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SFML projects / Re: FLTM (+source code)
« on: February 05, 2017, 04:01:28 pm »
Yeah just press the arrow keys (or WASD or Numpad8/4/5/6) and it will select the respective group
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Looks awesome, sometimes it can be difficult to see where the ball actually is with the particles + text flying around from destroyed blocks.
Yep, looks and sounds great, but also the ability to clearly see balls seems to be my main concern. It's just getting a bit too crowded/blurry with everything being gray. Maybe make the ball's color change to green or blue, possibly optional or as power ups or difficulty changes?
[...] I have issue with "weapon up". It suggests that the weapon would be getting better but doesn't it just change it to a different one, which might not be as good? [...]
[...] The fact that the power ups/downs are not very clear too is a slight concern. [...]
[...]I noticed that the game can sometimes be rather unbalanced. When you've collected a few items you suddenly can stop caring about any balls on the screen and just mow down everything, while other times you have to tediously try to adjust the paddle just right to get these few bricks from the sky. I'm sure some of the imbalance is wanted, but I feel it can be quite extreme at times. A possible fix might be to dynamically adjust the drop rate of items or bind the drop rate to time. That way when you're already powerful, you won't get drops after drops. [...]
Awesome!
You obviously already got my YES vote! Hope this gets quite some traction.
Do you have a Twitter account?
Ghost jump is allowing the player to jump even after they left a platform and started falling, usually just for a couple to several frames. It is used in the vast majority of platformers - at least good ones -, it vastly improves the feel of the game, and eliminates the latency issue where the player actually presses the jump button at the right time right at the edge of the platform, but because of latency, the jump press will register in time, and he will fall instead, or in the case of your game, cannot double jump after the air jump.
More elaborate articles:
http://www.gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php
http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php
Glad it helped, I reach the end of a project sometimes, and nothing help me improve it more than a brutal but friendly other pair of eyes.
Great game , flawed but great. Finished everything including world 7 and collecting all these yellow circles. Here some of the problems that I found in the game:
1- stage 6-10 and 7-6 are the same stage, they just have different exits. The exit is 7-6 is in the same place of the circle in 6-10, and you can't get to stage 7-6 without collecting the circle from 6-10 anyway, so the player is repeating the exact same thing.
2- Some hit boxes are questionable, but the rotating star hit box is just wrong, it's way too big compared to its sprite. the bomb explosion hit box stays way too long, much longer than you'd expect.
Also, the sides and the top of the screen kill you!? There should be something indicating that they are lethal, when there is nothing is on the side of a level, I assume by default either it is a wall or the screen will scroll.
The bottom should be lower than it is, there are many jumps that I plan to go off screen from the bottom before I jump again to a platform, but I can't because of the kill box. Same thing from the top.
3- Time wasters, these kill the pace of the game, main two offenders are insect traps, and spike traps. Spike trap takes long to go back, and takes too long to appear which looks pretty odd, traps usually snaps into position, and retracts slowly. This one activates slowly, stays in place too long, then retracts slowly, waiting for them is pretty tedious, but they are not even close to how bad the insect trap is.
Every thing about the insect trap is bad, it is the second worst thing in the game, they waste a lot of time, they are random, and twice in the game, they are in a combination with other traps, that appear to be impossible - or at least very difficult - to avoid death from first time, I had to activate it, die, then run fast to go past it before it activates again.
4- Absolute worst part about the game, the random yoyos. Nothing worse in a skill based games than doing everything spot on, just to be killed because you were "not lucky enough". If those f**kers were in the start of the game, I would not have touched the game with a light year long pole.
5- Jumping, a fixed height jump really gives a bad, outdated and clunky feel to the game I found my self .Also, the game might benefit from a small ghost jump.
Still a fun game, the difficulty is perfect for me, and skill games should always be difficult IMHO, other ways they lose their whole appeal.