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Post by fAB on Aug 11, 2010 11:00:49 GMT -5
I'm really glad you're sticking to this. I don't know just how close you are to putting out a demo, but if it's still going to be a bit of a wait then it'd be sweet if you were to video capture a bit of gameplay and upload it for us. I'd really love to see the game in motion at this point.
By the way, if you're still in need of sound effects and weren't already aware, I do have some Legends ones available at Sky Pirate Arcade.
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Post by Rockman Striker on Aug 11, 2010 19:01:09 GMT -5
I´m very close to release the alpha version, and thanks fAB, i already downloaded the sounds. I uploaded a short clip showing the basic movements and a little gameplay, the quality is not too good by the way. www.youtube.com/watch?v=jWvu_9zv4m8
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duo
Gorubeshu
Posts: 261
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Post by duo on Aug 12, 2010 6:52:16 GMT -5
The game is looking very good! Release it soon; everyone wants to play, and you can get a lot more people to tell you about their problems.
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Post by MegaTuga on Aug 13, 2010 14:23:50 GMT -5
Erm... You don't mind I make more suggestions right?
From the Title screen to the char select screen to the game screen.. erm.. it could have a bit of transition... it soudns like you clik and BANG, the screen changed.
Another thing is the Harokkos/Zakobons, appearing from nowhere... they can pop from the ground for example no?
Now for things that I loved... The graphics... they look awesome, and the sanding poses from each charecter coincide with their personality.. Yuna is a bit more relaxed and Sera a bit well.. being Sera... XD
The map... never looked cooler. A upper perspective and a 3D panorame perspective? it only missies a blinking point locating the player and you have awesomesauce XD
Last but not least the cameras... OMG... I love the upper view... definitively when You get to finish the game, that's the one I'm going to use...
One last thing... Are you making all of this on your own or you have people helping?
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adam1589
Cannam
Aw Heck sits and watches
I'm not here anymore.
Posts: 396
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Post by adam1589 on Aug 14, 2010 10:31:04 GMT -5
Please PM me when you have a downloadable version so I can play it man!
---I ask this because I'll be busy on my march to college so I wont have much net-time, so a PM would be the only really sure-fire way of letting me know.
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Post by Rockman Striker on Aug 15, 2010 15:25:50 GMT -5
Erm... You don't mind I make more suggestions right? From the Title screen to the char select screen to the game screen.. erm.. it could have a bit of transition... it soudns like you clik and BANG, the screen changed. Another thing is the Harokkos/Zakobons, appearing from nowhere... they can pop from the ground for example no? [...] One last thing... Are you making all of this on your own or you have people helping? Your suggestions are useful to let me know what´s missing or something that doesn´t look fine, for example, i fixed the reaverbots so they pop from the ground, as you suggest, and i´m working already on some fade screen transitions. I´m working alone modelling, texturing, animating, programming, and writing, but i can´t say i´m completely alone since Duo helped me with some bugs i found, and you are already helping me with your feedback, and soon, you are going to help me a lot more when i need testers (Aw Heck you sure are persistent, but your persistence is going to work for you ) voice acting and some other stuff i need.
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Post by MegaTuga on Aug 15, 2010 18:34:47 GMT -5
Wow. Thanks.. its just that this game seems alredy so far and so awesome.. I'm really looking foward to it...
And... voice acting... well if you would like a Portuguese guy with a hilarious english talk.... well I kinda like it. And maybe it would be useful.
You can always ask me for opinions. I'm wide open.
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electronx4
Foo-roo
Just because it wont work doesnt mean we wont try!
Posts: 23
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Post by electronx4 on Aug 15, 2010 20:30:54 GMT -5
This looks awsome. I dont know much about 3D programming, but if your looking for someone to make music, just ask
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adam1589
Cannam
Aw Heck sits and watches
I'm not here anymore.
Posts: 396
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Post by adam1589 on Aug 16, 2010 12:30:32 GMT -5
Well, the chance to play as Mistress Yuna is enough of a barter to make me really wanna test it and so on. So I'll be ready and waiting I'll just need a PM letting me know since I wont have much time online due to IRL issues.
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Post by Rockman Striker on Aug 20, 2010 14:36:38 GMT -5
UPDATE: I decided to change the bullets design because for some reason the textures aren´t working, so now, Yuna fires blue ellipse bullets (don´t ask me why) and Sera red bullets.
