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Post by Santa Melty on Nov 14, 2010 3:42:36 GMT -5
So, I’ve got a follow-up for my 10-year anniversary entry here. Not really sure if this merits its own thread or not at this point, as there's really not much added from the last version. Didn’t want to risk cluttering up the event thread, though. arcade.legends-station.com/?sp=rushMostly just fixed a bunch of bugs, updated some of the graphics, and messed around with the second room. There’s an alternate route now for those who were having trouble with that jump. Also put in a simple class and weapon info screen that really serves no purpose at this point because you can still only play as the generic Trigger-lookalike. Wanted to make it easier to add stuff later, though. Finally, changed the point system so you get scored based on a combination of the number of enemies you defeat, how much damage you take, how many of the refractors you get, and how fast you can do it. Hopefully this’ll add a bit more challenge for those who want it. I'll take all suggestions/criticism. Especially on how the scoring works. Trying to hit a good balance between all the different factors. For the record, here's the score I got playing through. And of course, please tell me about any bugs you might find. Sorry about how this makes some anti-virus programs freak out, btw. It seems to be a MMF2 thing. Not sure how to make it stop yet, if there even is a way. Also, here’s the most recent version of those generic class designs slash progress report. Now just as generic, and twice as sketchy. Taking suggestions for these as well.EDIT: Six months later, and we're now up to version 0.3. Up in the Arcade now. {Adding to Fangame directory}
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Post by Dashe on Nov 15, 2010 13:59:39 GMT -5
Awesome! Glad to see you're sticking with this!
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Post by Pitch on Nov 15, 2010 15:06:43 GMT -5
It took me forever to be able to download the latest version. Maybe you could consider finding a host other than rapidshare? >.< Perhaps this is a silly question, but might you be able to add this on Sky Pirate Arcade?
I only got in a few minutes of playtime, but it looks pretty sweet. I was uneasy about having a time-limit, but it looks like it should be more than enough time to find all the refractors and make it out in time. I didn't notice the alternate route for people who can't make the jump, which is totally unnecessary, btw... >.< But I guess that's nice. Very cool. Can't wait to see how this comes along.
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Post by fAB on Nov 16, 2010 13:51:03 GMT -5
It's up on the Arcade now! And there are two versions available, the new one is a windowed one. I don't know about anyone else but the screen was clipped for me before so with this new one I can see my health, etc. I'm looking forward to giving it a serious go now.
I know I've said it over and over, but awesome work Mlt. Something I'd suggest for a future release (if there are to be any, not sure where that stands at this point) is sticking in artwork and info of all the classes, perhaps grayed out since they'd still be unselectable. Gameplay-wise it wouldn't add anything, but just being able to see the pictures and stuff would allow players to see what all the different classes are like and beef up the whole proof-of-concept conceptually.
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Post by in·clover on Nov 16, 2010 14:59:27 GMT -5
I had to go through the same process with my anti-virus, but I'll skip over that since it seems sort of inevitable at this point.
I like the new additions. The art looks great! I'm in agreement with fAB. If you did more with those menus it could go a long way.
Also have to echo Pitch. I must have overlooked that alternate route, but I still find it unnecessary. That jump isn't so bad, and if you're playing a platform game I gotta wonder why you'd complain about difficult jumps. I guess it makes sense to pander to the less experienced players for the sake of demo, though. Just hoping that's not the route you'll be going with the final version.
I like the approach you took with the animations, but you may want to read up a bit on natural movement. I've always found your running animations to be off by a lot. That could really use some work, especially in the way the arms swing.
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Post by Pitch on Nov 16, 2010 15:12:44 GMT -5
Also have to echo Pitch. I must have overlooked that alternate route, but I still find it unnecessary. That jump isn't so bad, and if you're playing a platform game I gotta wonder why you'd complain about difficult jumps. If it's the same jump I'm thinking of, it's not difficult at all. o__o Took me a few minutes to figure it out how to do it, but you can hit that pretty much without fail every time with very little effort and plenty of room for error. (It's possible to do it the hard way, too, but you don't have to) Unless there's some other really impossible jump I'm not thinking of... EDIT: Yeah, I found the alternate route, and it's ridiculously easy. Keep the long jump for the final game, please, mlt. =) I also agree about filling out the character menu, even if the options aren't selectable. (and presumably won't be for some time) That would look pretty sweet. Awesome that it's being hosted on Sky Pirate Arcade now! Now I have another reason to check that site regularly.
