Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TheGamerGuy500

Pages: 1 2 3 [4] 5
46
Game Design / Re: YoSniper's Fangame Contest 2015 *READY SET GO!*
« on: March 11, 2015, 03:03:03 PM »
I am currently developing a game that might get pushed into this contest, as it follows almost all of the rules and then some such as having extra different gimmicks, god mode option, free-fly, no-clip and a metric shitload of other debugging tools to be used at the end-user's will. (All of these will be activated by a code at the title screen. Crashing is a concern because I have no clue what causes it, it rarely happens upon death with certain circumstances.
If it's Windows 8 related, a fix has been found for such circumstances. I can usually only recommend not playing too many sounds at the same time (which this fix... well, fixes.) I also recommend not using too many object instances at one time.

If the game crashes suddenly, it's likely a hardware problem (like Windows 8.) If it crashes because it stalls out, I've often found that it's an infinite loop issue in the code (such as a while loop.)

In any event, I'd be happy to have you in the contest. Shall I add you to the list?
Yeah I'll participate why not :atkHappy:
The death crash is very rare, but it might happen once or twice in a normal playthrough maybe because I'm on a mac using wineskin to use windows gamemaker, something will go wrong there.
Nonetheless I'll be happy to join this contest to see what happens :Kappa:
Also the death crash doesn't seem to be related to the windows version used. It even happened once on an XP <.<
I haven't messed with the death objects or execution of its code, it's still completely engine-defaulted.

47
Game Design / Re: YoSniper's Fangame Contest 2015 *READY SET GO!*
« on: March 09, 2015, 03:05:50 PM »
I am currently developing a game that might get pushed into this contest, as it follows almost all of the rules and then some such as having extra different gimmicks, god mode option, free-fly, no-clip and a metric shitload of other debugging tools to be used at the end-user's will. (All of these will be activated by a code at the title screen. Crashing is a concern because I have no clue what causes it, it rarely happens upon death with certain circumstances.

48
General Games / Re: I ban you because...
« on: March 07, 2015, 11:20:04 AM »
Banned for existing at the wrong time.

49
General Games / Re: Never Ending Sentence
« on: March 07, 2015, 11:16:49 AM »
and court

50
The platform room has a set pattern on each platform.

This is why I said RNG or random looking. Even with set patterns, it still looks a mess. If you don't know the planned route, what ends up happening is that you just spam buttons and hope to make it across. This is what I did both times I tried it. That is not good design, especially with platforms because they also push you around.
Might just be my opinion though.
I knew it might have been tricky but I assumed that I was just bad at my own game and that other people could do it no sweat.
I'll be changing that segment soon.

51
I Wanna Be the SupersubpremonoAnarchist :Kappa:
Yeah, prefixes are way better. That looks good.
I guess I'll be using that on release day (Build 10)
Unless you weren't serious about that :Kappa:

52
You really need a better name for it.

"I wanna conceptualize the Omnitruncated Tesseract"

he just jelly cause he didnt come up with that name :Kappa:
Actually I never even took that name into account, joke's on you  :kappaDisco:

53
The game looks quite good and the sound/music is nice.
Clicking things for info is a nice touch.
The little text message for each room is cool.

I played through the prototype, here's my Criticism/Feedback:
(click to show/hide)
Thanks for the feedback, I usually know why certain things are in certain ways, so I have a bit of explaining to do...
Here's what went on during development.
The platform room has a set pattern on each platform. There's one that will guarantee getting to the portal if the player is good enough. I realized my mistake with the spiked block room and nerfed it significantly.
I have went and nerfed many of the diagonals and hid the spikes so if they're under the block the under-block part is hidden. That shouldn't cause any un-seen-spike-deaths because I have most of the spikes just pushed in and not out in another direction.
Almost all of the rooms are shaped like an S, I realized. That's just how I make my screens. If I made them any other way it'd have lots of open space, not enough space, too many spikes, or lots of other design flaws IMO, I've went through different layouts and eventually had to settle on one general layout while trying to make every room look different or have different gimmicks or mechanics.
I will use the gimmicks in later worlds.
Room 14 is essentially to practice gate jumps for further ahead.
Room 19 will now have a trigger at the save to trigger the portal to change location and the sign text.
Room 20 has lots of my new row-of-blocks object which has the block parent so it should block bullets but GM was being cancer and not making it do that, I'll put bullet blockers in walls that have those (where it is necessary) think of that hype save as a freebie perhaps.
Spikes actually don't have a hitbox underneath what is rendered, I'll put an alpha-4 white unseeable fill in it so you can click it anywhere.
Float potion has some glitches, I know, I'm testing to see if pressing shift can make you regain maximum vspeed.
I've slowed down the fire's animation to give the player time to actually see the fire's hitbox. When it shoots the tiny flame out the top is when its hitbox extends. I introduced it in the tutorial if that counts.
Closing and opening the game bug is part of the engine, it creates a temp file that starts you at the coords you saved at, and the game is assigned to delete it upon closing, but it fails to actually do so.
Room 10: That's a simple background bug that's fixed due to the BG changes I have made already.

54
It's not about being long, it's about making you look like you're 12. Unless that's what you're aiming for. Never too late to change it though. Except after release. Then it's too late to change it.
I tend to like sticking to a name to the very end.
Besides there's similar games out there such as the newgrounds flash game "Anarchistificationer" which is inspiration for this name.
I've got a lot of feedback on the name like "that's one hell of a name" and "never thought of that name before".
I guess I could change it if it's in THAT much need of changing, I'll need ideas though.

