Play my game! - Page 10
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gaizka
United States991 Posts
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ZidaneTribal
United States2800 Posts
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Osmoses
Sweden5302 Posts
Also, sweet game, the art is totally balls and because it was so pretty I had no problems sitting through the entire speedrun, I didn't get bored for a second. | ||
[wh]_ForAlways
United States235 Posts
On December 09 2009 04:54 ZidaneTribal wrote: its a .rar file, how do i play the game after i dl it? Download winrar and extract the files. Rar's are basically the same thing as .Zip's | ||
Liquid`Jinro
Sweden33719 Posts
On December 09 2009 04:54 ZidaneTribal wrote: its a .rar file, how do i play the game after i dl it? Google winrar.... I'm seriously amazed (no offense) that there are still people who have never encountered a .rar file before EDIT: Mmmmmmmmmmmmmmmm, exact same timing as post above me! | ||
Insight
19 Posts
Is there a place where other contestants of IGF uploaded their games so we can check them out? | ||
gontech
United States12 Posts
- I had a hard time seeing my cursor on the bright background. Would be nice if you had a custom cursor so I know where I'm shooting. - I rocket jumped right through the checkpoint at around 2:06 in [wh]_ForAlways's speedrun and it didn't activate. I died immediately and had to redo that part. - I did a week-long prototype of a game for a class once and didn't have any sounds, and that was one of the first things people noticed. Not having any knowledge of unity, sounds may or may not be trivial to add, but it's something to think about. - Have you experimented with using xbox controllers? I could see it working: left stick moves, right stick aims, left trigger jumps, right trigger fires. Thanks for letting us play! | ||
meeple
Canada10211 Posts
On December 09 2009 05:46 FrozenArbiter wrote: Google winrar.... I'm seriously amazed (no offense) that there are still people who have never encountered a .rar file before EDIT: Mmmmmmmmmmmmmmmm, exact same timing as post above me! I love when things line up like that... | ||
spinesheath
Germany8679 Posts
Well, I don't know what kind of collision detection you actually use, but I would assume that it is something that checks at single points of time as opposed to checking the duration between 2 points of time. | ||
538
Hungary3932 Posts
"Close the program to quit" though? Seriously? :-p | ||
[wh]_ForAlways
United States235 Posts
Though there were a few minor errors I made (FUCK YOU, DRAWBRIDGE). I was very pleased with the run overall. Final time: 2m 23.5s I decided to use more chill music this time. Good luck finding it though because I have it saved on my computer as "Sonic Final Level Remix". If a bunch of people want it though, then I suppose I can upload it. Also I'm curious to see how speed runs will go once you fix the wall climbing bug, and that will also allow for the possibility of adding parts where you can wall climb up narrow places by shooting diagonally from one wall to the other (like any game with wall jumping really, except instead of jumping off the wall, you shoot off of it). Another thing, looking through the menu you have controls for Shot 1, Shot 2, and Shot 3. Were you planning on experimenting with different kinds of guns? Because personally I think a vacuum type gun would be awesome for platforming and making more unique puzzles, but you'd probably have to add some sort of cooldown on that gun though to prevent people from wall climbing with it (assuming that you're still sticking by wall climbing as an unintentional bug). Thanks so much for this game, Sean and pal, its a really fun platformer and obviously I will be keeping up with it | ||
Dragonblood21
United States139 Posts
If just run up to the drawbridge, and shoot down you can scale it like you would wall. Just don't shoot it at all until you are ready to scale it. Might help yah =D. I don't have a movie recording program, or else I'd do a speed run too =( | ||
edahl
Norway483 Posts
My friend and I have been playing your game, and we've come to a couple conclusions. First off, the game mechanics that are in the game at this time are pretty tight. There were however possible improvements that we saw could give a better experience. First off all, the jumping mechanics felt a little bit shallow. You can hold to jump higher, and tap to jump lower, but really we feel that sort of thing is accomplished in a little bit more fun way by just a double-jump. My experience with speed-runners (I've spent a lot, a lot a lot of time with speed runners such as Elasto Mania) is that what makes it fun int he long run is just having a lot of buttons that you have to press. Not necessarily "a wide variety of buttons", but more like "you have to press these buttons a lot and at the right moment". Having to wait and stay conscious of my high jumps all the way through just imo. isn't the kind of attention you want to spend in a speed runner. You just want to press the button and be ready for the next thing. I also wouldn't be too concerned if the user ended up skipping large parts of levels, just because in the way that speed runs work a lot of the really interesting things happen when people end up finding clever stuff to keep the distance you have to run down. Elasto Mania again is a really good example of that, because actually skipping large parts of the map end up being really hard so even if you do know how to do it, you might not necessarily get that advantage right away without practice. Another thing I want to point out is that having small maps, but really technical, might be interesting ways to keep a player at it. AGAIN, Elasto Maina for reference. (Moposite is a really good reference for pro reps). You might also consider adding wall-jump, because it's just a cheap and easy mechanic to put in there, and it really opens up a lot of exciting options.. EDIT: Naturally, we might have a couple more impressions after trying the game a few more times. EDIT2: The game keeps defaulting to 1600x1200 res every time I start it. This is annoying when you want to have it at 1920x1080 | ||
[wh]_ForAlways
United States235 Posts
Also, another suggestion for something to add, and it's probably been suggested elsewhere, but at the giant box at the beginning of the game that you can interact with, you should put a note above it that says something along the lines of how you can interact with certain objects (because it took me a good while to figure out that I could shove the box onto the ground). | ||
Symmetry
Canada294 Posts
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3clipse
Canada2555 Posts
On December 09 2009 07:21 Symmetry wrote: I accidently changed the jump key to left mouse and I can't seem to change it to anything else (in fact, my inability to change to anything else is what led to my accidently setting it to left mouse). Is there a way to fix this? I tried re-downloading the game but it seemed to keep my old controls. I did this as well and couldn't figure out how to reset. I just ended up remapping jump as right click, keeping the gun as left click, and reassigning the other stuff i screwed with to the middle mouse button. Works pretty well. | ||
Shizuru~
Malaysia1676 Posts
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gnatinator
Canada169 Posts
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[wh]_ForAlways
United States235 Posts
Personally I love the art style though it's definitely not perfectly polished by any means. Like someone else said, it has sort of a Tim Burton-esque look to it. Also, I like the lankiness of the main character. He definitely looks a lot like Johnny The Homicidal Maniac to me (which is a huge thumbs up in my book, and even a huger thumbs up if that was intentional) | ||
wswordsmen
United States987 Posts
1) Music doesn't matter what, just add some 2) Allow control customization or give multiple options for controls (my big complaint is that I don't like space for jump) | ||
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