Please Alpha Test My Game =)

For questions about using Classic.

Post » Mon Oct 08, 2012 9:36 pm

Ok so here is my full opinion.

If anything sounds a little harsh it's not meant to at all, I think your game is great.

Particularly I like the animation and all of the layers in the graphics and the idea.

Graphically I feel like some of the effects clash a bit with the style. Mainly the fire power and the waterfall effect. They jump out in a way that makes them feel a bit corny. I'm not sure how I would get them to mesh better, but for example the cloud effect on the mountains in the background is an example of an effect that meshes well. I think if it works well you barely notice it's there.

I'm running the game on a laptop with an intel i5 processor at 2.3 ghz and with 8 gb of ram. I played the lowest setting and didn't notice too many performance issues, there was a spot where 2 spiders were on the screen and one of the elks and it got a bit choppy, and seemed to stay that way for a while after. Not consistently choppy though, just sporadic jerks here and there.

Control wise, I don't have any problem with using WASD, but I feel like I would use the arrow keys for movements, and WASD for the magic powers instead. For most people I think their right hand is their dominant hand, so it would probably make more sense to have that one in control of the movement.

I might speed the wolf up a little bit, but leave the jumps a little slower like they are, just to give it a good flow.

I found the branches a bit frustrating. I feel like I would change it so the branches on the same tree that are parallel you can run straight across, but you can't stop in the middle. That would make it feel a bit more fluid and more fun to jump around from place to place.

I think the spiders work alright as an enemy but would figure out something for them to do instead of just waiting for you at the edge of their platform.

All in all I find this pretty inspiring, I'm glad to get to play an early version of it, and want to encourage you to keep working on it!
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Post » Tue Oct 09, 2012 3:51 pm

Another vote for arrow key movement! I'll definitely include the option from now on

I don't like the waterfalls much either. I don't think Plasma is going to work for them, since they don't start flowing until they are on screen. I have no idea how to paint and hand-animate water though, so this will take a while to find an attractive solution. I enjoy artistic challenges though! It's the programming challenges that give me headaches

Interesting point about the fire effect. It might be because I'm using a kind of pastel colour scheme, whereas the fire is a really bold colour with high contrast by comparison. I'll look into that one.

You're right about the speed too. I was mainly playing in 1280x720 when developing, and the smaller screen size made him feel faster. In full screen it does feel a bit too slow. I don't want to speed him up too much, since a higher level wind effect doubles his movement speed for as long as you channel the ability. But it certainly needs tweaking.

I think that's a good suggestion about the branches too. If it comes across as a mild annoyance, then it shouldn't be there at all. And I can see how many players will try running straight across from one branch to the next, only to fall down.

Thanks for the feedback! -Silver-2012-10-09 15:52:28
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Post » Tue Oct 09, 2012 6:55 pm

I had thought of a suggestion for the waterfalls but not sure if it helps. Remember the section in the middle where you run through the water and it wobbles? I think I would use a bunch of different layers like that and have them just continuously wobbling downwards, and then at the base I would put some fog giving an effect like this:

http://www.youtube.com/watch?v=jlF_mPzyIbI

Of course this is always easier said than done, right?

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Post » Tue Oct 09, 2012 8:35 pm

Yeah, it's also trying to ensure that it isn't resource intensive, which the wobbling water is. I used to have all three layers of the water wobble, with waterfalls creating ripples when they hit it. But that was really expensive. The wobbling water is made of 4 pixel wide blocks lined up next to each other, which led to thousands of objects on-screen at once in the waterfall section. Had to change it so that the back two layers are just static tiled backgrounds.

I'll play around with GIMP for a while when I get back home and see what I can come up with. If only it was as simple as painting a damn waterfall
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Post » Tue Oct 09, 2012 9:15 pm

Got a python.dll error.You might consider telling people to have python installed before downloading your game.
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Post » Tue Oct 09, 2012 9:33 pm

He did tell us to install python:
[QUOTE=-Silver-]IMPORTANT: You will need the Python26.dll file included in your Construct installation directory to play this game. If you can't locate it, you can also download a copy of mine here. Make sure it is in the same location as the .exe, for example: both on your desktop, or both in the same folder.
[/QUOTE]
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Post » Tue Oct 09, 2012 9:55 pm

I bolded and capitalised it too
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Post » Tue Oct 09, 2012 10:15 pm

doh ,sorry didnt read the whole thread.Back to the suggestions.

1.Performance is ok but can be optimised
2.Gfx is good , but the forest needs more variety ie more plants different trees.
3.I also vote for the arrow keys instead off wasd keys
4.Music is on par for this game.
5.More effects ,when running the wolf should kick up some dust or leaves.

I dont know if anyone else has this problem ,but sound fx does not seem to work on my laptop when playing classic construct games.
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Post » Wed Oct 10, 2012 1:16 am

I love the music and the art style in this game, but like a few people said, the arrow keys would be better since people are used to using WASD when using a mouse as well.

This is what I would recommend:

Arrow keys for movement and space for jump
Down and space for dropping

If your elemental attacks can't be changed later on, this might work:
Double tap left or right for dash
Down arrow for shield
Z for flaming jaws
X for rooting


I also got a few quick questions, does the movement use a custom plugin and is it easy to do the angle detection for the slopes of branches? Thanks for the demo and keep up the good work
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Post » Wed Oct 10, 2012 12:09 pm

[QUOTE=DravenX]
1.Performance is ok but can be optimised
2.Gfx is good , but the forest needs more variety ie more plants different trees.
3.I also vote for the arrow keys instead off wasd keys
4.Music is on par for this game.
5.More effects ,when running the wolf should kick up some dust or leaves.

I dont know if anyone else has this problem ,but sound fx does not seem to work on my laptop when playing classic construct games.[/QUOTE]

1) Definitely. I'm pretty sure it's GPU heavy rather than CPU heavy, but if anyone could confirm this that would be ace.

2) Yes, that's another thing I should have mentioned in the OP. I'm leaving the little details to the end. If people tell me the level is too short; too long; some parts are too simple or difficult; there's not enough of... whatever, then as it stands I can easily re-arrange the layout, add more, fill out certain areas etc. Once I'm happy with the layout and have all the mechanics working as intended I'll be adding ferns, plants for colour, shrubs and small trees, hanging plants and ivy for the cliffs (which look really plain and repetitive atm). So that's definitely coming!

3) Noted

4) Not sure if that's good or bad

5) I've been thinking about this too. It's related to number 2 in that I want to get the mechanics and layout nailed before adding the little cosmetic touches. I would love grass and water kick-up effects at least, but I'll have to see how far I can push these effects based on how intensive the game is when it's complete.

Thanks for your feedback! Oh, and sound effects aren't in the game yet, which is why you aren't hearing anything
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