ReBirth
JGO Wizard     Posts: 1272 Medals: 19
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Reply #60 on:
2012-01-19 23:21:48 » |
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LoL fortunately the only weapon I had was deadly enough to make me survive without moving.
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #61 on:
2012-01-20 14:29:13 » |
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Ha ha ! Yes, it's what everybody told me : too easy ! In that case, maybe you can try the Webstart version , which is more recent, harder, and contains several improvements like pathfinding !
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ReBirth
JGO Wizard     Posts: 1272 Medals: 19
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Reply #62 on:
2012-01-20 23:18:35 » |
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Just because the weapon is so devasting. Change it to pistol will make 
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Games published by our own members! Go get 'em!
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #63 on:
2012-01-22 00:11:25 » |
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Hello, here we are, the new demo is online ! It's playable on http://fleshsnatcher.sourceforge.net/demo/ . The contents is the first part of the level 2, actually I plan to submit successively every levels as and when they'll be made, to correct the defaults and/or improve the gaming experience, with your help. So if you see problems, or things to change don't hesitate to give your opinion no matter the aspect : bugs, technique, gameplay, design, graphics, sound, etc... till then, good game  ! @ReBirth Ha ha ! If you found the level 1 too easy, check this one  !
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ReBirth
JGO Wizard     Posts: 1272 Medals: 19
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Reply #64 on:
2012-01-22 00:18:16 » |
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I want but for some reasons I dont like webstart. I prefer jar over applet too 
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #65 on:
2012-01-22 00:28:05 » |
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Oh ok ! I'll put a jar version on Sourceforge tomorrow  .
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ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
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Reply #66 on:
2012-01-22 00:51:06 » |
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Wow you really improved it a lot! One complaint is that it takes way too many bullets to kill an enemy. Also, you should make some sort of checkpoint system. Restarting from the beginning because I accidentally fell off the map is annoying 
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #67 on:
2012-01-22 06:48:17 » |
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@ReBirth Done ! I just put the standalone version online, with also the current sources, on http://sourceforge.net/projects/fleshsnatcher/  . @ra4king Hey, thanks a lot for your test, and your fast answer ! For the enemies, ok I note it down, I'll make some tries  . For the checkpoints, well I don't know if I'll succeed to implement it accordind to the appli achitecture  ... Do you think health-packs would be adapted, that would be much easier to do for me (who said lazy ?  ) .
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ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
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Reply #68 on:
2012-01-22 06:50:36 » |
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Well make it so each "level" is a checkpoint. So if I killed all the enemies in the first "level" and go through the door, that's a checkpoint. If I fall at the next level (the one with the big floating rocks), I just restart back at that place. Health packs would be very useful too 
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #69 on:
2012-01-22 07:00:14 » |
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Hmm, that means I should save somewhere the game entities states ... Said like that maybe it shouldn't be so difficult  . Go on, ok, I'll try it ! I also adopt the health packs  , thank you.
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Games published by our own members! Go get 'em!
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ReBirth
JGO Wizard     Posts: 1272 Medals: 19
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Reply #70 on:
2012-01-22 07:11:39 » |
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Hoho great work. I have no other suggestion except one same as ra4king, checkpoint. Although I lose rarely (FPS is my field of game) 
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BenniBanni
JGO n00b  Posts: 17
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Reply #71 on:
2012-01-22 07:16:32 » |
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That was really fun to play thanks for posting it, im looking forward for the next version!
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #72 on:
2012-01-22 08:34:51 » |
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@ReBirth Thanks a lot ! Although I lose rarely Ha ha, not like me who can't even win to my own game  . (it's true, I must test it room by room!) @BenniBanni Thanks to you for testing it  ! Actually, immediate fun is what I try to make, so your comment reassures me  .
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EgonOlsen
JGO Strike Force    Posts: 821 Medals: 6
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Reply #73 on:
2012-01-24 16:27:47 » |
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Well make it so each "level" is a checkpoint.
I second this... The blood effect when hitting an enemy is a bit over the top IMHO. I think it's better to use a more subtle effect to indicate a hit and spare the large blood effect for the killing shot. That way, it would be easier to see that you've actually killed an enemy.
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ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
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Reply #74 on:
2012-01-24 17:40:05 » |
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The blood effect when hitting an enemy is a bit over the top IMHO. I think it's better to use a more subtle effect to indicate a hit and spare the large blood effect for the killing shot. That way, it would be easier to see that you've actually killed an enemy.
I second this too 
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #75 on:
2012-01-30 17:33:52 » |
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Hello  , @EgonOlsen, ra4king Hey, thank you, that's an idea but I'd wish to keep a lot of blood on the maps  ! But you're right I have to find a cool death for the white polygons (even temporarily) ! Hmm, maybe they can disappear by decreasing the model scale, or they can explode, I don't know... normally, the model should have a death animation, maybe one day  ... Otherwise, I'm glad because this week I solved my last collisions problem : in the demo, on certain corners the player stays a little glued on the wall... Nothing dramatic but it irritated me ! ...And I downloaded the Doom 3 sources, which permits me to see that the collisions on the ground are managed separately. That's what I did and everything works fine, thank you Carmack !! Here I am : I was told thousands of things to modify and I spent my time on something that disturbs no one  !
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ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
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Reply #76 on:
2012-01-30 17:58:12 » |
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Hahahaha welcome to game programming 
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deepthought
Full Member   Posts: 212 Medals: 1
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Reply #77 on:
2012-01-31 18:08:18 » |
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pretty awesome. I think you should tone down the blood decals a bit. And the turrets bleed copiously for large pieces of metal.
