Is this level easy to accomplish? Please TEST!

Show us your works in progress and request feedback

Post » Wed Jan 14, 2015 3:00 pm

@MozayKnows: Thanks for your feedback. Concerning the bug: if you could be so kind, and reproduce the bug making a screenshot of it with the debug-display on. You can switch on debug-display by pressing CTRL+ALT+SHIFT+D in the game.

Do you get stuck like this exactly? Does this happen, when you jump up from the lower right floor-part? Does this animation get stuck playing over and over again?
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Post » Wed Jan 14, 2015 3:15 pm

Finished it on my third try - the level itself isn't that hard, but there's a strong feeling of control being sacrificed in exchange for fluid animations - when you hit up and are unsure if your guy will jump now or in a couple of pixels when he has finished his smooth running animation that's a little annoying.
Also I encountered several animation bugs, where the character would hang in the air stuck in a landing animation or simply be stuck standing for a bit.

Other than that the aesthetics are quite nice and the idea in general seems neat and has plenty of potential (insane crumbling levels later on, etc).
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Post » Wed Jan 14, 2015 5:04 pm

I think the controls could be good enough for a pure puzzle game (but still somewhat uncomfortable). However for platforming it's not smooth enough. I guess it depends what the main focus of the game is.
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Post » Thu Jan 15, 2015 2:16 pm

@Somebody Thanks, the debugging concerning those things is gonna happen too, if the movement is finalized.

@Erfeo That is about the case, it is not a fast jump and run. Rather exploring, solving puzzles and just a bit of jumping. Just check it out here: viewtopic.php?f=180&t=122540


Right here, it is just about accomplishing this specific level. If its not annoying and too hard, the rest will be fine...
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Post » Thu Jan 15, 2015 4:38 pm

Yeah I played it but from what I've seen a large part of the gameplay consists of jumping and I got to say it's not a pleasurable activity right now.
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Post » Thu Jan 15, 2015 5:26 pm

MultipleChoice wrote:Right here, it is just about accomplishing this specific level. If its not annoying and too hard, the rest will be fine...


That's the problem though, the jumping is annoying and really takes away from the gameplay, which is a shame because the game itself looks like it would be very good. It's something that I would play for sure. The look and music/sounds are great. The fun level just takes a big hit when the character won't move as expected. I think maybe it would be ok as is if you removed the death mechanics and just made it pure puzzle based. Or maybe make it so that the character gets injured a little when he touches fire rather then dieing in one hit. If not then I really think that the movement needs to be tweaked. Now with all that being said, it is YOUR game and you have the right to make it however you want. If the movement and everything is how you like it and how you want it then I say go for it how it is. It's your creation after all. :)
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Post » Thu Jan 15, 2015 6:03 pm

@Erfeo ,@Burvey I understand, and I am keen to tweak, since I don't want to loose people on that issue. I am just not sure, how first of all. Also I am not sure, how much I want to loose that feature, but that does not mean I wont, since I want you guys to see the further adventures of this guy ;)

So please help to get that right.

The movement-problem consists of two parts:
- First, there is some locking of the platform behavior (like when turning around standing, or breaking)
This can only be solved ultimately by getting rid of the seamless turnings and do instant mirroring of the player sprite.

- Second, there are obviously some platform settings, that can be changed:
To me, this felt right... Do you have any platform values you would prefer? More acceleration/deceleration? Or how would you feel comfortable with the behavior?

I would like to make a new test version soon according to your suggestions.
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Post » Thu Jan 15, 2015 9:59 pm

The level design is very good, however, the movement is a little stuck, could be faster.

-Gleison
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Post » Fri Jan 16, 2015 5:15 pm

Hi @Erfeo , @Somebody , @blackhornet , @MozayKnows , @enjoythetale , @Burvey

Okay, movement-model reworked.

I took out the stopping animations, made all animations faster, turning even more. The Acceleration value of the platform-behavior is higher too. Please take a look, if you like it better now. Thanks in advance!

(same link, new caching - please be patient while its loading)
http://www.exitthegame.eu/movement/
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Post » Fri Jan 16, 2015 5:45 pm

I think it plays better now. I don't think it would hurt to decrease the acceleration a tiny bit (maybe somewhere between where you had it before and now) if you wanted to. Did you increase the players max speed as well? It seems like he was running faster. Anyways, with the new tweaks I think it plays a bit better.

I did run into a glitch where while jumping and pressing to the right, I came in contact with a locked door and the player became stuck in the door and the players animation keep looping. I was able to get him unstuck after about 10 seconds of pressing the left and right buttons repeatedly. I tried to recreate the glitch again after breaking loose but I wasn't able to.
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