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Gojira 2662th Post
PSN: Gojira_X XBL: Gojiraaa Wii: 80085
Platinum Carpet V.I.P- Board Master
| "Re(2):Help me debug test this game!" , posted Thu 11 Nov 13:41
Very nice!
From the text, I'm assuming the issue with music only coming out of one speaker is known, and you say the issue with text not freezing the game's state is also known, so I'm ignoring those.
Aside from that, I'm not noticing any glaring issues. When Ralph dies he doesn't respawn or restart the level so I have to quit, but it's no big deal for a demo. And when you walk off the map to the left you just fall infinitely offscreen until you quit the level, but I'd never grade level design on a test map.
My only real criticism is that with the text, the way the words appear on one line and then teleport on to the next when the word wraps is distracting and a bit annoying. It'd be better if the word wrap case was handled before each word was rendered.
Other than that, the rest of these are just nit-picking:
-Since you have to double-tap to do the diving move, it's a little hard to control when it comes out, and if there's an interactive object beneath, you end up interacting with it. If the velocity and gravity of jumping isn't going to change, it might be better to assign the move to a single press, like KTallguy suggested.
-I noticed by tapping the attack button at the same time as the opposite direction Ralph is facing, you can make him attack while moving backwards, which is pretty cool. If this was intentional I'd prefer a more consistent method, though.
-The swimming feels good, but right now there's really not much of a visual cue to sell that he's underwater so it looks no different from dry land. Like a translucent effect, or bubble particles rising.
-A minor thing with health in general and the air gauge, it's always nice to have a little warning signal when it's getting low. Just a little beep or something.
None of this is all that bad, though. It's a solid and fun little engine. I'm interested in seeing what comes of it.
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Professor 2855th Post
MMCafe Owner
| "Re(4):Help me debug test this game!" , posted Fri 12 Nov 00:04:
The demo looks good! Nice pixelart. I unfortunately can't run executables on this machine so I can only give impressions from what I'm seeing, so please take my comments without much seriousness.
1- I agree with Gojira about the text wrapping-- it needs to be preprocessed.
2- The screen seems to constantly re-center vertically whereever there's enough stage data to do so. For example, when you're under the Puppetmaster or at the right side of the stage with the pink house, almost half the screen gets filled up with the ground. Also because of that, the screen shakes vertically when you get hit at some areas of the stage, while it doesn't at some others.
For the latter part of #2, there's a few very easy ways to prevent that, like prohibiting vertical scrolling unless the character hops/falls for more than a designated amount of pixels.
Other than that, it's just some aesthetics that needs completion. BTW, love that paddle-ball.
On a side note, aren't stomps in side scrollers usually done with down + attack?
[this message was edited by Professor on Fri 12 Nov 00:34] |
Gojira 2687th Post
PSN: Gojira_X XBL: Gojiraaa Wii: 80085
Platinum Carpet V.I.P- Board Master
| "Re(7):Now with Bionic Commando action!" , posted Fri 7 Jan 04:28
I got the newest version out of the thread link, since the grappling hook wasn't working in the version posted above.
It's coming along nicely! I still think the dive move is a bit cumbersome, but no point in going over that again. If he likes it that way, good for him.
The grappling/zip line thing is different. I don't want to say it's bad, because once I figured out what it was doing I managed to get it more consistently. but it definitely takes some getting used to that might interfere with the fun of using it. My first instinct was to try to time the button press so that the line would be fully extended at the peak of the jump, but that resulted in the line extending way lower. Then I realized that all I had to do was press the button right at the peak and it worked fine. It's an interesting take, but I think if he's going to do it that way, the line needs to extend very fast (almost instantly) to avoid looking like it requires any timing.
The underwater air meter is still a bit unnoticable. I drowned because I didn't realize I was in trouble. Turning red is good, but it still needs a danger sound or something to add a bit of urgency. Or maybe have him start taking life damage when air is gone?
It seems you can't hold walk and jump. I could have sworn it worked before, and it would be a bit useful in making short jumps that don't overshoot things (such as that one on the left edge of the stage).
Otherwise, I like a lot of what's going on here. The bullet bouncing is neat; he should consider adding some downward aiming as well.
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Gojira 2718th Post
PSN: Gojira_X XBL: Gojiraaa Wii: 80085
Platinum Carpet V.I.P- Board Master
| "Re(2):Help me debug test this game!" , posted Wed 23 Mar 18:43:
Ha, I caught this just before I was about to go to bed. Well, I only have a few quick thoughts to leave anyway:
-Maybe he's aware and maybe he isn't, but the sound's mostly mono. The jump sound effect is fine, but things like music, sword swings, and gem pickup noise only come out of the left speaker. When only listening with speakers it's probably not a big deal, but since I wear headphones it's really noticable for me.
-If I'm holding up on a ladder, I don't think I should fall back through it when I reach the top.
Looking good, as always. Good night!
[this message was edited by Gojira on Wed 23 Mar 18:44] |
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