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|-+ Moosa's Entry - [HaMMERZEIT] **COMPLETED**

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Read June 16, 2009, 12:53:25 am #0
moosa

Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Well I somehow managed to finish this before midnight. I didn't have time to do all that I had wanted to, but I definitely spent the entire two weeks working on this. *Whew.* I need a job.

>>Download Original<<

UPDATE: Now with killable boss!
Edit: Oops, not really. I'll fix it later...

>>Download Fix 1<<



I hope this isn't too difficult. I find it challenging enough, but I've also been playing it a lot. I'm guessing it might take a few tries to get all the way through this one (the game is endless, but repeats itself). I apologize for the sad excuse for a boss featured here, although its still pretty challenging. Also note that Sir Yumil and I independantly came up with essentially the same idea for a boss mechanic (based on his discription; I haven't played it yet), which just happens to work within either of our concepts.

The music is my own, and was created entirely within one evening (some time before the session), which is why it needs work. The other (2) sounds are my own as well, created during this session. I wanted to add more (and it needs it), but alas, no time. Sounds best with headphones. Wink

I hope you guys enjoy it. I also hope I haven't neglected anything important...
OH DAMN I did. Bah, hold on... OK. That was close.

Edit: DAMN I forgot something else... OK, should be Vista compatible.


ReadMe:
Quote
HaMMERZEIT Proto

Created by Moosa in two weeks for Shmup-Dev.com Rapid Prototype Session 12 (June 2009).
All sounds and some graphics (see credits below) are created, owned and copyrighted by me (Moosa).


CREDIT:

-Enemy sprites and background graphic stock by: Squirrelsquid (Shmup-Dev)

-GMFMOD Sound Engine by: icuurd12b42 (GMC)
   FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2007

-GM6 PNG Loader by: petersvp (GMC)

-Gradually Turning An Object To The Target" Tutorial by: Torigara (GMC)

-2d Motion Blur" example by: 9_6 (GMC)


-All the other helpful members at the GMC!



***Controls***


*GAMEPLAY*

Arrow Keys: Movement
Z: Fire
X: Switch Weapon
Shift or C: Activate Time Freeze

Space: Pause
Esc: Escape

*ADVANCED*

S: Toggle VSync
D: Toggle Debug
Page Up/Page Down: Increase/Decrease BGM Volume


***Discription***

In Hammerzeit you have your primary rapid-fire shot and two secondary weapons. The first is a dual cannon that shoots straight forward with a little bit of spread as the shots travel. The second is a seeker shot that automatically homes-in on enemies. These weapons can be switched between on the fly via a press of a button. That much is pretty straightforward.

The Time Freeze mechanic works as such: as you destroy enemies, a meter fills up. Once that meter is full, you can hit a button to activate the Time Freeze. Upon activation, all enemies, enemy shots, and everything else freezes in place for the next 5 seconds, except for the player ship. Collisions still register for your ship during this time, so you can't fly through bullets or enemies. You cannot fire your weapons during Time Freeze, but you can do something better.

If you have the Cannon weapon equipped when you activate the Time Freeze, then you can press the fire button during Time Freeze to place up to four markers at the location of the player ship. The moment the time freeze ends, those markers simultaneously turn into very powerful, forward-moving blasts. If you have the Seeker weapon equipped during Time Freeze, you can hold the fire button to activate a targeting reticle in front of your ship. Each enemy that the reticle passes over is locked-on to, up to 10 of them. Then, as soon as the Time Freeze ends, powerful homing shots are launched from your ship simultaneously, which seek out and likely destroy all those that were locked-on to.

The game progression is all based on time elapsed, until you reach the "boss," at which point the game will wait for you to beat it before anything else will happen. The point is not only to survive, but to score as many points as possible by killing enemies before you run out of lives. Beating the "boss" will not end the game, but rather the game will continue on much like before, and you may continue to gain more points. The game will only end once you run out of lives or you decide to quit.


***Hints***

-Your ship sprite is large, but the hit box is itty bitty. Just keep track of that little green marker.

-Your other weapon is only a button press away; don't forget about it! Each one is useful.

-The Cannon weapon spreads as it travels, but damage potential is more concentrated at short range.