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Post by Santa Melty on Nov 16, 2010 18:11:55 GMT -5
Thanks guys. The feedback is much appreciated. ;D Updated the first post with a link to the SPA download instead of Rapidshare. Probably jumped the gun a bit posting this thread before asking if I could be hosted on SPA. >_> Yeah. From my playthroughs, it seemed like it would be more than enough time for one to get everything and still get out quickly enough for a nice bonus. And even if you CAN’T make it out in time, nothing serious happens; the time just runs into the negatives, and you get a negative bonus to your score. The idea behind the scoring is that some classes are better suited to combat, some to exploration (getting items/large refractors), and some to just getting through levels really fast. So regardless of what class you play, if you play it to its strengths, you can still score well. Digger is relatively balanced, but say you’re playing as spotter. That class is more unwieldy in combat, but can locate items and areas that might otherwise go unnoticed. So what points you’d miss from not defeating enemies, you could make up for with collecting more items. Something like that. Purifier is fast, but not as good at jumping around, so has a harder time getting to out-of-the-way areas. Et cetera. (How are you guys scoring, btw? Probably should get one of those online scoreboards set up for later versions to make it easier to see how people are doing...) Ah, yeah... I mentioned this in a conversation with the mods, but I don’t intend to really go THAT far with this. Mostly because I hate Multimedia Fusion 2. Like, despise it. But I don’t want the stuff I’ve done so far to go to waste, so I want to at least get all the classes playable. Then I will probably drop this. Or at least just relegate myself to level-making and bug-fixing instead of adding new features. The planned features I listed on the SPA page are things I’d like to do, but not in MMF2. The program just bugs me too much to continue working in it with any degree of seriousness for much longer. If I’m feeling up to it, I might get as far as doing the simple online multiplayer (this whole thing was envisioned as a multiplayer affair to begin with, so it seems kind of important to the experience. And to its credit, MMF2 does have these MooSock/MooGame extensions that should make online play slightly easier to get working), but probably not the custom character creation and random dungeon generation. But the gameangst aside, here’s roughly where this stands progress-wise. i12.photobucket.com/albums/a235/mltmlt22/Legends/MLCL2prog.jpgThis refers to functionality only, though. Not graphics. Pretty much only the digger class has any graphics done for it; everything else is still using placeholders. (But then, it only took me a couple of days of focused work to finish the Digger, so doing the graphics up might not be too bad...) Also, the reason I have the businessman marked as maybe being dropped is that it was intended as something like the equivalent of the merchant class in standard MMORPGs. Market manipulation and money-making powers, basically. And of course, if this isn’t going to be a real MMO, there’s no market to manipulate, and not much point to collecting money. And without that, I have no clue how I’m going to make it a viable in comparison to any of the other classes. >_> But yeah, getting back to that bit of text I quoted up there, there WILL be future releases. Probably not a lot of them, but at least enough that 10/11 of the classes will be playable, and that there will be enough levels and enemies to try them out on. Point taken. Next release probably won’t be until those 10/11 classes are finished and playable though, at which point they WILL be selectable, so it might be a bunk point. But if I end up making an intermittent release, I’ll keep that in mind. What IC said was basically it. I didn’t think it was that hard a jump, really, but I wanted anyone who couldn’t make it to get up there and finish the level so they could give fair feedback about the scoring system and the boss and such. But yeah. I’ll try to keep in mind you people like a challenge when I put together the final versions of the levels. :C3: I’ll look into it. This was my first time doing any animations like running and jumping, so I’m not surprised if they look off. Again, thanks for the feedback, guys. Next version will hopefully be done within in a couple of months, but I can’t promise anything. Also, do I get a badge for submitting to the arcade? I totally get a badge, right? :35:
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Post by Raijin on Nov 16, 2010 23:22:08 GMT -5
Download slots full, Anti-Virus being a bastard, finally get to play it and instantly find myself striving for a no-damage, all-zenny score. Took me a couple sittings to finally get a score I was satisfied with, 2359...just barely breaking your benchmark. I got 840 Zenny by killing every single enemy possible (no respawning in this version I see. Probably for the best since I would never make it out before the time limit if I was allowed to re-kill some enemies!) as well as getting some extra Fooroos out of the boss before finishing it off, 400 Health Bonus for not taking any damage, but a mere 119 time bonus because it took me so long to kill everything and do so safely. Conversely, you got nearly the same score in your example by going through more quickly even though you missed some enemies and took some hits. There's a message there I guess, and it's that perfectionism is for chumps. Though I think I could actually get a larger score by finding some middle ground. I could still go for a no-damage run, but I think I'll try skipping certain enemies in time-consuming areas, like those Fooroos in the upper-left corner of the Yellow Refractor room.
