duo
Gorubeshu
Posts: 261
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Post by duo on Aug 6, 2009 10:24:49 GMT -5
Who made the models for the blumebear game? They're really good!
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Post by Buster Cannon on Aug 6, 2009 13:58:28 GMT -5
I tried Sart Farm Stampede recently, and I love it! It's simple, yet very engaging. Those trees on the 3rd level are going to be the death of me, though.
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Post by fAB on Aug 8, 2009 10:27:53 GMT -5
Hey Dragge, thanks for your comment on Blumebear. I'm glad you liked it and can see the potential. I'm also glad someone finally noticed it. XD Of course I could have posted about it here, but that didn't seem to help Sart Farm Stampede much so I didn't bother this time. More fun to see how observant the community is. Oh, and the models were made by me of course, taken straight from Alternate Trigger. Speaking of SFS, thanks for the recent comment Buster Cannon. I know it's small so there's not much to say about it, but it's nice to hear from more people enjoying it. Mr. Ninja, yours was the only comment on that game for months here, you rock! XD
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Post by Blyka on Aug 8, 2009 12:18:12 GMT -5
Well it took a lot longer than I intended, but finally, the new Tuttle demo I promised back in March is finished! arcade.legends-station.com/?sp=tuttleadventureAs those who played the first demo will notice, the new ruins are pretty much the same as before and there really isn’t enough new content to warrant a new demo, so I would like to stress that the purpose of this demo is to showcase the new engine; Tuttle has been removed from the grid! Also by leaving the ruins the same this will allow everyone to make a more direct comparison between the two engines. Additionally, I think a number of other little things make this demo release much more exciting than the first, including: -A new weapon! For those who wish to attack from afar, Tuttle is now equipped with the Grenade Arm. -The so-called tedious maze room has been replaced by a new type of puzzle. -Did I mention Tuttle is off the grid? This allows for a lot more action potential than before, which is demonstrated in this demo. I look forward to hearing everyone's opinion of the new engine, and I hope you enjoy the new demo!
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Post by JMC47 on Aug 8, 2009 13:46:59 GMT -5
I don't know what to say, exactly. I think the subtle changes make more of a difference than the biggest change, though I admit that the lack of a gridlock makes it a lot easier to maneuver. The game on the whole felt more fair, still challenging, but in a good way. I found it more engaging, I was dodging shots, firing the launcher, in rooms with enemies, and using my brain in rooms that didn't. The ice puzzle made me have nightmares about the old Pokemon games... but I found it a lot harder to grasp at first, despite ONLY TWO blocks to move! That's quite an accomplishment. There are a lot of nice touches, the dialog between Tuttle and the NPC was quite amusing in the beginning.
I must say, I was not totally for taking Tuttle off the grid because of the new challenges it would present, but you obviously tested, and took care of issues as they arose, it just plays very solid now. There was one hiccup on my part, I was reaching for R (thinking it was a shortcut for retry in the menu) but that's my fault.
Now for me to complain! Well... uh... hmm... Oh! It's weird when loading the ruins, the graphics transparency turn black! Is that something fixable? I know it makes no difference in a demo like this, but in a finished game it'd look quite out of place. And... umm... OH! I still couldn't find much use for the mines, will there be patrolling reaverbots that you could stick mines down and hit? That'd make them essential, and also be a cool part of puzzling. I know this is a nitpick, but I can't see Tuttle's cane when attacking up... it never hurt me as I just used his hat to aim, but it's still an inconvenience. When you have me grasping for complaints, you know you've done a good job, so I'll leave it at that. It was a nice update, and felt all around solid, and you did a great job overcoming the challenges of changing how the core game works.
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Post by in·clover on Aug 8, 2009 18:29:49 GMT -5
I dunno if this is just a personal issue I'm having with the game, but it suffers from lags and a low frame rate.
I did manage to play far enough to know that I like the changes you've made. You've taken something that was great to begin with and improved greatly on it. It is much less of a pain to maneuver Tuttle around projectiles and enemies themselves. I thought their might be an issue with pushing crates because you're not aligned to a grid, but I see no problems with that.
And it's just a relief to be able to move diagonally.
Overall, excellent demo. Shame I didn't reach the new puzzle. The screenshot made it look interesting enough.
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Post by Chiz on Aug 8, 2009 20:44:44 GMT -5
Hmmm...new TL5IA...*proceeds to beat it*
On the positive side, the scrolling labyrinth being replaced by the ice puzzle is a huge improvement. Had me stumped for a few good minutes before I facepalmed at the solution. The new thrown weapon definitely helps, especially in the Amistal room. It also seems like Tuttle is given less splash mines than in v0.2, seemingly necessitating a weapon change at some point in the ruin.
