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1  Games Center / WIP games, tools & toy projects / Re: Battle Tank 3 --- an old school style RTS WIP on: 2015-03-28 14:51:02
This is really cool!
Very well done, keep up the good work!
2  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-26 12:56:09
End game bosses well it doesn't really matter, make them as hard as you like or even virtually impossible. The player won't mind so much if they know they've otherwise completed the game. It's probably most important for the end game boss to be highly memorable rather than anything else. Like the last song on a record or the last scene in a film, it will be the lingering memory in the mind of the player.
I am not sure everyone would agree with that, I think a lot of people would feel frustration if they can't fully complete the game, including disposing of the final boss. I do agree that making him memorable adds a lot, and that can compensate for other shortcomings (such as being too hard or too easy to defeat, for example).

My favourite is when you don't finally defeat mid-game bosses but they run away seriously hurt, and actually the later bosses are the same boss who has learned new stuff and got stronger. Then you feel a real emotional involvement with them by the end - another thing is the game can sort of teach you in stages or at least drop hints how to beat the final boss.
Meeting the end-boss throughout the game only to have him retreat and build up for the final fight is a cool idea. I would really want to incorporate that into my game, so that you meet him and the setting is such that you have to use one method to win, but the next time you run into him he's in a different setting, requiring you to attack him in another way.

Thanks for the suggestion, you've really given me some food for thought. I was initially only going to have him at the very end, but this approach is much more interesting (having said that, I don't know if I'll have time to actually add it Sad )
3  Discussions / General Discussions / Re: How will an Araknoid do? on: 2015-03-26 11:49:32
Re-making classic arcade game is a good way to take a limited set of game principles and figuring out how to implement them, with Arkanoid you'll have to figure out basic collision detection and response. With Pac Man it would simple AI and with Defender it would be scrolling the viewport over a map larger than the screen (for example).

As for suggestions for the game;
Get the bare game running, add a menu, highscores, more features and polish it up. Don't try to do too much but rather try to create something that feels like a complete game, even if it's a basic one.
This is good advice, get the whole thing done. There's a big difference in implementing some game play and finishing a game.

4  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-25 15:16:19
Like I just said in another post: I'm not sure what you're looking for from us.
Yeah I understand that, and I am sorry about that. Which is why I apologized for posting the vague question.

I get that you probably mostly just want to talk about programming, but your best bet is to just go in a direction and try something out. Better yet, why don't you make a few prototypes and test out every approach to see which you like better?
And that's what I am doing. I don't start with the question, I start with an attempt at implementing it but then I usually like to hear peoples opinions on what I am doing and generally how they like things done. I use the WIP forum for specific feedback on something I've done, but I find this forum is better for the general questions as the answers are not too focused on what I already have implemented.

I hate it to play 4 hours each time just to see the boss, and then trying somethign else to find its weakness. Followed by another four hours. The longer the game takes to reach the boss, the less obscure should the fight be IMHO.
I agree.
I'll will try to make it so that being slayed in the boss-fight isn't forcing you to replay parts of the game, you should be able to have another attempt at winning pretty much instantly. Reaching the boss will be a process separate from the process of defeating him.
5  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-25 07:51:33
Victories shouldnt be gifted, unless you are making a game for 4 year olds, anyone appreciates a decent challenge. Why else would you play ?
But it has to be fair.
Well I think your argument makes sense and it's typical of the sort of games I like to play, but there's a lot of games where the difficulty either scales with the player or enough hints are provided for everyone to win.

I am going to try to make my boss fight hard, non-obvious and fair. Unfortunately it will probably be frustrating for the player as the controls will be difficult to master.
6  Games Center / WIP games, tools & toy projects / Re: Tower Conquest on: 2015-03-24 12:15:49
Looks cool. There's a lot going on on the screen, well done doing that on your first project.

Gameplay Videos:
Note: These have music in them.
Is the music Still Alive from Mirrors Edge?
7  Game Development / Game Play & Game Design / Re: How to win the boss-fight on: 2015-03-24 08:05:52
I think you can do it by just giving players clues. As players learn how to play your game, they'll start to pickup visual and audible cues that teach them how to play.
I think I'll attempt this. I will add a new distinct visual cue that's triggered by the player doing something that takes him closer to defeating the boss, and then another familiar cue when damage is actually inflicted.

I really like how the binding of isaac did it.