So, excellent update! Can't wait to see what it's like playing as the other characters.
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Post by Pitch on Nov 17, 2010 0:01:36 GMT -5
Damn, Raijin, you're hardcore. I just tried to get the refractors and make it out of the ruin alive! But yeah, based on what Raijin did, I think a No Damage run should probably net a big bonus for having full health. That's a nifty idea. I could still go for a no-damage run, but I think I'll try skipping certain enemies in time-consuming areas, like those Fooroos in the upper-left corner of the Yellow Refractor room. Unless something's changed in the newest version, I think that's an impossibility, Raijin. o__o; I thought the doors in the refractor rooms lock until you clear all the reaverbots. Santa Melty I haven't played much for score. I mostly just played the game to completion when you released it originally; I haven't played much since. I'll have to give it a shot. The individual classes sound pretty cool. I hope this game gets to see at least a few of them, your hatred of MMF2 notwithstanding. I kind of have to wonder what “Done” means if there aren't any graphics done up. Although you said there are placeholders, so I guess it's something like the rough demo version you showed me before your event-submission version? Sounds nifty. Can't wait to see it. Regarding the jump, I didn't think it was anything that was meant to be a serious roadblock. (If you use mid-air dodging/dashing near the end of your double hop, it's impossible to miss.) I figured it was just there to teach people to use that technique. Took me all of ten minutes to realize I could do that. Then I felt silly. Then it never bothered me again. I did make the jump a few times without doing that, but it was quite painful indeed.
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Post by Raijin on Nov 17, 2010 0:16:17 GMT -5
I could still go for a no-damage run, but I think I'll try skipping certain enemies in time-consuming areas, like those Fooroos in the upper-left corner of the Yellow Refractor room. Unless something's changed in the newest version, I think that's an impossibility, Raijin. o__o; I thought the doors in the refractor rooms lock until you clear all the reaverbots. Crap, you're right. *Has never tried to skip enemies before now.*
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Post by Dashe on Nov 17, 2010 0:20:18 GMT -5
Sorry MLT, you won't be eligible for the Sky Pirate Arcade badge until you submit a completed game to the Sky Pirate Arcade. Once the status on RUSH is officially "complete," you'll get it. All the more incentive to fully finish it, right?
