You guys are awesome you knew that?
You can also ask me for testing your projects sometimes. Am glad to return help.
You guys are awesome you knew that?
Thank you! It makes my day everytime someone likes it, seriously.Wow - awesome demo.
I would suggest acquiring an editor for what you write.
Plenty of dialogue needed to be touched up.
Overall it was so well done though.
I understand completely. I hope it didn't sound like I was putting your work down in anyway.Thank you! It makes my day everytime someone likes it, seriously.
It really is a work in progress. It really is not up to my quality standard I impose myself you know. It will get there at some point -- or so I hope. Its alot of work though.
Ok, so what happened is in avoiding trying to sign up for different websites, the link I was clicking wasn't actually downloading the exe for the game, for some reason I had to open the link in a new window and then it downloaded the correct file...Actually its an exe. It doesn't even install...
Did you take that one? http://www.mediafire.com/file/1wwcq9gvi8hir06/TLR501.exe
Yes I am preventing it so far because I never could code this clean enough. I was always finding situation where the screen wasn't cleared or centered properly and lost alot of time on that.Just ran TLR501 on a Win7 machine with an elderly GTX 660TI and had no technical problem switching the scale.
One thing was confusing though:
Why won't the game allow to disable scaling in windowed mode then? (Not that I want to disable scaling which is probably why I didn't notice before testing that flickering bug you mentioned)
- When in window mode I cant disable scaling. The option is greyed out.
- When in full screen I can disable scaling.
- When switching back to windowed mode scaling stays disabled.
Although I don't care about achievements at all, I think several players do and I think an achievement system is worth the time. But that's only my feeling without knowing any statistic on the topic.I am also playing around with the thought of having an achievement system
I saw a few more as well, but I think Ranger is currently more focusing on level design.I do not know if this has been corrected since then but a small translation error.
In French it is written "Redimension" (Of the verb to "redimensionner")
Of course, and it makes sense that this is not the priority ^ ^ I just wanted to note it to him since I had noticed it on the spot.I saw a few more as well, but I think Ranger is currently more focusing on level design.
It should be corrected at a later time though.
Yes that is not the most important and as you say, there are always many things that have been forgotten or overlooked.Its always good to point them out.
I obviously didn't fix any text in the game yet. I really feel like its something am gonna do later but there's always stuff you miss anyways.
When you done Nazarick, I'd love to hear some more feedback from you.
Yea. I was a little confused when i got the boss the first time. Maybe make it slightly more obvious? Like, I know its fun to figure it out on your own, but sometimes stuff like that turns away players. I think putting a "Help" option in the game is a good idea. LIke, if you enable it, you get clues, but if you dont, you figure it out yourself.Heey, how are you? Just played the game.
+ Art is very nice, I like it.
+ If I press both left and right keys, I can do a moonwalk with the player, haha (that's a bug)
+ Is it possible to set the controls? It's unconfortable to jump with spacebar
+ Woooh, when I'm on water the air goes down VERY quickly
+ I like the splash when entering the water
+ The controls and gameplay (mostly the movement) feel strange to me, like blocky, like not smooth enough. It's like unresponsive or laggish sometimes. I tell you this because Donkey Kong Country 2 comes to my mind as a good example of smooth movement controls. Maybe your game works as intended, I have no idea! You tell me.
+ I managed to get to the first boss, I have no idea how to kill him.
Keep at it!!
Take the Valve approach to game mechanics. Introduce the mechanic directly and overtly, but make its usage simple and in a way that's non-threatening, but one that cannot be bypassed until the player grasps the basics. THEN start ramping up how demanding the game gets about using that knowledge. If you play through all of Valve's games, you'll notice that pattern repeating. They introduce something in a safe, simple manner. The player has to mess around with it to get the general idea. Then, as the game progresses, that mechanic becomes a core backbone of more and more complex gameplay.There's a limit to what you can control though.
I changed alot of things to make the deflect more obvious. In all the texts its always written "deflect" beside the attack button (this means in the config, help screen and tutorial).
In the game there are magicians that talk about deflecting with one you're likely talk too for like 90% chance and it tells you to do it on the boss.
You can also deflect the bees' darts.
You can deflect the fire from the fire statues.
At this point I would need a cut scene with huge 3D text like "YO, you can deflect dude. Don't you get it" ?
ok ok, am making fun of this but there's something more I will do.
I will make it more obvious in the tutorial and will add some mob that shoots projectiles in Ezuma's Grounds maybe. I shall also make the boss more complex and make so it can be hit with normal knife.
The day I'll be selling the game I always will include an option to get a guide.