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Messages - Bombini

Pages: 1 2 3 ... 60
1
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: June 08, 2018, 02:59:30 am »
Hi Space Pirates!

This will be my last post before a long planned vacation which will translate into being offline for 2 weeks.
I made very good progress in the last weeks incorporating a lot feedback from testers. I tested it yesterday with one of the harshest testers i know. One of my sons ;)
He tested with a gamepad because he does not understand the concept of WASD with arrow keys. I do think that this is something from an older generation like me. He said: "Why do you use a keyboard? It does not make sense. Why not touch or a gamepad?" He is right. Well, lucky me that i build the game for gamepad as well.

Its always very insightful to test with someone who is not used to a specific genre and i am happy that he liked it.
One of the best comments: "This monster looks like poop with an eye. Why do you have walking poop?"

I am getting first images for the intro and some few images in between the story.
Take care and talk to you after my vacation!





2
Ask a Question / Re: Animation Frames add scene problem
« on: June 08, 2018, 12:34:00 am »
That screenshot is in the scene editor. Actors don’t animate there. Try clicking Test Scene.

It is actually possible to see the anims in the scene editor if you press this icon on the upper right:

3
iPhone / iPad / Android / Re: Castle Pals, June 28th on iOS!
« on: June 08, 2018, 12:20:12 am »
Congrats!"

4
...you had a better idea of what the levels would look like when you got to the point of programming NPCs.

Yes that is true and i also constantly adjust the levels to keep the "AI" and levels in balance (plus the storytelling of course). All has to support each other.

5
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: June 05, 2018, 03:21:16 am »
Good point!
I am looking at roughly 10 minutes or less per level.
I can obviously use checkpoint in levels but this is weird if you destroy half of the level and start at a checkpoint with the level fully restored again. This leads also to put difficult boss levels at the start of a level.
I could also split longer levels in multiple scenes if i see that this will be an issue.

Cheers!

6
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: June 05, 2018, 01:57:34 am »
Hôla Space Pirates!
I have a question for you regarding how to handle "game state saving".

My current approach:
  • The game saves ALWAYS automatically after finishing a level before starting the next one
  • It is NOT possible to save a level in between because so many parts are destructable and collectbale. It would be too much effort to save all this
  • The game will tell you that the state is NOT saved before you leave the game while playing a level

Is that something you can live with?
Cheers!

7
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: June 04, 2018, 03:07:00 am »
Hi guys,
one thing i learned in playtesting was how important "color coding" is.
Very obvious now but i did not spend so much thought on it as it needs.
I changed a lot of colors in the game last week because they were confusing to the player.

Some examples:
  • Stations or bed which would refil your health were red with an orange cross. Players thought it would harm them because of the red color. Changed it to white
  • Harming laser barriers were green. Players thought they would NOT harm them because being green. I changed them to red and added some blood (what i ususally do when you first see a trap).



The Shop:
  • The "shop" was confusing because it has updates for existing weapons, sells new weapons and also has a section where you spend your skillpoints
  • I made the split more clear
  • Added much more feedback for the player
  • Made the costs more clear


Cheers!

8
Journals / Re: Robobomb
« on: May 30, 2018, 06:58:25 am »
I think I see what you mean one side of Robo is slightly bigger than the other. They are centered however as far as I know but I'll double check.
Pretty sure thats it

9
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: May 30, 2018, 06:15:23 am »
I integrated a system which allways shows the current task, if you fulfilled it and the next tasks in the top UI bar:

10
Windows / Mac / Flash / HTML5 / Re: Total Singu
« on: May 30, 2018, 06:10:55 am »
Good Job!
Extra congrats on publishing it!

11
Very impressive!
Thanks for sharing

12
This sounds like a very enjoyable approach.
Feeling challenged as a play and overcoming this obstacle which does not have a easy to amster solution is an awesome feeling which devides good games from excellent games.

I especially like in this idea the choice of first adressing Pawns or Masters. The Master could be hidden as well or camouflage itself. This all sounds great and would suit the game very very well.

Just playing with the HP of the enemies is a boring approach as you mentioned.
I am personally not that skilles when it comes to coding as you so i try to go the path of new enemies with new attack behaviours and characteristics to keep it intertesting.

Cheers!

13
Journals / Re: Robobomb
« on: May 30, 2018, 12:29:41 am »
Just an idea:
I had those "wall glitches" as well for a long time untill i realeased that the problem was changing collision for the player.
Is is always the same when you change direction? Otherwise it could be a problem
Are the origion points (in animations) all centered? Otherwise it could be a problem

Cheers!

14
Journals / Re: Robobomb
« on: May 28, 2018, 01:04:58 am »
Hi,
its a good start.
I was a bit lost how to get trhough the upper gate.
I would let the player explore a bit more before running into stops that early.

Cheers!

15
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: May 24, 2018, 07:50:04 am »
Thanks guys!
Heavy testing with players who havent seen the game before and they like it a lot.
And funny enough...crashes i have never seen before ;)
Also performance on laptops could be better.

I will share feedback from the tester.
Cheers!

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