-Be careful when using Time Freeze. It's very easy to damage or destroy yourself if you lose focus on enemy and shot locations around your ship.


The rest you'll have to figure out on your own. Good luck, and enjoy!



-----Original Post-----

Just want you guys to know that I'm in on this one. And I already have a plan. Smiley
I'll spill more in due time.
Good luck everyone!
« Last Edit: July 13, 2009, 10:21:35 pm by moosa »
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Read June 16, 2009, 02:46:31 am #1
Null1024

Re: Moosa's Entry - [TIS A SECRETS]

Ooh, shrouding your project in mystery, eh?
Good luck with your game!
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Read June 18, 2009, 09:45:44 am #2
moosa

Re: Moosa's Entry - [TIS A SECRETS]

Progress:
I've been working on some random things today. I made a few small improvements to the basic engine, made a fancy player shot behavior, and implemented sound support (for the first time- woo audio!) in the engine via FMOD. Now I've stayed up all night working on music. That's probably not a good sign.
I haven't even started working on the core time mechanics yet, and the enemies are still the same as last session. I need to try and make myself be more organized. Grin Damn AD/HD. I had the idea of making a big, fancy boss as a key component in demonstrating the gameplay (since actual level design is out of the question at this point given my skill level and the session timeframe), but I'm not sure if I'll be able to pull it off. We'll see anyways.
« Last Edit: June 18, 2009, 09:49:30 am by moosa »
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Read June 18, 2009, 10:31:25 pm #3
moosa

Re: Moosa's Entry - [TIS A SECRETS]

Well I spent a number of hours creating two (2) sound effects and putting them into the game. Somebody tell me to work on building the actual gameplay.
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Read June 18, 2009, 10:42:17 pm #4
Deleter

Re: Moosa's Entry - [TIS A SECRETS]

work on building the actual gameplay. This is a rapid prototyping session, and I don't think the topic was resources Wink
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Read June 19, 2009, 01:53:31 am #5
moosa

Re: Moosa's Entry - [TIS A SECRETS]

Aha! I need to win this one so that can be the next theme...
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Read June 19, 2009, 05:52:25 pm #6
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Update: revealed prototype title. Call the press!

Added a couple more minor things, including a basic score system & highscore table. Also had a little bit of fun making a title screen... Lets just say that anyone who's ever even questioned whether they're epileptic shouldn't come within 50 feet of this thing. Still no more progress on the actual gameplay (the only thing that really counts). Good thing this session still isn't quite halfway done yet!
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Read June 23, 2009, 03:18:37 am #7
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Well only a week left, and I still feel like there's an awful lot left to do. Smiley

My concept is really very simple, fundamentally. For anyone who hasn't already guessed, the core mechanic in my prototype this session is that you can stop time. I'm working on a number of interesting ways in which you can take advantage of this ability, which I'll talk more about later.

I'm still working on the time-freeze mechanic itself, but I have a pretty good idea of how I can get it all to work. The most difficult part of this prototype I think is building the enemies/bosses. Because of the nature of the concept, it really needs some fairly complex and well thought-out enemies in order to properly showcase the time-freezing mechanics and how they can be used. I have plenty of ideas on ways to do this, but building and putting all of these things together into something solid and playable within the timeframe is a bit of a daunting task for myself, I must say.

I would provide a screenshot or two, but what little I have to see here so far wouldn't really tell you anything. Tongue Wish me luck on finishing this one guys!
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Read June 25, 2009, 05:20:50 am #8
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Only a few days left, and still plenty left to do!
I figured I'd give you guys something to look at anyways...











Still elements and enemies from last session. At this point, they're likely going to be sticking around.
« Last Edit: June 25, 2009, 05:28:35 am by moosa »
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Read June 25, 2009, 03:12:03 pm #9
Null1024

Re: Moosa's Entry - [HaMMERZEIT]

0_o;;;

That player ship is *huge*.
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Read June 25, 2009, 04:14:27 pm #10
moosa

Re: Moosa's Entry - [HaMMERZEIT]

And yet the hit box is itty bitty. Wink
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Read June 25, 2009, 05:11:13 pm #11
Slackluster

Re: Moosa's Entry - [HaMMERZEIT]

Awesome screenshots!  I'm looking forward to seeing how you handle the time freeze mechanic.
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Read June 25, 2009, 05:29:21 pm #12
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Thanks man. I can't seem to resist the allure of working on graphics (at least a little bit) as I'm making stuff. Of course I wouldn't want people to judge my prototype more highly in the end for that reason... that wouldn't be fair to everyone else. So don't. Wink

As for the gameplay, I'm not sure how far I'll get with it by Monday, but hopefully it will be enough to at least give you a hint of what I was thinking for this concept.
« Last Edit: June 25, 2009, 05:31:01 pm by moosa »
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Read June 25, 2009, 07:49:34 pm #13
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Okay I should probably give some details here.