What´s missing:
-No level up possible yet -Items don´t working -Some little incorrect behavior of characters not fixed -Lock on feature not implemented
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Post by Raijin on Aug 22, 2010 17:45:55 GMT -5
Thanks for the preview demo. It's quite fun running around as the girls, letting them show off thir combat skills. It's definitely very buggy though. Here are the things that stuck out to me:
-Menu buttons cursor detection is kind of erratic. I think it would help to have a smaller cursor. I like the Mother insignia design for it, but it would probably work better proportioned as a regular Windows pointer.
-Camera type 1 is pretty annoying. It's fine at first, until you start moving, and notice that the direction controls are based on the character's orientation and not the camera angle, so almost immediately she starts going left when I want her to go forward. The other two camera types avoid his problem. I tend to stick with Type 3 so I can control it myself. It takes some getting used to relying on the S/D keys to keep the girl and the camera pointed in the right direction, but it's not too bad.
-Incidentally, I like the range of motion for the Type 3 camera. I tried playing upside-down for a while. That got the feeling of a round planet alright. Along with the fixed camera that automatically comes up in the pit, I can tell a lot of attention went into geting lots of ways to get a view of the characters and the environment. Now you just need a camera that functions well for action sequences.
-Sera's attacks besides are main bullets all have bad range, and neither girl's spread projectile move does very good damage for the amount of energy it consumes. I guess this is something the level-up feature will fix once implemented.
-invisible walls are all pretty inconsistent, especially around the hill. Visible walls aren't much better. There are multiple slopes I ended up accidentally falling through. I was able to push through the brown wall beside the hill and the exit portal. It seems contact is too soft. Walls like that ought to stop the character cold like they're solid, not just slow them down.
-Sometimes a Horokko would become inexplicably invincible. I'd keep shooting it and it would appear to take damage, but it would just never die.
-Sometimes I'd experience knockdown in mid-air and get blocked from falling to the ground by a chasing Horokko. So the girl would just hover over the Reaverbot's head frozen in falling animation, and wouldn't be free until it disappeared on its own, allowing her to finish falling. She should probably go intangible when knockdown occurs to prevent this.
-I was able to get Yuna to the square floating platform and the top of the hill thanks to her air dash, but not Sera, and there doesn't appear to be anything Sera can do that Yuna can't already do better. I'd say Sera needs more of a hook to make up for her weaknesses. It looks like she's supposed to be stronger in battle, but I didn't pick up on that when playing.
-Sometimes a pickup would pop out of a killed enemy and...fly away? It goes up and down and spins around, but doesn't want to land. No idea what could be causing that.
-Game Over music just plays over the stage music, when the stage music should probably cut out first.
-Needs more sound effects for the Reaverbots.
-All the poses and action animations for the girls are brilliant. Wouldn't change them. Although the polygon seams on Sera's butt are pretty distracting, probably due to the contrast with the shading. Less noticable on Yuna because of her black clothes.
Looks like you still have a lot of kinks to work out, but it's got a solid foundation and could be loads of fun. Good luck on thenext release!
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Post by MegaTuga on Sept 2, 2010 9:40:35 GMT -5
Okay I got the alpha demo... And I'm glad it worked on my miserable computer, slow but fine. on a computer with a better video card (my laptop), it worked better and I could see everything. Let me point out some things:
-The attacks seem ridiculosly weak, maybe for being in a level 1 but still...
-The Special attacks are hard to hit, the stomp attack has short range but two or three kill a Zakobon with ease, the arrows (Sera) and the explosions (Yuna), are also pretty good but yet, hard to tell where they are gonna fall.
-Liked the automatic angle of the camera on the pit, however the controls seem to go crazy there, up is down and down is up and so on...
-Another thing is that the reverbots respawn like hell, We can get easily more than 10 zakobons if we pass trough the area witha chest (there are two there). They should only respawn then the first one are killed.
-The models are exuberate, very precise and neat. The Reaverbots are very cool as well.
-Love the level load where we see a preview of the level, but I should point out that you should place a marker on the player's position on the MAP screen. Just some arrow flashing is enough.
-I never use camera mode 1, I rather prefer the third which brings a bit of MML feeling, or the camera 2 although I think the camera should be a little more higher, it takes much perspective.
-The background is incredible but I often bump into ivisible walls, especially on that hill. It almost looks like a huge cube.
- The explosion animation is always a ball cutted in half, I killed a Zakobon in mid-air and it exploded exactly like that instead of a full esfere of fire.
-Maybe this could have some sort of radar when the Reaverbots detect the player?
-The Energy Cubes always fly and diissapear, then fall in spiral. Strange, they shouldn't do that, the Skill and Zenny fall normally.
