Well, as long as you're asking, here is a cookie. Some more feedback:
1. The level set names are not clear enough, I mean what is harder,
Reflex Mode or Hard Like Hell? Consider locking the menu so it would
not loop, or at least add some icons to specify which is what.
2. On 05H, there is a scenario where a character may stand on a wall,
just near the bottom left button if you jump into the wall with the ledges.
I can make a video of this, I just don't want to do it for one bug only.
Have a screenshot for now.
3. In the same level just to get there you need to jump into a small
opening, which might be frustrating, as you not always want to over
shoot. I already reported this, but I might be misunderstood, or it
may not have been considered an issue.
Cheers.
-swooboo
Plasmarift:
I didn't knowing you were flaking out. It's alright. I was shocked in
the first place when you agreed to make a game with me (I haven't been
able to work with others to make a game because they either want me to
have an actual hand in making it (art, programming, or animating which I
can't do) or they just stop talking to me for some reason. I have an
on-going project called RAIN that hasn't made any progress because the
programmer and artist won't respond). I thank you for coming out and
telling me and I will still beta test your game/games (including future
ones if you'd like). You don't have to help me think of ideas for games.
I have plenty of ideas; I just need to find a way to apply them
somewhere. I'll play through and document any glitches this weekend at
the latest.
I'm not sure if I asked you before. I have a Youtube channel where I
review Indie games. Would you mind if I review your game when it came
out? Here is a link to it.
https://www.youtube.com/channel/UC0Qxtcboquo1nw7mEnCW6lg
Good luck
Sharia:
Hello. I can't say i check my newgrounds mail often. Its only the
second time in many years someone sent me a non random message.
I'm very picky/whimsical but your message surprised me. If you still want feedback from me, you're welcomed to it.
If you give me a link, i can check it out. Also, My Steam is
nabrendels (handle is Virosa, Canada, old account). I'm alot more active
there.
-V
---
pattermj:
Where do I provide feedback? Do I e-mail you directly or Josh?
Gwan-Thwei:
Alright, well, here goes! Keep in mind, this is the first time i've
beta-tested a game. I had no idea how far/long i was supposed to play
for and for now i just did the 'Easy' levels. If there is a specific
place you need me to look over, let me know and I'll check it out. These
thoughts will likely be jumbled, as i played for a bit and didn't
exactly write anything down. This will probably also sound harsher than
how i mean it, I'm just trying to list things i found wrong or unusual.
Gameplay:
The light on/ light off option didn't make too much sense to me, unless
it was a way to make the game harder ( can't see what you're doing with
the lights off), but that would make it more of a trial-and-error game
than an actual puzzle game.
There weren't any instructions or directions. I had to discover what
each block did through close observation and trial and error. It took
quite some time, as before that, i just hit buttons randomly until the
level could be solved. I don't know why the character can take damage if
most things are a 1-hit kill. The ability to set bombs everywhere also
took out a lot of the challenge of a level, as i could just set a line
of bombs somewhere, set off one, and retreat to safety. There was also
no explanation as to who i was, where i was or what i was trying to do.
Graphics/Visuals:
With the lights off, the game was almost like trying to figure out how
to escape of a derelict spaceship. The lighting was actually really well
done, though i don't know why some of the lights went off when some
buttons were hit. With the lights on though, it was easier to see. The
graphics were a combination of really detailed and heavily pixelated -
it really didn't blend together too well. For example, I'd be running
away from a detailed column of falling marble(?) on a pixelated green
floor, then get shot by a pixelated lazer and splatter realistic blood.
Either one really is fine ( in fact i enjoyed the leftover bloodstain -
kind of lets you know where you messed up last too!) The background was a
bit busy, especially with the lights on. The character themselves was
kind of dull, but there was a pink/purple/blue square around them
whenever i stood still. I'm not sure if that's a thing that happens in
beta testing or not, but i figured I'd point it out just in case.
Suggestions:
As i said before, the combination of detailed and pixelated clashes in a
way that isn't too pleasant. On their own though, each looks fine.
Detailed games are aesthetically pleasing, but pixelated games are
charming. Make the background darker or less detailed. Give the main
character a bit more colour or detail, if possible. As for the block
types, maybe when a level is started and a new block is introduced, a
text box is nearby to let the player know what the block does. The text
when I'd died was off center, and sometimes couldn't be read. Perhaps
make the number of bombs you can use be in a finite number. When you
finally get around to naming the levels, maybe give them names with
hints hidden within them - for example, in one of the rooms where the
solution was to just run as fast as you could to the exit, maybe the
title of that level would be 'gotta go fast'.