Introduce the boss character, provide simple yet changing combat. Like, three different stages of defeating a boss.
I want the mechanic to be simple but not obvious, and the execution hard. Hardest part will be managing the player's frustration I think.

Just make sure there is a walk through available.  Grin
Well I had the first proper attempt at the boss in my game today, and I think any walk through produce will be short and to the point; "Don't bother with the boss, he's impossible to beat." Smiley
(I might have some work to do there)
8  Game Development / Game Play & Game Design / How to win the boss-fight on: 2015-03-23 07:54:38
When doing a boss fight, is it better to have it immediately obvious how to win or does it add anything having the player figuring it out themselves? I am thinking about bosses like Zelda dungeon bosses where you usually have to figure out that you have to first hit them in the eye, then when they're stunned hit them on the head (for example).

I am working on a boss-fight now and I want to give the player as little help as possible, but I am afraid it'll just be too frustrating for the player.

If I need to add some "help", should it be direct instructions or should it be done by using visual elements and/or sounds to hint to the users?

(I realize this is very dependent on the game, so apologies for asking a question with no clear, definitive answer).
9  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-03-22 19:54:57
Wow! Thanks for the long reply Shocked
Not a problem. Thanks for showing interest  Roll Eyes

I'm back home in a few days and I can grab my brothers phone and give this a download Pointing
Actually, the download available here now is a desktop version that I use during development, so you can try it without an Android phone if you like.

Edit:
Also! You said you use Box2D and i'm getting a little annoyed with my collision code bugs Angry does Box2D do the collision detection for you? Smiley such as not falling through the floor
I use Box2D for the platform physics, so it makes sure I don't fall through blocks. I don't just use the collision detection part though, everything is done according to the physics rules in Box2D.

And as a bonus; here's what it looks like when you make the boss throw loads and loads of saw blades instead of one or two as intended Smiley
Click to Play
10  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-03-22 09:03:33
Really like the look of this Grin I particularly like the saws and blood persecutioncomplex I have a question which I hope you don't mine answering, with things such as saws, do you code these in? Or do you use something like Tiled to set a spawn location for saws (Using a blank tile) and then generate them in?

I'm looking at generating mobs/items in my game using the Tiled method myself as it seems it would save a lot of time Smiley
I use Tiled for everything you see in the levels, nothing is hard-coded in. The saw-blades and snakes and ladders and chest and everything else that isn't a tile is an Object (such as a rectangle or a ellipse), and Tiled is as good at managing those as it is with the tiles.

So a saw-blade, for example, is an Ellipse and it's my level-load code that reads the object layers from the level data and instanciate the relevant Box2D bodies to represent the blade.

All in all I use 6 layers for each level; four tile levels and two object layers.
  • 1. Parallax, this holds the tiles for the parallax scroll.
  • 2. Background (tiles), tiles that go in the background.
  • 3. ForegroundB (tiles), tiles that go in front of certain actors, but behind others.
  • 4. ForegroundT (tiles), tiles that go in front of all actors.
  • 6. Collision (objects), shapes that gets turned into Box2D static collision bodies, this makes up the static terrain.
  • 7. Actors (objects), shapes that gets turned dynamic Box2D bodies (such as saw-blades), but also meta-data such as way-points for paths for the platforms or information about which button activates which other thing.

This works but it get's quite messy for anything but the simplest of levels;
Click to Play


If I had had more time, I would have built my own level editor that worked on Tiled files, doing all the tile stuff in Tiled and all the game-specific stuff in my own editor. I still would output Tiled format files.

Anyway! I really wish you the best of luck with this project, it looks great fun and I only wish I hadn't sold my Android phone now
Thank you! I really appreciate the feedback, it's alot easier to stay motivated when people are showing an interest.
11  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-03-21 08:52:52
Great job, the game is beaultiful, nice song and funny
Thank you, that's very kind of you to say.

but I think the speed/gravity of the character is very slow.
The reason for that is that once you get the grappling-hook, the control's become more involved and on a mobile device it becomes tricky to control it, my last game was also tricky to control, I seem to have problems making games that are playable but anyone but the most dedicated of gamers  persecutioncomplex

I take your point though, and it might be something I change, there's still plenty of issues in this game and I really appreciate any feedback I can get.
12  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-03-20 18:29:40
I've finished the portal level from which the players pick the level to play. It looks like this;

You start in the lower left corner and work your way to the center top, where the final boss waits. He's not implemented yet but he's supposed to run around throwing saw blades at you.
13  Game Development / Newbie & Debugging Questions / Re: Bullet gravity/angle/trajectory on: 2015-03-19 08:48:07
No need for angles, they only ruin your day.
Heed this advice, this is good advice.

