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Author Topic: Fangame: The Game  (Read 38974 times)
Silver
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« Reply #30 on: October 12, 2009, 05:13:46 pm »

Hey everyone, in all seriousness, if any of you would like to beta test for this full time, send a PM to me or, for the time being with my computer messed up, send a message to Vertigo.

Warning: You will be expected to lay regularly.
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vertigoelectric
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« Reply #31 on: October 12, 2009, 05:24:40 pm »

Warning: You will be expected to lay regularly.


typo?  lol...

Haha... anyway, to re-iterate what he's trying to say...

We're always looking for people to join our official beta team and try to break the game.  Silverrida is our beta team coordinator/recruiter but due to computer problems his availability is currently limited, so if you're interested in getting your name in the credits, come join our forum at http://fangame.vertigofx.com and send me a PM telling me you want to join the beta team and maybe give a few reasons why I should let you Smiley

As far as what's required of you, I only ask that you provide feedback on any beta build you play, whether you find bugs or not.

Being an obsessed, neurotic IWBTG-style gaming fan with no life and unlimited access to the internet is a big plus.   Roll Eyes
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Levirules
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« Reply #32 on: October 12, 2009, 06:43:19 pm »

thx for the updated URL.  Maybe allow the user to play the current beta, but still give them a popup telling them it's out of date before it starts...?

Also, I gotta say, it's kind of irritating for saves not to work between betas.  I can't keep playing though the same parts only to find out that oops, tomorrow this version is outdated, go download the new one and start a new game.
« Last Edit: October 12, 2009, 06:47:10 pm by Levirules » Logged
vertigoelectric
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« Reply #33 on: October 12, 2009, 07:14:40 pm »

thx for the updated URL.  Maybe allow the user to play the current beta, but still give them a popup telling them it's out of date before it starts...?

Also, I gotta say, it's kind of irritating for saves not to work between betas.  I can't keep playing though the same parts only to find out that oops, tomorrow this version is outdated, go download the new one and start a new game.

Two things:

1. I implemented the anti-leak system that disallows the playing of invalid releases because I do not want tons of betas floating around the internet, especially when Fangame comes closer to a final release. The way I have it set up now allows the beta testers to test the latest version only as long as is necessary.  These betas are really only intended for the beta team, who understand how the system works, however I'm sharing some of them with you here at IWBTG forums to give you guys a chance to see how progress is going and to maybe provide feedback.

2. Saved game files ARE compatible between beta versions.  HOWEVER, since version 0.24.22 I've had to use a different save/load system for the game.  Only saves created with versions prior to 0.24.22 will not work with the new builds.  Even if you lose a saved game file, don't forget that you can use NOCLIP to get right back to where you were.
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Levirules
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« Reply #34 on: October 12, 2009, 07:34:59 pm »

Ah.  I think I had a pre 0.24.22 save.  The first beta that I tried to the second screwed up my save file, as in, it loaded, but to a blank screen and killed me every time.  From the last one I played to now, it must not work because of your new save system. 

I'll noclip back to where I was just to get to the save again.  I'll try to come up with constructive criticism as I play it.
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vertigoelectric
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« Reply #35 on: October 12, 2009, 07:38:46 pm »

Ah.  I think I had a pre 0.24.22 save.  The first beta that I tried to the second screwed up my save file, as in, it loaded, but to a blank screen and killed me every time.  From the last one I played to now, it must not work because of your new save system. 

I'll noclip back to where I was just to get to the save again.  I'll try to come up with constructive criticism as I play it.

Awesome, thanks!

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Levirules
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« Reply #36 on: October 12, 2009, 10:55:26 pm »

Here are my first suggestions.  I am playing on Pansy, as I don't usually have the patience to play through these fan games with less saves.  With each difficulty, since (typically) the save point frequency and locations are the only things that change between difficulty, you need to strike a good balance.  So far, there are a couple parts that I think are out of whack.

Lime caves

Room B0:
Too many saves on Pansy.  These screens are pretty easy comparatively, so they don't need an abundance of saves, even on the easiest difficulty.

Room B3:
I think the current Pansy save should be a medium save, as that room before it with the turret can be quite difficult to get right.  Also, I would consider putting a Pansy save in the middle of this spike trap room, as it's probably the most difficult spike room yet.  Even if you don't add a platform, you could start the Pansy save over a bounce pad so the player is save on load.

Boss fight:
Awesome fight! Considering you don't have a gun yet, this is a fun fight!  It was a bit easy on Pansy.  Do you give the boss more HP for the higher difficulty levels?  I would suggest it.  It was OK for Pansy, but he's too easy for even Medium.
Is he from Blaster Master?

Frigid Ruins:

I can tell you've adjusted the huge snowball room since the version I played, and it works a bit better now.  It's not as easy to exploit, and the chase is a bit tighter.

Room C2:
You really got me with the repeating maze.  This is really good.  You stumped me when I got to the left of the first room and there was nowhere to go.  I thought it was awesome when I figured out you had to hop through the middle to get a different screen to the left. Then, after I finally reached the save point, it didn't take long to figure out what to do.  I got to the SotN loading room and saved there.