On the negative side, I don't really agree with Tuttle coming off the grid...it does change the gameplay, but I personally liked the resemblance to SNES adventure games v0.2 had. I think there are some crate-pushing problems with it...I found that there were a few times where I accidentally pushed a crate when I didn't want to because I walked beyond the tile I was aiming for slight...in most instances, making the room unwinnable. It also makes the red/green path puzzle artificially difficult.
As for the gray tiles now being walls for everything...I'm a little conflicted. The old behaviour was indeed unfair, but the new behaviour makes it seem a little easy. I do note that you've adjusted the difficulty in rooms 1 and 5 to compensate for this. Perhaps there could be an additional 3rd block that represented the old behaviour of reaverbots and their shot going over the wall? Visually, it could be half-height, justifying it. I propose a dull brick red colour for them.
Functionality to return to past rooms (and see them in their states as left and manipulate them further) is again a feature I'd really like to see in the coming versions. It would allow for branching ruins, side areas, backtracking, and more complex puzzles.
It'll be interesting to see where v0.4 goes, and what new features have been added. If/when additional puzzles and rooms are needed, do let me know.
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Post by Blyka on Aug 9, 2009 13:27:27 GMT -5
@ JMCWow, JMC is grasping for complaints! I have indeed done a good job. I greatly appreciate all the feedback, and am glad to hear you think the engine is solid and more engaging. Now to address your complaints! I assume by loading the ruins you mean how entering the ruins creates the transition of fading out and then fading back in. This was done at the last minute for the demo only; nothing is really set in stone on room transitions. Yes, the Splash Mines will have many essential uses in the full game, both for combat and puzzle solving. And of course, Tuttle will not be starting out with all of his special weapons in the full game. Agreed, I don’t care much for the lack of visibility of Tuttle’s cane when attacking up, but there really isn’t much that can be done without stretching his arm to ridiculous lengths. It seems to work well enough. Thanks for the compliments! @ B-R-E-TThanks, I’m glad you like the changes! Sorry to hear you’re having issues running the game; I can only guess it’s your computer. Hopefully you can find a way around that before the full game is released, though you needn't worry about that for awhile. @ ChizSorry to hear you disapprove of Tuttle coming off the grid. I agree it’s a shame that the block puzzles and colored tiles had to lose the previous engine; personally I think the new one does fine per se, but those types of puzzles were practically made for grid movement. Considering the epicness of Tuttle’s world though I think the change in engine is a vast improvement, and it should be more notably so in a full game. Glad you like the Grenade Arm, though the Splash Mines have not decreased in numbers since v0.2. There’s been a lot of consideration concerning the bullets passing through normal walls or not. Due to complaints about that in the first demo I decided to go ahead and try it this way, but in the end it probably will work the same as before. Though worth keeping in mind is the demo graphics aren’t 100% accurate; there will be some taller walls that the bullets cannot pass through, such as in the first room of the ruins. And of course, there are plans for more exploration and non-linear areas. Glad to hear you’re still up for creating puzzles; I’ll certainly take you up on that when the game reaches the puzzle designing stage.
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Post by mirak on Aug 9, 2009 20:06:45 GMT -5
The reach of the cane sucks when trying to use it upwards. Also, can i try my hand at making a better grass tile for you?
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Post by fAB on Aug 9, 2009 20:47:21 GMT -5
Just asked Blyka about the cane's upward reach and double checked it in the gmk file. Nothing wrong there, it's the exact same size collision area in all four directions.
And thanks but no thanks on the grass offer. I'm still at the point where I'm playing with graphics to get different styles and unique feels for each of the different locations, so I'm not considering any of the environment graphics "finished" at this point.
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Post by mirak on Aug 9, 2009 21:02:42 GMT -5
It has the same collition, but it's hard to calculate the distance between being "safe" or being "hurt" when facing upwards. Oh but don't mind me, maybe i just suck at the game.
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Post by Mr. Ninja on Aug 12, 2009 20:49:13 GMT -5
Mir@k: I think your problem is that you can't see the cane when you swing up. I ended up having the same problem.
Anyway, I think the Tuttle v0.3 is much smoother. I was happy I could go diagonally which made it easier to dodge, that's definately a good thing, and I think the new room was a good thing. I ended up spending too much time in the maze room and I'm glad you fixed that. Anyway, I'm happy with the results so far, and I'm looking forward to v0.4.
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Qwertman
Habarool
Work work work...
Posts: 736
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Post by Qwertman on Aug 21, 2009 11:09:44 GMT -5
Why when I click on the hat in the news feed does it bring me here?
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Post by mirak on Aug 22, 2009 13:13:28 GMT -5
Because the hat is an icon that's basically saying "Hey guys we updated the game concerning that dude that wears this hat, click it to play the new version."
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Post by in·clover on Sept 3, 2009 1:29:20 GMT -5
fab, if you're reading this you might want to check your inbox. :/ _________ I've beaten the demo since I last commented (couldn't finish it before due to computer issues). Excellent rivision. The ice puzzle had me stumped for a good while before it finally hit me.
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