Angles are tempting but vectors will be so much easier to work with.
14  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-03-11 15:06:11
Work on this stalled for a bit, I lost motivation, but now I am back on it.
All particle effects (including blood and smoke) have been re-done to be more consistent and some have been added.

I am going to try to do one level a day for the next two weeks and that should take me to a point where the game is content (if not feature) complete.
15  Game Development / Newbie & Debugging Questions / Re: When can I start making games? on: 2015-03-03 08:33:34
Just start. There's no time like the present.
And accept that your first attempt might not be the best game ever created.
16  Games Center / WIP games, tools & toy projects / Re: Flight, Mobility Emphasis Platformer WIP on: 2015-03-01 08:38:56
Eventhough the video doesn't show much, I still watched the whole thing because of the background music Smiley

Me to! Smiley
Watching that little guy trying to make the same jump over and over to a Mozart-midi track was hilarious.

Anyway, the game looks cool and I think you're onto a good start, keep it up!

And I am not just saying that because I am biased towards grappling-hook games  persecutioncomplex
17  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-02-22 09:20:33
Really odd behaviour if you jump onto ladders, chances are high that you fall off because the accelaration seems to swing back and forth really fast when I try to balance it out with A and D.
I know. It's designed to be easy when using the on-screen controls of an Android device, the trick is to not try to compensate and just fall for a bit and then the ladder will "grab" you. I might need to change this though as it's not obvious.

Got stuck on the box on level 3 because I pushed it into the pit without pushing the two circles in first. It was lying in the pit a tad sidewise and I was standing on it but couldn't jump or move. Had to exit back to main menu.
That's an annoying bug caused by something that's supposed to be a game-mechanic, thanks for pointing it out.

Oh and I exited the first level at the last milisecond and the exit was burning as I went out. Not really that much of an issue though.
That, at least, is intentional Smiley
The fire burns behind you so to speak, if you make it out in time, you make it out.

Really charming art though, and the music fits very well aswell. Definitely something worth playing.
Glad you liked the art and music, I am sorry to say I can't take credit for them as they were created by more talented people than me. I will take credit for picking them though Smiley

Thanks for giving me all these comments, I am very grateful.
18  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-02-22 09:15:34
This looks like it could be really fun and enjoyable.
Cool, I am glad you liked it. It's supposed to be fairly quick in terms of play-through time, and hopefully I will be able to add a little bit of replay value by having fastest times tracked for each level.

What are your plans for the sound and music?
Music is pretty much sorted, I found some stuff at opengameart with a suitable license, as for sound I haven't picked out any yet. I was hoping I could use something 8-bit as I think that would fit with the graphics but it all depends on whether I can find any that match.

Thanks for your comments, I really appreciate you taking time to give me feedback.
19  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer (now with download) on: 2015-02-21 18:36:53
I've got a pre-alpha desktop version available for download here; https://drive.google.com/uc?id=0B38R323dMc0oWWtheDU0WjEzd28&export=download

Controls are W, A, S, D and clicking with the mouse in the direction you want to fire the grappling hook (when you find that, you start without it). The game is not really intended for desktop play so changing window size isn't handled properly, also most levels aren't finished, and the game is missing most levels.

If anyone is willing to try it I would be interested to know if this is a game you would play to completion (considering it will be an Android game with just 32 levels and be free and free from ads), any feedback is greatly appreciated.
20  Game Development / Newbie & Debugging Questions / Re: LibGDX Tilemap Null Tiles on: 2015-02-20 09:13:59
You'll get null if the cell is not populated, are you sure you're calling it with valid coordinates?
Are you sure you're doing it on the correct layer?

Can you show some of your code?
21  Game Development / Newbie & Debugging Questions / Re: Best way to wait for a method? on: 2015-02-03 08:04:39
Cool. Glad I could help.
22  Game Development / Newbie & Debugging Questions / Re: Best way to wait for a method? on: 2015-02-02 22:27:45
Would it be possible to let the updater always download the new files, even if the game is running, and save the new version as gamejar.jar.new (or something), and then on startup the game can go look for those files and if it finds them just ask the user if he/she wants to update using the already downloaded files?