Am I at the end of the content so far?  I gotta say dude, this is by far the best out of all of the IWBTG-like games.  I tried the metroidvania approach with the first design of the game I was making, and just couldn't get the balance right.  I think the player could go too far in the wrong direction, and I felt it would just be too annoying.  I had unlockable abilities, and I even had those invisible blocks that you would trigger later on.  But this is more fun.  Great job so far, keep it up.
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vertigoelectric
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« Reply #37 on: October 13, 2009, 12:59:27 am »

Quote
With each difficulty, since (typically) the save point frequency and locations are the only things that change between difficulty, you need to strike a good balance.  So far, there are a couple parts that I think are out of whack.
I haven't yet taken the time to actually go through each area and determine which save points should go where.  Most of the placements for them so far are simply a hunch and then I move on to something else.  I'm still working on that.


Quote
Boss fight:
Awesome fight! Considering you don't have a gun yet, this is a fun fight!  It was a bit easy on Pansy.  Do you give the boss more HP for the higher difficulty levels?  I would suggest it.  It was OK for Pansy, but he's too easy for even Medium.
So far the difficulty has no impact on anything but the number of save points.  However, I do agree that giving the boss more health on a harder difficulty would be a good idea.
...and yes, it is from Blaster Master Smiley  Good call




It seems you've seen just about all there is to see for now.  The details are in the works, such as save point distribution and things like that.

Thank you for your awesome compliments!  They are very encouraging!  This project will be taking some time, as I really am a bit of a perfectionist with things and I want this to be a very well-rounded, well polished game.

As far as the 'metroid-vania' system and presenting the player with annoying dead ends... I thought about that for a while.  I thought about metroid, which is full of dead ends, yet it's a loved classic.  The difference there is that the halls of the Metroid were reasonably easy, especially compared to a game like this, which is full of ridiculous traps and deadly obstacles.  You are right about it being a challenge getting the balance right.  You want to allow enough exploration to make the game not-so-linear, but not so much exploration that the player ends up spending 2 hours and 500 deaths just to find out he's at a dead end.

Obtainable abilities, I think, is another really fun way to add a bit of anticipation to the gameplay.  The levels and zones of my game will be specifically designed so that they can each be revisited later on, and having those extra powerups will allow you to access additional areas in those levels you couldn't reach before, such as secret item rooms and so on.  I am aiming for a high replay value in this game.

Thanks again for your encouraging feedback!

PS:  Please be patient with the whole "uploading new builds" thing I have going on.  I'm trying to find an effective way to share the builds on various sites easily, and I'm currently also trying to see if I can efficiently track the number of downloads they get from each, which is why you now might see the "download count" counter on the original post.  I may change my mind on how to go about things quite frequently, so please be patient with my indecisiveness there.

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dcx666
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« Reply #38 on: October 13, 2009, 03:05:49 am »

"please be patience with uploaded buids"

wha....you been uploading pretty much daily....thats pretty fast
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Levirules
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« Reply #39 on: October 13, 2009, 09:02:19 am »

Hehe yeah, you are uploading as often as I save when I'm working in MMF o_0  However, I'm taking the opposite approach; I plan on uploading very INfrequently when I get to that point. I'm thinking that I might go on an every-time-I-finish-a-boss upload schedule.

But certainly keep it up. Looking forward to the next release Cheesy
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« Reply #40 on: October 13, 2009, 10:46:02 am »

"please be patience with uploaded buids"

wha....you been uploading pretty much daily....thats pretty fast



When I say be patient with me, what I mean is... please do not get annoyed by how often I change the version or how often I change anything... some people get irritated.
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« Reply #41 on: October 13, 2009, 11:33:24 am »

"please be patience with uploaded buids"

wha....you been uploading pretty much daily....thats pretty fast



When I say be patient with me, what I mean is... please do not get annoyed by how often I change the version or how often I change anything... some people get irritated.
ye i sometimes see it and im like yay its updated then i try play it and says that its isnt up to date and such =[
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« Reply #42 on: October 13, 2009, 02:39:26 pm »

Updates are a bit scarce at the moment because I've been so sick I haven't really felt like doing anything... sometimes I just sit at my computer and stare at the computer thinking "uuuhhhhh".  Fortunately there's no drool involved.

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« Reply #43 on: October 13, 2009, 02:53:36 pm »

Started playing it today, just got into the acid cave part.
This is an AWESOME fangame and I love it! For right now, I'm just wondering: there ARE switches for those outlined blocks, correct? I really want that gun. D:
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vertigoelectric
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« Reply #44 on: October 13, 2009, 02:56:53 pm »

Started playing it today, just got into the acid cave part.
This is an AWESOME fangame and I love it! For right now, I'm just wondering: there ARE switches for those outlined blocks, correct? I really want that gun. D:

Yes, though the blue one is currently unobtainable because the level you must complete to get it is unfinished (Frigid Ruins, and I pretty much just have to create a boss for it).  The only way to get the gun currently is by using beta/cheat controls.
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