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Messages - Bombini

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1
iPhone / iPad / Android / Re: Ghost'n Brothers is out now!
« on: August 22, 2019, 01:42:43 am »
Congrats! Good job!

2
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 21, 2019, 02:54:09 am »
And here it is. The BETA ONE including all the hard work from the last months. And listen to me...this is the full game :) Fully playable. I cant believe it. You wont believe how relieved i am. Saving works properly and i added a new very powerful weapon. The grenade launcher :) The only thing which i am not happy with are both endings. They need some more work and art and i am on it right now.



-- Keyboard Controls: --
Move: W,A,S,D
Fire: Arrow keys
Select: Space
Esc/Save/Back: Esc

Keys can be customized or you can setup a gamepad (somehow tested)

So what are the next steps:
  • Play through multiple times and balance especially the credits drops.
  • Adding more details and random encounters to the starmap.
  • Adding missing and adjusting the side conversations of the main cast.
  • Advancing the two ending sequences with new images and longer sequences.
  • Proper testing of gamepad mode (i know that some commands in some parts are not supported yet).
  • Adding more secrets and hidden loot.
  • Adding more hidden/fogged areas to the levels.
  • Adding much more music. there are 4 tracks in this game and they are 5 years old ;)
  • Poilishing in general.
  • Poilishing the hidden relic feature.



You dont have to play the game in order if you dont want to (or tested before and what to see the rest of the game).

CHEAT Mode:
Press W,A,D,SPACE to active or deactivate the cheat mode.
This will give a you:
  • A lot of credits
  • 50 skillpoints to spend
  • Maximum Laser Weapon (5)
  • Maximum Health (20)
It also allows you to jump levels. Press 1 to go to mission 1, 2 to go to mission 2 and so on. Press F1 to got to mission 11, F2 to mission 12 and so on. There are 24 max. You will not understand the story if you do that but its a nice way to check the different levels.
There is also a DEBUG mode is you press S,A,D,SPACE but this might be cryptic to you ;)

Have fun. I go through my todo list above before i share it with more people.
Cheers!


The grenade launcher is quite powerful as you see.
It auto-reloads after three shots (for 2.4 seconds) to balance it out against the other weapons.


3
Journals / Re: Merrak's Isometric Adventures -- RPG Reflections
« on: August 20, 2019, 11:25:33 pm »
Beta 1 is inching close to done!Other than that, things are looking more or less ready.
Isnt that a nice feeling? ;)
I wrote up a manual for the game.

Very nice written. Good job!

Some thoughts i had:
  • You could add an index at the start. It helps to navigate the manual
  • The Beta Tester Feedback at the end: There is no call to action. Where should i send the feedback to or how? You could also put this in game which a send options. Makes it much easier for the palyer and you might get more feedback
  • You have a lot of very cool art and a nice artstyle. Dont undersell your game in the manual. I did a quick draft below (using text placeholder because i dont have the font).
Cheers!





4
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 20, 2019, 07:20:37 am »
...oh boy....i am so excited. The game is fully playable including the two endings. I will share soon :) YES!

5
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 17, 2019, 01:46:19 am »
Interesting! One thing that really helped me was mapping out my whole game's EXP in a spreadsheet. I could adjust costs and rewards and immediately see the effect. After each stage in the game I've computed how much EXP the player is likely to have, what the total cost of available skills is, and the leftover EXP that will make it easier to get new skills early. It's held up pretty well in playtesting.

Yes that is a very good approach. It does not suit my game though because i also have levels in between (whort ones) which only support the narrative and dont have enemies for example (where you get very few XP if at all).

6
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 15, 2019, 07:14:37 am »
Hi Space Pirates!

today i want to talk a bit about balancing.
There are two main currencies in the game.

One is some sort of credit which is used to buy better weapons and ship upgrades.



Two is XP which you get from killing difficult enemies, hacking or finding secrets.
XP feet into skill points. Let say you need 5XP to get one skill point for example. The XP are resetted after converting into skill points. Easy!



What i wanted:
I wanted a system which has an increased demand for XP. Meaning that the first skill point would cost 5XP, maybe the next one 7XP, the next one 9XP and so on. All this because levels get a bit bigger over time and because the tasks and enemies get more difficult (not much if you upgrade your gear actually) but mainly because the player should feel that rewards are increasing. All of a sudden i dont 1XP for a task but 2Xp, 5XP or maybe even 10XP. Wow! A nice feeling because i actually dont want the game to become very difficult.

How i did it:
I started experimenting with multiplying the cost for a skill point by 1.2 every time the player got one. I checked how much XP i could get in total from the game (your can outsmart the game and grind yourself to max (more XP then you need if you want at few spots but its not obvious) to get an overview:

Story01: 18 XP
Story02: 20 XP
Story03: 8 XP
Story04: 33 XP
Story05: 5 XP
...