-You could make the game freeze (all actions around stop, just music playing) when inspecting something or opening a chest.... just saying.
I think that is all. It alredy looks very nice, even if its just a demo. ^_^ I really hope I can help more with this project. Oh and in the final version, why don't placing a "Credits" button in the Game Start screen? Of course don't forget the usual "Megaman and all charecters related... bla bla bla.... Capcom Proprety and stuff."
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adam1589
Cannam
Aw Heck sits and watches
I'm not here anymore.
Posts: 396
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Post by adam1589 on Sept 5, 2010 18:48:24 GMT -5
Okay my review in full:
1 - I've got no sound, but that's alright as long as I'm able to play it.
2 - Onto subject: getting swarmed - Yuna this is mainly due to keyboard-locations of turning keys vrs attacking keys and reaver respawn rate I got swarmed as Yuna, and wasn't able to fend the reavers off with my shots due to not being able to aim them since the turn keys are so close to the shoot key, so I had to use her spin repeatedly, this happened behind the starting entry point on the debug room map Suggestion: Turning keys help out, but their location is just to close to the shoot key for my large-size hand, if you could make the keys for certain actions changeable to the player's preferences, then maybe this could be worked out (hard to do I know and understand, it's merely just a suggestion)
Getting Swarmed - Sera I purposefully went head-first into the same swarm with Sera, using her basic two-blast attack was enough to easily fend of the swarm without even having to aim much if at all. however, her basic melee in the swarm was nearly useless.
The Pit: Yuna Yuna had no problems, other than inverted controls, in the pit. (Forward became backward, vice-versa, and left became right, vice-versa). The reaver spawns there were few and one-at-a-time so that was a bonus because I myself hate pits that get filled with foes, so good job there, however due to camera being stuck in one corner, I lost sight of her and somehow she fell off the map No idea even on what happened but I can say the pit was nicely done except for inverted controls and sticky camera, so someone who knows more on those issues can tell you what to do...
The Pit: Sera Sera Owns, not much more to be said. Her moves are great mid-range attacks, which are useful in the pit due to the sticky camera.
Item Drops: Both Girls. Interestingly, i've not encountered the drops flying away as much. But they tend to do so if the reaver was shot and not meleed, but the melee ones go straight up, land an bounce a bit then stop, or if the girl moved in range, they land on the girl.
Chest: Yuna I meleed both reaverbots down and opened the chest, perfect set up chest was a bit big compared to her frame though... Chest: Sera I merely shot the two reavers to death, they were a slice of cake with icing for me, then I opened the chest, and have no complaints other than the chest is definitely a huge sprite
I'll play it again over the next two days and let you know more
EDIT1: UPDATE i messed around with the camera, and sure enough like the others say, 3 is the best, however, the overhaad camera view (2 was it?) was fun when I was near the pit, gave me the ability to keep my eyes on it, something I think is always appreciated by any gamer when enemies are known to spawn there
I also encountered a falling-but-never getting up issue, it was with Yuna, and what happened was a Zakobon hit me after i took out his fellow doll-likes and zakobon. Yuan fell face first, and never got up, luckily: i got a good view of her body, next paragraph
Body, underside issue Okay i know these girls are dressed in a slip-like outfit but i think it'd be wiser to completely cover the very bottom-core(where legs come out from dress-like outfit) with shadows this wasn't really an issue with Yuna since her's is covered with black to begin with, but Sera is sort of another story the two brown are discernible if the person isn't colorblind but if they were...oh well...it's just a suggestion.
overall i'm getting the hang of it, i'd still like customizable controls though
EDIT2: Yuna = Awesome I just managed to get on top of the platforms as Yuna, and i gotta say, Yuna's air dash can be chained making it possible to not only reach the floating square platform, but it you're quick enough, air-dash back to the pathway one.
The reavers up there are worth a bit of EXP so it makes a nice training ground due to their behavior. I managed to go from 150 EXP to 275 in just one cycle of going to the square returning to the elevator point, and back to the square while killing reavers on the floating platforms
Also I might have figured out the falling-down-but-never-never-get-up effect: The five times it happened to me, four of which were me making it happen: The reaver either hit me mid-fall or hit me and I flew into a wall when the reaver hit me and there wasnt room for the girl to 'fall without collisions' wether graphical or into boundary
I've also noticed on slopes it's easy to, if moving, fall through the slope causing the girl to respawn in the starting point, luckily she carries over what she obtained this has n honestly only happened when leaving the pit, or running from the Zakobons that guard the treasure on the dirt path, and pit was with yuna, dirt-path retreat was with sera
A Sera-only problem I saw: During her dash, i held the forward key, but she when stopped running, she stopped completely, and i was still holding the forward key. This could make Retreat/Survival missions hard for Sera-players, so it's something to work on. Also, its says Sera has air dash to begin with but I've not gotten her to use it once, Only Yuna has Air Dashed for me.