In Hammerzeit you have your primary rapid-fire shot and two secondary weapons. The first is a dual cannon that shoots straight forward with a little bit of spread as the shots travel. The second is a seeker shot that automatically homes-in on enemies. These weapons can be switched between on the fly via a press of a button. That much is pretty straightforward.

The Time Freeze mechanic works as such: as you destroy enemies, a meter fills up. Once that meter is full, you can hit a button to activate the Time Freeze. Upon activation, all enemies, enemy shots, and everything else freezes in place for the next 5 seconds, except for the player ship. Collisions still register for your ship during this time, so you can't fly through bullets or enemies. You cannot fire your weapons during Time Freeze, but you can do something better.

If you have the Cannon weapon equipped when you activate the Time Freeze, then you can press the fire button during Time Freeze to place up to four markers at the location of the player ship. The moment the time freeze ends, those markers simultaneously turn into very powerful, forward-moving blasts. If you have the Seeker weapon equipped during Time Freeze, you can hold the fire button to activate a targeting reticle in front of your ship. Each enemy that the reticle passes over is locked-on to, up to 10 of them. Then, as soon as the Time Freeze ends, powerful homing shots are launched from your ship simultaneously, which seek out and likely destroy all those that were locked-on to.


There are a number of ways in which the Time Freeze could be used in gameplay. One way to look at it is as a unique take on the traditional bomb mechanics. On one hand, it could conceivably be used to get yourself out of trouble if you're about to bite it. And on the other, it can be used offensively as a super move, as some shmups also feature in their bomb mechanics. Unlike other bomb mechanics however, this requires a little more skill and technique to be used successfully. And even beyond the traditional bomb concept there are uses for the time freeze, at least one of which I hope to incorporate into this prototype (I wish I could do more).

I'm not so sure yet whether it will play as good as it sounds like it ought to, but I'm at least happy with the concept of this prototype. I do wish I could have gotten more done on this to really do the concept justice, but I think it's turning out a lot better than my first session here in that it requires much less imagination. Wink
« Last Edit: June 26, 2009, 03:17:31 am by moosa »
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Read June 25, 2009, 10:27:00 pm #14
CaptainJustice

Re: Moosa's Entry - [HaMMERZEIT]

I will love you forever if you include a Replay function that plays back your last game, WITHOUT the time stops.

So it'll look like your ship teleports, simultaneously shooting out a tonna stuff. Would be sweet.
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Read June 26, 2009, 01:21:44 am #15
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Haha wouldn't that be cool... I'm not sure I would even know how to do that. Grin Thanks for the suggestion anyways.
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Read June 26, 2009, 06:34:54 am #16
CaptainJustice

Re: Moosa's Entry - [HaMMERZEIT]

If I had to do it, I'd set up some sort of system that records key-presses, or things moving, and then plays that back. It's way too much effort for a rapid prototype, though.
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Read June 26, 2009, 10:34:28 pm #17
Yumil

Re: Moosa's Entry - [HaMMERZEIT]

Well there is two ways to do it.
1. Record everything and interpolate(unless you are doing a frame by frame recording)
2. Record just the inputs.

Method one would give a lot of memory overhead...so usually that is out, unless your sample rate is rather slow.

Method two is nice, but you must make your game state repeatable. Things like random, skips in framerate, and other outside factors can screw this up, but if you can make it react the same way every time the input is the same, then this becomes a much smaller way to do it.
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Read June 27, 2009, 12:55:50 am #18
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Yes, but things like random are already being used at this point, and all in all its just a little too much to think about right now for someone with little programming experience and for a game that's so far from complete.