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #78 on:
2012-02-01 13:00:54 » |
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@ra4king  !! Sad but true... @deepthought Oh thank you ! Actually, the blood is a bit weird on dark environments, I note that down  . For the turrets, in fact the model has been made quickly, normally it will be replaced by something more organic, so the bleeding will be more natural  . Go on, this evening, it's checkpoints implementation  !
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #79 on:
2012-02-01 19:38:20 » |
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Hello,
sorry to re-post, but if someone is still here, I need an little advice : I just finished the checkpoints implementation and I just wonder what is the best about the life management : respawn with all the wealth, or keep the level we had when we crossed the checkpoint ? The first is more logical but the second is more "realistic"... Do you have an advice ?
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ReBirth
JGO Wizard     Posts: 1272 Medals: 19
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Reply #80 on:
2012-02-01 19:48:15 » |
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Keep 
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #81 on:
2012-02-01 20:02:01 » |
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Ok , thank you  , yeah hardcore !!!
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #82 on:
2012-02-04 18:45:08 » |
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Hello, the release 2 of the demo is online ! It brings a few improvements and fixes, I hope, most of the defaults of the last one  . Inside : - 3 difficulty modes - checkpoints (only on easy mode) - sniper-style zoom on the right-click - collisions improvement - level-design bugs fixed (trapped in the crypt, jump over the church rail) - visibility bugs fixed - enemies's death more...visible  - background of the keys images transparent - blood more natural (darker) - upturned turrets in the crypt - bug on turrets orientation fixed And it's always in test on : http://fleshsnatcher.sourceforge.net/demo/  . Of course, I still wait with joy your comments  .
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ra4king
JGO Kernel      Posts: 3155 Medals: 196
I'm the King!
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Reply #83 on:
2012-02-04 19:32:24 » |
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Nice! I played it until the end and I quite enjoyed it. I love the different colors and moods of the rooms. Overall it had a professional feel, great job! 
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #84 on:
2012-02-05 06:11:55 » |
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Oh thank you ! ...And the level 2 modeling will restart  .
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dishmoth
JGO Ninja    Posts: 517 Medals: 19
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Reply #85 on:
2012-02-06 05:25:48 » |
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I finally got around to trying this. It's a really impressive bit of work!
(I don't know how many levels were supposed to be accessible in the demo, but I only saw the cemetery. I killed everything I could find, but nothing more happened. Is this a bug? Or did I miss something?)
On the technical side of things, I think the sound is a weak point compared with everything else. The thud-thud-thud of gunfire is very repetitive and doesn't feel right for the environment.
As for gameplay, as ra4king has said it seems like you have to pump far too many bullets into an enemy to get rid of it. I think you'd need to put a lot more work into the enemy AI to make them interesting to fight the way things are. Alternatively, you might consider making the enemies die after just one hit, but compensate by spawning wave after wave of them (almost like you're playing Space Invaders rather than Quake). Just a thought.
I'm looking forward to seeing this game take its final shape.
Simon
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #86 on:
2012-02-06 11:24:02 » |
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Hello dishmoth, I finally got around to trying this. It's a really impressive bit of work! Thank you very much  . (I don't know how many levels were supposed to be accessible in the demo, but I only saw the cemetery. I killed everything I could find, but nothing more happened. Is this a bug? Or did I miss something?) Well, normally when you kill all the enemies (when the counter on top-left is at zero) that should open 2 doors : the "spawn room" one and a little one which opens a path at the back-left of the cemetary (big grey tomb) . If that didn't happen, it's a bug (oh no !). For the sound, you're right the gun is pretty irritating  . I must find something softer and replace too the enemies shooting, which are ridiculous... For the gameplay, ok, I can try to make them weaker and more numerous to compensate... You're right for the AI, I already implemented pathfinding for the level 1 but now certain enemies must have more various behaviors. I'll concentrate on it (navigation meshes ?). For the space invaders gameplay, that's a great idea !! Maybe not the entire game, but enemies like you said, and maybe that mustn't reach the ground, would be great, thank you  !
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dishmoth
JGO Ninja    Posts: 517 Medals: 19
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Reply #87 on:
2012-02-06 15:49:27 » |
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Well, normally when you kill all the enemies (when the counter on top-left is at zero) that should open 2 doors : the "spawn room" one and a little one which opens a path at the back-left of the cemetary (big grey tomb) . If that didn't happen, it's a bug (oh no !).
I didn't notice the counter. And it's probably safe to assume that I didn't notice the open door either.  Simon
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deepthought
Full Member   Posts: 212 Medals: 1
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Reply #88 on:
2012-02-06 18:05:53 » |
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maybe if you made the guns fire a bit slower like the shotgun in quake.
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N_I_C_S
Jr. Member   Posts: 51 Medals: 2
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Reply #89 on:
2012-02-07 18:47:43 » |
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Hey, thanks for the idea, but maybe that can make the game softer... Hmm, but Quake isn't a soft game  , I will try  . Otherwise, I have a little request : According to certain problems which occur on Mac in particular, I just put online a new version based on LWJGL 2.8.3 . Please, can you reload the game and tell me if all works fine ? Ideally, if you have a Mac and tried to play unsuccessfully, can you retry now ? (on http://fleshsnatcher.sourceforge.net/demo/ ) Thank you  !
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