overall: 8.2 outta 10
It's a fun game so far, my only complaint is the seemingly almost-as-large-as-the-girls'-sprite treasure chests
Once someone gets a good grasp on the level, it becomes just like MML, fun & semi-creepy (I love the melee: for me, the addition of melee is always a plus.)
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Post by Rockman Striker on Sept 6, 2010 14:21:55 GMT -5
Thanks again for your feedback, i´m already working on some of the problems you mentioned, some of them are: -Menu buttons cursor detection is kind of erratic. I think it would help to have a smaller cursor. I like the Mother insignia design for it, but it would probably work better proportioned as a regular Windows pointer. I think the problem here is that the left spike on the symbol is the "clickable" area, not the center dot, also the text over the buttons stands in the way of the button. -Camera type 1 is pretty annoying. It's fine at first, until you start moving, and notice that the direction controls are based on the character's orientation and not the camera angle, so almost immediately she starts going left when I want her to go forward. The other two camera types avoid his problem. I tend to stick with Type 3 so I can control it myself. It takes some getting used to relying on the S/D keys to keep the girl and the camera pointed in the right direction, but it's not too bad. The camera 1 have a lot of problems, i´m trying to get the camera to be able to be "dynamic" and to get behind the character while moving or attacking. The camera on the pit doesn´t affect the keys, so yeah, you have to keep pressing up to go near the camera and S/D to turn direction, i wanted this camera to bring a kind of feeling like in Dino crisis games and such, i´m going to make the camera turn to Camera 3 when you get out the pit. also you can press 1,2 or 3 keys to change camera inside the pit. -Sera's attacks besides are main bullets all have bad range, and neither girl's spread projectile move does very good damage for the amount of energy it consumes. I guess this is something the level-up feature will fix once implemented. Work in progress ;D -invisible walls are all pretty inconsistent, especially around the hill. Visible walls aren't much better. There are multiple slopes I ended up accidentally falling through. I was able to push through the brown wall beside the hill and the exit portal. It seems contact is too soft. Walls like that ought to stop the character cold like they're solid, not just slow them down. I think the problem is that i made all the models too big, at bigger size, the models need more speed to move at a decent speed, the walls doesn´t resist the speed so the character go trough them. I already decreased the size of the models and their movement speed so this problem will be history in short time. -Sometimes a Horokko would become inexplicably invincible. I'd keep shooting it and it would appear to take damage, but it would just never die. What did you do to them? Berserk attacking? The reavers have a "killed range" it goes from -100 to 0, when the reaver´s life get inside this range, it dies. The solution is increase this range to -1000 to 0, i think this will fix the problem I´ll add more later, i run out of time. ;D
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Post by Rockman Striker on Sept 7, 2010 21:34:06 GMT -5
Don´t worry about the re-spawned-like-hell reaverbots, I made them this way just to test the experience and zenny counters, in the demo version there will be no respawning reaverbots. If you get knocked by a reaverbot you can press spacebar to recover when falling, i´m already working on this state so the character can move if it get blocked, also, if you get surrounded, it´s possible to escape by dashing, even when getting hitted so i don´t see any problem here. About dash, only Yuna can air-dash, it´s possible to keep dashing forward an never fall to ground, almost like flying. I´m making the reaverbots able to get hitted when in hitted state, so they will be faster to kill, and some attacks like Yuna´s plasma ball and Sera´s bullets hit the reaver more than once at the same time, so Sera´s two bullets ability become stronger. The flying items problem will be fixed soon. I would like to make the keys customizable, but i don´t know yet how to do so, maybe the Demo or final version would have this feature, but i prefer to play my game using a Gamepad for a better MML motion, still not implemented but i use an application called "joy2key" to emulate the keyboard in to gamepad´s buttons, so Aw Heck, you must get a gamepad soon, i recommend it! ;D I would like to highlight the movement is related to character´s front, no matter what camera is working, up key always makes the character move in front of her. About the chests, i thought i made them smaller than the ones in MML! Thanks again for your very good feedback, it helped me a lot, i´m going to keep working to release the Beta version (demo) soon, and i will upload more videos about my progress.
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