On another note, I'm getting a little burned out over this project after all the time I've spent on it the past two weeks, and there's still a lot I haven't been able to finish. I still need to finish implementing some of the core mechanics, and I haven't even started working on the boss I wanted to build. The included enemies from last session plus a couple more new ones on the sides that are in place now are pretty darned exciting with them heaving bullets and lasers at you from every direction, but they're all I have right now and they don't very well take advantage of the time freeze mechanics the way I've wanted to be able to. My best ideas were supposed to be manifest in the boss designs, but I'm afraid I might not have time to do anything more than tie up the loose ends and let you guys blast away at relentless waves of the same enemies until you run out of lives.
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Read June 28, 2009, 11:04:48 am #19
berilium

Re: Moosa's Entry - [HaMMERZEIT]

Shocked Very nice screenshots indeed!
I can see your Doga software made ship features here. You might start to create a space ship library, at least for these sessions.
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Read June 30, 2009, 04:54:28 am #20
moosa

Re: Moosa's Entry - [HaMMERZEIT]

Just posting to make known that I did in fact finish this before midnight, just writing up the README still... >_>

K done. See first post.
« Last Edit: June 30, 2009, 05:43:12 am by moosa »
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Read June 30, 2009, 07:24:00 am #21
Yumil

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Looking really good.

I found the meter filled really slowly, but other than that I like the two modes of fire in the time pause. You've got a lot more polish on yours than mine(I had started a framework in the past, but ended up scrapping it and did mine from scratch, so its understandable). I've very impressed.

Hard choice this session on who's is a winner.
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Read July 01, 2009, 12:09:58 am #22
Null1024

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Almost unplayable. The first time I tried to play, the control was totally unresponsive, moving at random. The second time, the ship moved when I hit the buttons, but after a rather large delay, and sometimes the ship wouldn't stop moving.

The title screen was really cool though.
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Read July 01, 2009, 12:33:28 am #23
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Null, I am very confused by your post. I have no idea what might explain why that could be happening to you, unless it's something else on your machine.  huh1

Thanks for letting me know though. If anyone else runs into a similar problem (though I can't imagine why and would have no idea what to do about it), please do let me know.
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Read July 01, 2009, 12:49:24 am #24
Null1024

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

After trying again, I'm getting the same results as the second try, albeit slightly less pronounced.

And all other GM games I've tried work flawlessly, so...


Now for my thoughts on the game:

Player sprite was way too large. Seriously, it was distracting.
I don't like the things at the sides. At all.
The time stop concept seemed nice, but...
The graphics were pretty nice, and I didn't play with the sound on.
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Read July 01, 2009, 12:56:40 am #25
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Alrighty. Well it runs perfectly on both of my machines, neither of which is particularly powerful. In fact the laptop I developed on has only a single core 1.6 GHz CPU.

By the way, I accidentally made the boss almost impossible to beat with the cannon weapon by tweaking the HP at the last minute and never realized it. It should be killable with the seekers, though that may be a tad more difficult.

Edit: actually its still nearly impossible even with the seekers. I'm uploading a fixed version now.
« Last Edit: July 01, 2009, 01:39:30 am by moosa »
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Read July 08, 2009, 11:24:13 am #26
Edge

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

I am also running on a low-spec machine.
And the game took a fair amount of time (almost a minute?) the first time I loaded it. It had a bit of slow down for a few seconds, but after that it started to run normal.

This game was quite difficult to judge for me, as I think it has pretty much potential. But in it's current state it wasn't so much fun to play.

Some parts feel pretty polished and nice like:
The graphics and behaviour of the different shot types, the enemy laser attacks, the sound effect and music or that nice title art.

On the other hand there were some things, that needed more polishment:

Level design:
it seemed like the enemies were just randomly placed, which isn't neccerally a bad thing. The problem was, that it was lacking the feel of progression. It just seemed to spawn randomly all kinds of enemies at once. If instead it would start with just spawning this one enemy for a while, then switch to another, then you get a lot of big ships only... and so on. It would feel more like the player is progressing and the level would feel less repetitive. There seemed to be a bit of this variation in the game, but I think it could be more emphasized.