I decided which tasks would give you which amount of XP to even it out a bit. I capped the cost for a skill point at 16XP. It can never be more which means that i have an increase XP cost for a skill point till 16Xp. It goes flat after this because otherwise the amount of actions which would give XP would become too much. I also didnt want to increase the amount of XP i give out according to an endless increase in cost.



I am also using a multiplier of 1.2 on the price of the main gun for upgrading.  Just doubling the cost would be unfair because the damage it does after the upgrade is also not doubling just adding 1. From 1 to 2 to 3 to 4 to 5.

So far i am happy with the system even though its very very basic.
One big learning though which i was actually aware before is that you need to think about your reward space in the concept phase of your game. i have credits, XP, various door cards, health, relics and this is just not enough. it is okay but i will use more scalable collections in the next game.
Cheers!

7
iPhone / iPad / Android / Re: Jetpack Boi - iOS (Aug 7th)
« on: August 09, 2019, 04:34:49 am »
Congrats!
It is veeery difficult.
One quick thing which you could add: A face for your Boi :)

Cheers!

8
Ask a Question / Re: System Requirements of my Game
« on: August 09, 2019, 12:44:58 am »
I think you to test unfortunately.
Merrak posted and interesing post regarding checking performance:
http://community.stencyl.com/index.php/index.php?topic=41034.msg309240#msg309240

9
Ask a Question / Re: Been away a while
« on: August 09, 2019, 12:42:18 am »
Welcome back :)
1. I'm aware flash is being ended next year. Is this going to affect Stencyl in any way? If i recall right the games Stencyl makes are flash based.
I am working on a game for desktop which is an option as well (beside html5).

2. Compile time, how is it now? I'm not saying it was slow when I was last using it, but you know how it is, you make a small change to the code and you have to test it. Repeat this 200 times a day :-\ Also, would adding more memory speed it up any?
My game is very complex with a ton of features and content. It takes me around 1 minute to compile for Desktop and much less for Flash.

10
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 07, 2019, 11:18:16 pm »
If you're already planning a sequel then one idea to consider would be the shareware model from the 90s: first installment is free, with the follow-up titles for sale.

I was thinking about it. The only worry i have that the time between this release and the next would be too long (the hype from the first game would not be present anymore). I am sure the second one will be much much faster (a rather streamlined version of this game with a new story) but yeah...i am not sure yet.
But its a very good idea i am considering.

11
Journals / Re: Merrak's Isometric Adventures -- RPG Reflections
« on: August 07, 2019, 01:46:16 am »
Ah that makes a lot of sense"
Plus you will be able to expand on the story universe you created.
Cheers!

12
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: August 07, 2019, 01:29:31 am »
Hôla Space Pirateros!

exciting news: I will move to BETA next week which means that the game is fully playable and i polished quite a bit already.
The only medium (not big) feature which i need to revisit is the shop. I think i have to trim it down a bit. Player (including myself) confuse hacking (terminals) and lockpicking (safes) when upgrading the skill. I might just merge them to "hacking". This would limit the options on how to spend skillpoints only to "upgrading health" and "upgrading hacking" but it might be better.



I also might rework the gun offers a bit. The laser is the primary gun which has upgrade states while the others harm specific enemies more. This is rather a puzzle situation because i dont know when the palyer will buy those. So i might give them away for free in specific levels.

The last thing: I think i will remove repairinf your ship. It will happen rarely.

Next steps:
Again, moving to BETA next week. Open up for more testers and increase the spread a bit more. i am still debating with myself if i should give away this game for free or sell it. I learned so much and i might put those learnings in a follow up title. Lets see.
Let me know what you think.

Cheers!

13
iPhone / iPad / Android / Re: Astral Defense
« on: August 06, 2019, 11:49:19 pm »
There is an arrow mode control option in the menu if that is what you mean

Yes i know but my advice is to go with either the arrows as default (more comment then tilting) or you go with the (from what i saw) the most commen control which is using your finger like in 1945. I play a lot of these games on mobile and the msot succesful use this control.

14
iPhone / iPad / Android / Re: Astral Defense
« on: August 06, 2019, 06:28:09 am »
Very cool cute shooter!
I would perefer to move the ship with my finger but very good job!
I like the effect when stuff appears a lot.

I also realy enjoyed reading your post /marketing.

Cheers!

15
Journals / Re: Merrak's Isometric Adventures -- RPG Reflections
« on: August 06, 2019, 12:02:30 am »
So what's the (updated) future? Still mostly the same as the plan I've outlined before. When I'm done with Towers of Vallas, I'm thinking of immediately starting to revise it--add the missing features, full-color and full-scale graphics, and expand the story. One idea I've considered is using the Gameboy version as a freebie, then sell the full-color version. I don't want to just sell a re-skin, though, so would have the full version be a deeper game.

You could also cut the current free Gameboy version (less levels) and release the full colored version with all current content. Use the Gameboy version as a teaser.

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