lot more and with currently about 6 choices for the shuriken you can use - if I add maybe 2 more that would be cool for the players to pickup the ones they like and try to hold on to them the longest. I adjusted the energy cost of them, as well. Base shuriken is 1en and twin is now 2. Others have varying costs but I won't be spilling them here. Some are fairly rad - gotta keep the surprises up for later levels.

Special attack can now be used twice in a row - costs half of what it did before. it's nice to be able to zip twice if needed. Adjusted the damage it deals to compensate. I feel this is OK to allow the player to use consecutively as using it twice requires a full energy bar to use - leaving the player weaponless until enough energy is regained to be able to attack. Using it once leaves the player with half an energy bar - so they will not be completely locked out of using abilities if only zipping once. But if you want to zip twice and show off - there you go.

If this presents an issue on timing, I can adjust the rate of en regen to compensate. Current regen is 0.416s per 1 energy. That is just about 5 seconds to fill up the bar from 0 to full.

I added a failsafe to require pressing against a wall to stick - unsure how this feels. I only cast towards the direction of movement - it requires extreme close proximity to engage - just a few px. I find that with my previous guaranteed stick if you are facing the wall and a few px away sometimes going through boxes quickly I would let go of the movement buttons and let my character stick while I shifted my thumb on my controller in anticipation of the stick to quickly bound - greatly increased readability for input. Otherwise speed is slowed due to the nature of moving an entire finger from one side of a pad to another after engagement. I'm 50/50 on this after implementation.

Still haven't added a failsafe to normal falling from a wall on jump. I am 50/50 on the matter, too - it's nice to have a failsafe in place to prevent accidental falls, but at the same time, it's nice to require skill and timing to execute properly. Muscle memory does come into play. There is a bit of transition between controller and KB input - with KB 2 fingers cover the movement so you can switch up instantly, with a controller just your thumb has to move from side to side so trying to move at breakneck speeds takes practice. I don't feel it should be completely fool-proof. A degree of skill should be required to sling around the environment (i really don't want traversal to be Assassin's Creed simple, that's no fun) and some hand holding is done - but I do feel the need to allow the player fail while learning the ropes of traversal. I will need more testing.

I'll have another build up tonight if anyone wants to play again - i'll post later when its up.

Any other thoughts from anyone?
 
This looks very well done. I'm impressed.

As always, praise the tools! I'm just using the built in rigid body physics in UE4. The shelf pieces are set to start 'asleep' so they don't calculate physics until the player touches one of them. The grocery store items are set not to collide with the player (because tripping all over the bottles and cans etc can have some weird effects) but obviously they collide with the shelf pieces. The shelf pieces send the groceries flying, and the groceries can hit items on other shelves too. Doesn't happen much but it helps sell the world.

Everything is made with a few basic shapes, so the collision meshes are really simple too. Setting up the drop has been slightly fiddley so that the player hits the shelves just as I want, but I've got it about where I want it.
 

Blizzard

Banned
Saw this on Hacker News:

http://pnjeffries.itch.io/spartan-procjam-edition

procedural tile map generator. Haven't messed with it but it seems cool.
That looks really cool, though personally it would kind of feel like "cheating" in some way to use it. :p There doesn't seem to be a license agreement other than that it's closed-source freeware. If someone uses it commercially they might want to contact the developer to double-confirm that in case of legal hassles.
 
Here's a short video of my game, Checkmate!

The audio gets desynched as it goes, but I spent like two hours trying to fix it and got it as close as I could. :/

I have the game up on FGL.com, a site where you can sell Flash games to sites like Kongregate and Newgrounds, but I'm really nervous about actually putting it up for sale. I'm worried that nobody's going to want to buy it.
 
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