Enemy movement:
Actually simple movements are nice and fitting for shmups. But i felt there was not much variation. Maybe because all enemy types kept respawning all the time. But still it felt somehow lacking polishment. For example the one enemy type which scrolls at the same speed as the background. This looks strange as they feel somehow glued to the background. And then the enemies on the rails, I actually liked the laser shooting ones. But since the rails were there for the entire level on the same spot it felt somehow repititve. If the rails would scroll in at a certain position and also end. And that could be expanded to varying x-position not just the sides. That would probably make the level design way more exciting. And then the suddenly appearing boss, it killed me while it appeared. As I moved to the top of the screen, something I often do in shmups to get the chance to attack the boss while scrolling into the screen. But in this case the boss instantly spawned at my position and killed me.

And then there is this huge player sprite with it's mini hitbox which feels pretty confusing.



So what I want to say is, that the game isn't bad or anything. Just due to the level design it was not that much fun to play as it could have been. With just a bit more tweaking in this regard it actually had the potential to be a pretty fun game. So I hope you don't get my critics wrong.




Now about the time freeze mechanic:
You seemed to really put your attention on that feature and it works pretty well. The different shot types and the time freeze mechanic feel pretty polished the way are installed.

It is only natural for complex control schemes to be a bit difficult to get into. Or to design them in a way, that the player gets more easy to them.

So, I also needed a few tries to get into the concept. But after getting used to the controls, they started to feel more comfortable. The most confusing thing for me was, getting used to the different attacks during the time freeze. Esspecially as I always forgot which mode I was in when I used the bomb. After a while I realized that in homing mode I have that reticle in front of my ship, which helped a lot. The green markers in the other mode weren't that helpful though. Maybe instead of green markers you could have placed shadows of the ship, as that is what those markers actually are turned into after the freeze stops and would help the player understand what he is doing right now.

Though after a few tries I finally started to get the rough hang of it, but still was a bit unconfident with it's use.

That might be due to the meter filling pretty slow, this way the player gets not that often the chance to play around with the mechanic. And if he messed up he have to wait all the time until the meter refills. Also psychological I don't want to waste the long filled meter for experimentation but rather for survival.

Some other thoughts to emphasize the modes, maybe change the colour of the ship(?)
Like green for standard and blue for homing.

Or give the player 2 shot buttons and skip the change button:

z = standard
x = homing
(when the player presses both there's no reaction)
So when the player uses the time feature he can then decide which of the features he uses by pressing one of these buttons during time freeze. I.e.
I press shift for activating the time freeze, then I have the freedom of choice how I'd like to use it. If i see a lot of small enemies around me I'll get near them press x, and the reticle appears (when the reticle has appeared the game won't correspend to the z button during the time freeze).

These are just some ideas though. Overall the time freeze mechanic was pretty good.




In the end it is nice to see you implementing a complex control scheme into your prototype that actually works good. Which alone is quite a task to do and is also fun to play around with as a player. The game itself is not bad, but I felt it could be improved here and there to make it more fun. Probably we'll see some of those improvements in your next prototype. Smiley
« Last Edit: July 08, 2009, 11:34:41 am by Edge »
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Read July 08, 2009, 11:39:26 am #27
Edge

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

BTW:

...the ship moved when I hit the buttons, but after a rather large delay, and sometimes the ship wouldn't stop moving.


I also got this bug, but only during time freeze at the boss.
This bug might be connected with the low RAM of my machine. (256MB)
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Read July 09, 2009, 08:23:46 am #28
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

If you simply get a lot of slowdown at that point, its understandable for a slower computer, due to the amount of bullets and the increased amount of drawing done by the game to achieve the time freeze graphical effect. That sounds different from Nulls issue though, which I can't begin to explain. By the sounds of your machine's specs, I'm very glad that it seemed to run "normal" for the most part. Tongue

Edge thanks a lot for your well thought out comments. I really appreciate that. Smiley I'm sorry you didn't find it all that much fun though. Sad I actually think it's pretty fun myself, but I'm not sure if that counts for anything. Tongue

I completely understand where you're coming from with the comments about the "level design," or lack thereof. There is a certain amount of progression, which is time based and I think you picked up on that, but it isn't much. I can explain the lack of good level progression as a result of two things: 1) The general lack of time. The deadline was fast approaching and all I really had was the core mechanics and a handful of enemies, so I had to slap them together in some way that felt game-like, and fast. And 2) I've never actually built a real level progression before, so I don't have the experience to go on with exactly how to put all that together. It's easy to conceptualize and say "okay, here we can have this big thing move in, and then after 20 seconds it flies off, and then you have this cool part where piles of popcorn enemies swarm after you..." and etc, but actually building the engine to make all of that happen is a little trickier! Hopefully I'll get my hands a little dirty with figuring out all of that sometime in the future.

