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Re: Alpha Ball (Alpha Version)
[Re: Liamissimo]
#300547
12/03/09 08:03
12/03/09 08:03
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Joined: Jun 2006
Posts: 379 Flevoland, 5 meters under wate...
Roel
Senior Member
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Senior Member
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
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It looks good for a beginners project, It is a lot better than my projects were some years ago. also it is only a 0.4.3 version, so we should not judge the game too much yet. One important thing is that when the game started up, no buttons were visible at all in the menu. later I found that this was because the default screen resolution was too low, and the buttons were outside the screen. You could work on the graphics, since I think they would help the game a lot. Some things you might consider are textures and more models. you might want to look for sounds, and music, since they can help your game too. these are only some Ideas to help your project. A thing That you might implement is to completely stop the ball when it is teleported to the last checkpoint, so setting it's velocity to 0 before I could control the ball, it already jumped away.
you were right about starting a simple project, it is better to finish a simple project, than not finishing a big ambitious project.
You could work on the ingame menu, since it's graphics are not the best at the moment.
It is not a finished game, but it is already very good for a beginner's project. I hope you will work on the game, so it will get a good game.
Last edited by Roel; 12/03/09 09:23.
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Re: Alpha Ball (Alpha Version)
[Re: Roel]
#300586
12/03/09 15:18
12/03/09 15:18
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Okay, thanks. Yeah, the thing with the buttons I already corrected  Stupid screen_size variables. Sounds are already on my hard drive, but too busy to put them in  I don't now how to do this with the ball stopping. With vec_set(ball_speed, nullvector) it doesnt work(yes, I turned physics off with phent_enable). I will look for a solution  And for the ingame menu, I have an good idea. Thanks for your big text ;
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Alpha Ball (Alpha Version)
[Re: Redeemer]
#300620
12/03/09 19:19
12/03/09 19:19
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Posts: 1,198
Berlin, Germany
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Yeah, I now make it with video_set, that works. But having a problem with a FOnt. Because I don't want that everyone has to install a true type font I want to make it an bmap but it doesent really work  EDIT: I have a look in Aum 80 
Last edited by TheLiam; 12/03/09 19:23.
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Alpha Ball (Alpha Version)
[Re: Liamissimo]
#306280
01/20/10 22:57
01/20/10 22:57
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Click here for the NEW Version 0.5! Feedback is allowed If you don't find Button to download just type in: javascript:startDownload()
Last edited by TheLiam; 01/20/10 22:59.
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Alpha Ball (Alpha Version)
[Re: Liamissimo]
#306307
01/21/10 03:46
01/21/10 03:46
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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I just tried it. It's definitely getting better  Suggestions: Your level design has improved, but it's still rough around the edges. For one, the low quality "standard.wad" textures don't blend well with your other high quality textures, and you really need to improve your texture placement/alignment to create a smoother look for your levels. Also, try to avoid using weird shapes for blocks, like really long, thin boards with no supports. I liked the rockets, that was a nice touch. The only trouble is, on my older PC (2.2 ghz; 2gb RAM; GeForce 6100) the particle effects slowed down my PC. You should probably reduce the number of particle effects you use with those rockets. Also, besides being knocked around, I couldn't really tell what the rockets were doing to my ball. Can they hurt my ball? If so, make a bar or number on the screen that shows the player his current health or something. You've improved the movement of the ball a lot, which is great. Movement is smoother and faster, and the improved geometry of the level has helped a lot. In my opinion though, there should be more gravity. When I jump, I still feel like I'm just "floating up". One last thing: after falling off the level, the game should automatically warp the player back to a checkpoint (like pressing B). It just feels a little awkward when you have to do that yourself. All in all though, I can see you've improved and your game is getting better. The improved menus were nice. Keep it up 
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Re: Alpha Ball (Alpha Version)
[Re: Rei_Ayanami]
#306331
01/21/10 09:11
01/21/10 09:11
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Thank you, especially you redeemer for your big text. Yes, ehh, the Digits in the uppercenter of the screen are your life points, but I know I have to make them nicer, not just plain digits. Yes, those particle effects are heavy, but I am working on a solution  Thanks for your comments, and also to Rei for his help every time I started crying because sth. didn't worked 
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Alpha Ball (Alpha Version)
[Re: Liamissimo]
#307023
01/26/10 16:48
01/26/10 16:48
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Joined: Jun 2006
Posts: 379 Flevoland, 5 meters under wate...
Roel
Senior Member
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Senior Member
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
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I must say: the game really improved, the game is getting more and more quality! I love the in game panels! it looks so good! still, in the menu the buttons are not visible until f5 is pressed, so you might want to set video mode to a higher value by default. this might be because I am running the game in a lower resolution than the game requires. you could implement a function that scales panels down to fit into the screen. the level design improved, although you might want to use better textures, and make it more logical, like avoiding floating blocks I was unable to get up the yellow-black striped wall, but this was just... because I am not a really good gamer  well, the game improved, I must say, keep working on it.
Last edited by Roel; 01/26/10 16:50.
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