55
Man... it really feels like a bad NANG/Rekt spinoff. And what on earth is with screen 13? RNG with the spike block directions? Beyond shitty to grind. You can't figure out a good way to do that screen, you basically just keep resetting hoping for good RNG. It's like a shitty avoidance fight, except with platforming.

A lighter introduction to the float gimmick would be much better. Right now, it's a hard intro into it. Your production value is very good and the effort you put in definitely shows there. Your difficulty starts off ridiculously easy then spikes suddenly. The nerfing of the jumps takes away from the visual appeal of the screens; dropping a spike down a little makes jumps look... what's the word I'm looking for... unclean. The fact that you start in the same spot on each screen with the same general layout really irritates me because I don't feel excited to complete a screen; it feels like I just redo a different variant of the screen.

I like the music. I like the sound effects. I like the spriting. The foundation is all there to make a good game. And it's not awful, it just feels like a bad spinoff of two well-known games that was executed decently. Spike jumps need to be more creative instead of just repeated nerfed/unnerfed angles and gates.

Sorry to sound harsh.
I appreciate the feedback.
I was trying to make sure there was a specific theme to each floor. That's kind of hard to do when you don't have many gimmicks to introduce or are saving them for later worlds.
The whole reason the nerfed jumps exist is from playtesting, people were reporting some AIDS jumps and I have to make them easier without making some overused jumps like gates or whatnot. I'm running out of non-gimmick jump ideas :atkCry: .
The whole start-on bottom left is so that the game doesn't end up like Sealed Power where screen transitions have you questioning where you spawned at.
They told me I'm better at making features rather than level design.

56
You really need a better name for it.
It may seem like a long name but it's actually only a choice of how every other name I thought of (and there were a lot) were already used by other fangames. I eventually settled with this one. Now that I think about it I would rather have chose something else before starting  :denRin: .

57
Yeah, I noticed the difficulty spike and modified the second floor to flow more smoothly into the 3rd one which teaches you spike jumps.
I made the screen resizable because of the crash issue where sometimes it crashes upon death (no clue why it happens) and if you have the window maximized you can hit the close button if task manager isn't available (IE school computer).
Also the hard platforming related to the potions I could nerf, I'm not that great of a guygame player so I thought if I playtest it and can get through it, it shouldn't be THAT hard for many others...
I might be underestimating myself.
Thank you for the review, it's constructive criticism that makes this game better :BloodTrail:

EDIT: Also if you could find a way to remove the lite logo without having a freakin winning lottery ticket laying around, I'd love to know  :BibleThump:
EDITS EDIT: Found a license key floating around on the internet. Go team.

58
Not too long after the canning of I Wanna Be Gaming, I realized that I could make something good if I start from scratch.

Enter I Wanna Be The Anarchistificationator. A typical 100 Floor game with inspiration from Wings of Vi, Not Another Needle Game, and many others. You'll find references to these games.
Each group of 10 floors will have their own theme and song.
I'll figure out what else to write here as I progress in development.
I will attempt to fix anything bad that the community points out, but please don't expect perfection :atkCry: .
Oh yeah about the emergency broadcast thing in the intro, you can skip the whole thing by disabling the music (CTRL-M) twice, or wait until the second message after the EOM (3 shorter beeps) sounds, then press shift.
Without further ado, here's some screenshots.
(click to show/hide)
I'll be looking forward to feedback on what's good and what's bad. Constructive criticism is appreciated.
Try it out by clicking here.
CHANGELOG! (This stuff is a good read)
(click to show/hide)
Also a dev blog video showcasing what I've been working on recently.
(click to show/hide)

59
After over 5 months the game has finally received an update so this topic can be alive again (right?)
Hope this isn't a 'necropost' as it is relevant to the topic (my game)

60
Unfinished / Incomplete / Re: I Wanna Be Gaming! prototype
« on: July 04, 2014, 02:20:57 PM »
If I could suggest one thing, is that in the start of the levels, remove a lot of the area that has no use, like the ride to the crash, it is just too long and got boring. Now, I didn't play with music so I can't make a note on that, but there is just so much dead space with no use, and bores some people from continuing on.
I see. Yeah now that I think about it the empty space could use some stuff to fill it up.
I'll attempt to rework the first parts.
Also the music selection is unlike any other fangame using music ranging from Bucky O'Hare to Megaman Sprite Game.
I'm adding a level select for debugging, so you can get past the laggy underwater area, just jump to the left in the first intro level.
The bosses are kinda makeshift for until the fangame tutorial post adds the section on boss movement.
I look forward to feedback on what needs to stay and what needs to go.

If I am correct, for boss movement, I know some people use paths, but I think there is a way better way to do movement on bosses. I will try the new update and see how the rest of the game is.
I'll take a look at the code for the built in test boss and see what I can do.

EDIT: So for right now the bosses are mostly just bouncing heads because I tried using timelines twice with no success. Paths are mostly working.
It's been 4 months, holy jesus. I've been working on this thing ever since last release. Hope my next reply doesn't count as a necropost. (Looked it up, it'd be only necroposting if it's irrelevant)

Pages: 1 2 3 [4] 5