If that does not work for your scenario you need to pass a callback to
1  
scanner.requestStop()
so that the game can explicitly notify when it's shut down. Then take action in the callback.
23  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-02-02 22:06:19
Forcing myself to do menus and splash has produced a first draft, any comments very much appreciated;

Click to Play
24  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-31 09:06:09
that's looking really fun!
Thank you! I am hoping the final version will have about one hour worth of casual, fun game-play.

If I can ever get around to finish all the boring tasks. If I can get the menu system done I'll probably post a desktop version here to get some feed back on the first levels.

25  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-29 09:21:17
Work on this game is progressing slowly, I am currently doing boring stuff (such as save/load and leader-boards) and I find it hard to stay motivated. The biggest task left if creating the remaining levels and since I'm not a fan of level design I struggling to get started on it. Code-wise the only really interesting part left to add is possibly a boss-fight, initially I hadn't planned to add one but now I might just so that I get to do some coding rather than graphics, levels and audio.
26  Game Development / Newbie & Debugging Questions / Re: Camera bug on: 2015-01-22 09:06:17
Can you show the code that calls
1  
Player.draw
?
It looks like you're not clearing the screen between frames.
27  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-17 14:01:50
So I added snakes to my game. Not because it makes any sense, but because there was snake sprites in the tileset I used for this  Roll Eyes
They're agressive and attack with speed;

Click to Play

They can't be killed by jumping on them as is usually the way to dispatch enemies in platform games.
Immortal, aggressive and fast. So watch out  persecutioncomplex
28  Game Development / Game Play & Game Design / Re: Lost beauties of Game Design on: 2015-01-08 20:33:13
I get what you mean, and while I think it would produce awesome results if a AAA studio would go nuts with creativity instead of playing it safe I totally understand why they develop games the way they do.
Also, it's not really taking that much away anyway as the innovative games are still being made, but they're being made by indie developers and/or being crowdfunded on kickstarter rather than being made by the big studios.
I think Jonathan Blow sums it up neatly in some of his talks on game design and how big companies are getting it wrong.

Once upon a time, in every game you played, you had three lives, or attempts. Be this the game, the level, the area. Unless you found more lives in the game, you stopped playing after a few tries. This was likely due to the move from arcade games to home entertainment, but it was a good design feature nonetheless. Now, as a disclaimer, not all games benefit from lives. A game like Call of Duty simply isn't built to be compatible with lives, however something like bornader's Grapple would work perfectly with them. Lives are a great way to impose difficulty without feeling artificial
I agree with you that many games benefit from a proper penalty for failing, and that many modern games are lacking this, but again this is something that is true mainly for AAA games as there are plenty of perma-death games still being made, albeit not by the big studios.

Also, you used the world "perfectly" in a sentence where you referenced my Grapple WIP which my very selective consciousness interpreted as "Grapple is perfect", and that made my day Roll Eyes
29  Games Center / WIP games, tools & toy projects / Re: Grapple - Android 2D platformer on: 2015-01-07 19:19:19
I got side-tracked and worked on damage and armor, and in testing that I compiled a list of ways to die/lose/fail in Grapple (blood is still very much work-in-progress).

Warning: The following video contains scenes of what looks like several peperoni-slices erupting from the player.
They're not peperoni, they're supposed to be blood.  Shocked
<a href="http://www.youtube.com/v/kLKv3rUIo7k?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/kLKv3rUIo7k?version=3&amp;hl=en_US&amp;start=</a>
30  Game Development / Game Play & Game Design / Re: Picking level to play on: 2015-01-07 16:11:20
I think that the idea we're all hinting at is that it has to be fun and engaging to just **move around** for this to work.
I fully agree with that.

Even in Kirby, the level-selection "meta level" was fun. The platforms were fun to get to, you could try out different abilities, etc. You could just waste time screwing around in the level-selection area, and that was fun.
I am hoping I will achieve some of that, like you can't get to all levels until you've found the grappling-hook for example. Some doors will be located such that you have to swing across some chasm. Also, and I am not sure I have the level design skills to do this, I would want the terrain such that you can find short-cuts, to keep it interesting.

Another one that comes to mind is Spider-Man 2 for PS2. Just slinging around the city was really fun, because the web slinging felt strangely realistic- and in fact, the developer of that mechanic, Jamie Fristrom, is making an indie game (Energy Hook) around exactly that.
Well there you have it, Jamie is making a grappling-hook based game where it works, so it must work in my grappling-hook based game  Roll Eyes

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