Actually, fab should've given himself that badge by now. He's the only one I can't award badges to. Rats. :01:
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Post by Santa Melty on Nov 17, 2010 0:52:35 GMT -5
XD And yeah, thanks again for putting up with this false-virus-alert nonsense guys. I’m actually pretty sure I killed all the enemies in that run I did. Might have missed a couple of Foo-Roos in the room before the yellow refractor in my rush to get out, but that shouldn’t make too much difference. You must have gotten quite a few kills in the boss room or something. Also, I was up to full health too, until those Zakoban at the end. Then I tripped up and got hit by ten thousand dash attacks and yelled at my monitor for a while. Anyway, One tip to a faster run I can give you, if you want to give it another go: kill all the Foo-Roo with kicks. The timing is difficult, but you don’t waste buster shots and the zenny that drops will just fall into you, so you don’t have to chase it down or anything. Also, not sure if you noticed, but charged buster shots do more damage than the equivalent number of individual shots would. Zakoban, for example, can be taken down in one fully-charged buster shot. And buster shots can hit more than one enemy at once if they’re right on each other (which was a bug at first, but I ended up figuring it was a decent reward for skill and encouraged shot conservation, so I kept it in). Which means you can save a LOT of time against some groups of enemies if you plan your shots right. So yeah. Message about perfectionism is right out the window, probably. >_> Also, one thing I haven't tried, but should work to boost your score in theory if you really want a challenge. Every Foo-Roo produces one 10-zenny refractor, and the boss produces one Foo-Roo every 4 seconds or so if there are less than a certain number already out. In other words, it is possible to make 10 zenny every 4 seconds or so, if you kill each enemy the boss makes right after it's produced. More than enough to offset the points you'd lose from time. Do that enough, and you can pretty much take your score to infinite. Again, haven't had the stones to try that myself, but masochists, have at it. Basically, yeah. I've got these little sketches that are the same size and shape as what the finals will be, and they move around and attack just as the final would, but very un-prettyly. No actual animations or anything, just sketches of the characters that glide around the screen wherever the characters would actually be. Something like that, originally. But it's not really a necessary skill, like double-jumping and edge-grabbing. Meant more for dodging than actually getting around. So it wasn't too much of a loss taking the jump out of this version, I think. BAAAAAAHHHHHH. :24::24::24::24::24::24::24::24::24::24::24::24::24:
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Post by MegaTuga on Nov 19, 2010 5:46:54 GMT -5
.. finnaly got AVG to cooperate and to think that the game wasn't a worm.. by unistalling it for another antivirus XD
Anyways.. GOD DAMMIT I STILL CANT BEAT THAT ASNGVFJADSGDJKASD
Rage aside... I really likeed the Charecter select screen, and mostly the animations... I also liked the detail that when dashing the digger becomes a bit transparent to reinforce the dodge.
I still didn't managed to get the trick double-jump-and-dash-in-air in this version.. I managed to do it in the first one somehow.
Also we need a dash button, because pressing twice X.X is not doing good for me... and my fingers... just an opinion
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Post by Santa Melty on Jan 28, 2011 7:31:59 GMT -5
Late reply, but many thanks, Tuga. Thanks for the suggestion, though I have to say, that's probably not going to happen. And not just because I'm too scared to go back in and mess with the spaghettified movement events. I'm fairly sure any button setup involving having to press one other button to dash would be even more uncomfortable than the current one. MAYBE the spacebar or something like that might work... though keep in mind, the digger's controls are relatively simple compared to some of the others. Spotter, for example, uses the full set of keys listed in the equipment screen (QWEASD) for attacks right now. Your left hand will get pretty busy just managing attacks, I imagine. And with the right hand off on the arrows and away from everything else, there's not much room for an extra button for dashing. MIIIIIINOR update. Kind of. Not an update at all, really, but I was messing around with Java and decided to put together a short quiz to help gauge what class(es) you may be best suited for. Turned out to be pretty fun to work on, and I'll probably do some updated versions later with more refined questions. If you see any spelling errors or can't understand a question, please let me know. Anyway, still working on and off on the game itself. Finished the Engineer and Aberrant since last post, and added general polish all around. No screenshots though, since no new graphics are done yet. In the meantime, here's a handful of the less-crummy sketches I've done over the past year or so.
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Fatman X. Jones
Cannam
The Definitive Fedora
Banished To Fort Asshole
Posts: 386
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Post by Fatman X. Jones on Jan 28, 2011 8:58:12 GMT -5
GLORIOUS CHAINSAW ARM GYAHAHAHAHAHAHAHAHAHAHAHAHA
*FATMAN used Freak Out! It's not very effective...*
...So, I took the quiz. Quite interesting. My results were Agent, with Pirate and Gunner after that. I look forward to a full release of your game so I can try them out.
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