Overall, i give the game a 3 out of five if it were to be released right now.
Wow, sorry for the huge wall of text. Hopefully my blunt ranting helped a little!
GallowsWaiting:
Sent Feb 21, 2014
Thanks muchly!
Hardcoding it to WASD should help me immensely. However, being able
to swap controls would be better. I'm not really comfortable using OP
for action in the game, and would like to be able switch that to JK.
Damn muscle memory!
So, the default should be arrows + whatever the action keys are (I
can't remember right now), but have a control menu where you can change
them around to whatever keys the player wants.
Friday, January 30, 2015
Thursday, January 15, 2015
Awesome Slider Component
This is a pretty awesome slider component I think I will be using in the game's credits menu:
http://code.tutsplus.com/articles/exclusive-freebie-custom-as3-slider--active-8660
Code-Re-Use means re-using other people's code as well as your own.
A lot of people suffer from "Not made here syndrome".
You only have so much time in a day.
Decide what is worth doing from scratch, and what
is worth looking for on the internet.
-John Mark
Wednesday, January 7, 2015
The 1 dot rule.
Found this optimization tip interesting. Makes sense! http://upshots.org/actionscript/20-tips-to-optimize-your-actionscript#comment-5876
Also, guess I should include photos of progress while I am here. Been posting most of my dev notes as personal private comments into my facebook status. But now that I am blocking facebook to keep me on track... Well... Haven't been doing thatas much.
Friday, September 26, 2014
Update: Dev version should load from zip file in future:
Message to team members:
Found bug that broke the doors in the dev version. Working on fixing it now.
Eventually this will be fixed. Though booting up the dev version of the game takes way too long. For now, something you'll have to deal with. But on my list is to make the game load levels from zip files to make the loading go faster. The reason the game loads so slow currently is because the game has to "guess and check" to see if the files exist. Because flash is NOT allowed to see all the files in a directory. However, flash can see all the files in zip file.
Thursday, September 11, 2014
FIXED: VerifyError: Error #1068: int and * cannot be reconciled
//THIS SIMPLE CODE WILL CAUSE A STACK DUMP IN AS3:
//[Fault] exception, information=VerifyError: Error #1068: int and * cannot be reconciled.
private static function stackDump():void
{
//obj can be an object, dictionary, vector, array.
//probably anything that can be accessed using bracket notation.
var obj:Array = [1, 2];
var dex:int = 0;
//if you access an object,vector,array,or dictionary using a nested incrimentor operator
//followed by a continue statement, you will get a stack dump.
//The loop can be a for, while, or do loop.
while (false)
{
obj[dex++] = 0;
continue;
}
}//end stackDump
How do you fix it?
The problem is caused by using a continue statement after accessing an object using a nested increment operator on a variable.
Change the code inside the loop to:
dex++;
obj[dex] = 0;
continue;
OR:
obj[dex] = 0;
dex++;
continue;
Whichever one has the logic you are going for.
private static function stackDumpFIXED():void
{
//obj can be an object, dictionary, vector, array.
//probably anything that can be accessed using bracket notation.
var obj:Array = [1, 2];
var dex:int = 0;
//if you access an object,vector,array,or dictionary using a nested incrimentor operator
//followed by a continue statement, you will get a stack dump.
//The loop can be a for, while, or do loop.
while (false)
{
dex++;
obj[dex] = 0;
continue;
}
}//end stackDump
Wednesday, September 10, 2014
I am getting stack dumps. And I am not happy.
Putting reference material to read up on this. Possibly a bug in flash, not my code.
Ran on my other computer fine. Yet the build here fails...
http://www.kongregate.com/forums/4-programming/topics/96607-as3-warning-stack-dump-verifyerror-error-1068-int-and-cannot-be-reconciled
AS3 Import Fails At Compile Time
My game was compiling fine on my other computer.
I brought over the code base to another computer and tried to compile, and
one of my imports was not found at compile time.
The import was recognized by intellisense... But not when I tried to compile.
I renamed a class from "TileMapCreationKeyGAS.as" to "TMCKey.as"
And all of the sudden the import started working.
I have NO CLUE why that worked.
My thought: I know in HAXE if you name folders with capital letters, it thinks that is where the import
stops because of the "Constant-Class" convention. Possibly my code was causing a parsing error
at compile time?
Maybe the "AS" at the end of the file name caused it to be parsed as:
TileMapCreationKeyG.as instead of TileMapCreationKeyGAS.as
I havent a clue. Frustrated. Unfocused.
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