By the way, the rails on the sides were originally conceived as part of a boss or at least something scripted, but I simply didn't have the time to code all of that behavior in. I guess what I like about the current design is that even if it doesn't progress much, there's a constant pressure almost coming from all angles and you have to move around a lot to control the screen (particularly the enemies on the sides, basically why they exist), while still trying to concentrate your attack to get points (the big guy at the back of the screen is money). The cannon weapon is more concentrated fire and has a little more damage while the seeker makes it easier to control the screen at times.

I realize that the concept and control takes a bit of getting used to. I have something of a preference for complexity when it comes to designing gameplay concepts, though I try to reign it in somehow so it doesn't become needlessly overcomplicated. I just prefer a deep experience, so that's what I aim for. I had considered using two buttons, one for each weapon, but it seemed slightly simpler just to have one fire button. I've experienced the same thing with the time freeze and not having the weapon you intended when it was activated, but other options like the ones you've mentioned become complicated with the current mechanics and didn't really work, so I just settled for this for now.

Ultimately there's a few things a bit broken in the design (what can you expect from a 2 week deal?). I'll try to record and upload a vid of the game showing how the game should be played (or at least the best I know how to take advantage of it) sometime. I was kinda hoping that people might post their high scores up here, but I'm not sure whether or not the game is overall enjoyable enough to warrant people playing again and again for score. Tongue I'll check to see what mine is right now in a minute... By the way, I kinda hid it, but there's a high score/previous score feature in the title screen... LoL aren't I sneaky. Wink

And long-winded, as usual.
« Last Edit: July 09, 2009, 08:32:03 am by moosa »
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Read July 10, 2009, 11:05:19 pm #29
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

By the way, is everybody thrown off by the player sprite and hitbox? Because honestly I think it works perfectly... =/ I can make the hitbox stand out a little more though, which  might make it a tad easier. I just didn't want it to be too much of an eyesore. Tongue

Dammit I think the boss is still bugged out... >_>
« Last Edit: July 10, 2009, 11:14:51 pm by moosa »
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Read July 10, 2009, 11:32:02 pm #30
Yumil

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

By the way, is everybody thrown off by the player sprite and hitbox? Because honestly I think it works perfectly... =/ I can make the hitbox stand out a little more though, which  might make it a tad easier. I just didn't want it to be too much of an eyesore. Tongue

Dammit I think the boss is still bugged out... >_>
The hitbox feels like it should be higher and a bit larger from the sprite>.< It does a lot to throw you off.
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Read July 11, 2009, 12:22:16 am #31
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

I don't think I'll make it any larger. I can kinda see how it might seem like it should be a few pixels higher, but I'm not sure if it makes much of a difference. You've just got to look at the hitbox itself and not the ship sprite when you're dodging bullets.
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Read July 11, 2009, 06:13:07 am #32
Edge

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

The complexity of the controls, isn't such a bad thing.

I realize that most complex games take a while to get the hang of the controls.
Probably when playing Gradius for the first time, it will take a while until getting used to the weapon system. Only after you know the power meter by heart and got used to some basics (like you can either activate double or laser not the both of them at once) the game starts to feel intuitive and due to the power up system it is more fun. Smiley

Sorry if my critics sounded to harsh, actually I think your entry isn't that bad. I'd actually like to encourage you to continue focusing on complex weapon systems in future prototypes. As that seems to be your strength. I just thought this system doesn't play  to it's potential, because that lacking feeling of progression.

Of course these are only prototypes and no one expects a complete/polished game.


And my 2 cents about the sprite size:
I think the small hitbox is good for dodging and I agree with you to keep that. But the big size of the player sprite is a bit distracting. I wasn't able to dodge the bullets intuitively, of course after more tries I'd get eventually used to it. But why not take a smaller player sprite instead? As it probably would feel more natural to some players.
« Last Edit: July 11, 2009, 06:15:08 am by Edge »
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Read July 11, 2009, 08:11:22 am #33
Yumil

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

I didnt mean that the hitbox needed to be bigger, just that the player sprite makes it feel like its a larger spot further up. That leads me to dodge wrong and get hit>.<

I love small hitboxes:)
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Read July 11, 2009, 10:26:29 am #34
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

I see what you mean Yumil. I still find it strange because I really have no problem with it myself. As always though, I appreciate the feedback.
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Read July 11, 2009, 02:39:41 pm #35
pixelizr

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Quote
is everybody thrown off by the player sprite and hitbox?
I personally don't mind large sprites; I just focus on the hitbox. There are a lot of games out there as well that have large sprites and tiny hitboxes. The most notable I can think of is Psyvariar 2.
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Read July 13, 2009, 12:32:41 am #36
berilium

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Hey! This game was fun! I liked it from the nice title screen to the details like those green graphics on the sides roll alongside your ship.

Yes, that ship is huge. I felt like I have all the power on my hands haha. What it needs is a massive explosion when it's destroyed, like releasing all the power... hehehe don't listen to me.

I also think the bar fills very slowly. It took me time to try the C button. But still is a good entry. Thanks!
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Read July 13, 2009, 01:27:02 am #37
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Thank you Berilium. Smiley
It is quite the beefcake isn't it? As a friend of mine commented, so long as it sticks to space and not atmospheric flight, it should do alright. Tongue

Not to simply disagree with everyone's comments, but the bar seems to fill at just about the perfect rate to me. That means either I'm killing the enemies faster or I just simply perceive it differently. A couple quick hints, if anyone cares: 1) use the seekers, especially right in the beginning, and 2) the big dude in the back nets you half of the meter full when you destroy him. He's also quite susceptible to the cannon weapon's time-freeze attack...
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Read July 13, 2009, 03:42:49 pm #38
Slackluster

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Really nice entry with a lot going on!  I didn't mind at all that the hit box was small on a large sprite.  Nice effect having the ship rotate in 3d when it turns!  You could try making the ship itself a tad darker so the hitbox stands out even more.  Also maybe put a glow effect on the hitbox and make it change color to serve as a secondary indicator of hull damage.  A minor thing but I noticed the hit box doesn't rotate along with the ship, maybe it should?

Freezing time is excellent!  I agree with some others that it takes too long to fill up.  With an awesome game mechanic like this you want to let the player use as often as possible.  Maybe even allow them to only partially deplete it,  like instead of going away instantly, have it deplete slowly when they press C then they can press it again to save what is left.

Visually I think the entry looks great with many nice effects.  One simple thing I think you should fix is the background which looks a little low res and stretched.  Some parallax might be nice Wink too.

I tried the latest fix but still can't seem to beat the boss, but I like the concept.
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Read July 13, 2009, 10:20:53 pm #39
moosa

Re: Moosa's Entry - [HaMMERZEIT] **COMPLETED**

Thanks a lot for the kind words and feedback. Smiley
I originally didn't want the hitbox to stand out too much because it might not look so good. I do think now that it could probably benefit from standing out a little more after all. I like the idea of changing colors or whatnot as a damage indicator. Smiley I don't think the hitbox can rotate along with the ship, because then it wouldn't stay in the center of the ship object as it moves and that would mess people up. Visually though, it doesn't really jive with the graphic, which is why I didn't want it sticking out too much in the first place. Tongue

I'm glad that you've enjoyed the time freeze mechanic. Smiley Unfortunately I couldn't make any obstacles that really interacted with the mechanic in interesting ways. The one thing I attempted to work in for this was the boss, which was supposed to only die when you destroy each node more or less simultaneously, but unfortunately even in the "fixed" version boss the is still bugged. I apologize. I'll get around to fixing it sometime. Wink

I'll consider tweaking the rate of using time freeze and such whenever I decide to work on this some more. Those are some good ideas you've mentioned.

I appreciate the comments on the graphics, but I wouldn't take them too seriously. I didn't make all of them myself, including that background. In the future I'll do more work on that anyways. Graphics can always be improved.
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