|
Re: Untitled Platformer - Programmers' corner
[Re: Ganderoleg]
#323667
05/16/10 13:35
05/16/10 13:35
|
Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
|
I'm glad you like it. The chain controls are awkward, so feel free to tell me your ideas about how to control them, SirCalamaris made a good point. I thought we could limit the chain to left/ right shooting for crates and only on special plates it would shoot up into the sky, e.g. to hold on to a branch in outdoor levels. Btw I just realized there is no more changing the camera angle when sister is changing the gravity Is there some reason why this is now excluded? It was a cool feature. As George said this feature could make people dizzy when playing it will be an option in the main menu so everyone can turn it on or off. I for one don't like the rotating camera at all!
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
|
|
|
Re: Untitled Platformer - Programmers' corner
[Re: Superku]
#323678
05/16/10 16:04
05/16/10 16:04
|
Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
|
Senior Member
Joined: Oct 2006
Posts: 470
Balkan
|
Yeah, that's a good idea about making the 180 turn to be optional I just had the impression that it has been excluded. ...I must admit I'm not so sure if the chain should be introduced into the game as a tool because it may disturb the main characters profile. Maybe we should consider making it to be a spell. It has been agreed, it's not set in stone though, for potions(spells) to be distributed by the mouse only once per level. So in any given moment sister will be able to use only one spell per level (one in a sense that there is only one ability available per level not in a sense that she can use the spell only once, but that can also be the case for some spells). This decision was made in order to make key usage/controls more simple & to give clue to the player how specific puzzle can be solved (if given spell is super-jump player wont try to finish the level using super-strength ) But most important thing is that if chain is a tool, it's not her temporary magic ability anymore but it becomes her skill. If BJ drinks super-jump potion she is still just a teen girl that can jump higher, if BJ equips chain tool & know how to use it she is really Bloodrayne
|
|
|
Re: Untitled Platformer - Programmers' corner
[Re: Superku]
#323783
05/17/10 13:31
05/17/10 13:31
|
Joined: Aug 2003
Posts: 2,011 Bucharest, Romania
George
OP
Expert
|
OP
Expert
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
|
Hello Felix, The new code for the crates works fine - I couldn't find any bug in it yet. The ledge pulling works great and will probably help our brothers hide from the evil BUM guards even better. The box pulling is great; crashing boxes into the guards' heads is a very enjoyable activity . We'll have to see how we can keep the user action keys to a minimum; the current implementation follows this goal, but might be confusing (the box pulling might be triggered accidentally). SirCamaris' idea (using the mouse) might be the best solution, after all. Another option would be to have a few (1...5) slots where we can drag the active superpower(s) from a bigger list - what do you think about this, guys? We could then select the active superpower by pressing the 1...5 keys (or have the proper power selected at all times, if we only use a slot). One more thing: please make sure that each new ability can be switched on / off by setting a variable to 1 / 0. We don't want our heroes to be able to use all their powers at the beginning of the game
|
|
|
Re: Untitled Platformer - Programmers' corner
[Re: George]
#324325
05/20/10 12:58
05/20/10 12:58
|
Joined: Jan 2010
Posts: 14 Srbija
Dimme
Newbie
|
Newbie
Joined: Jan 2010
Posts: 14
Srbija
|
Hi Superku, I downloaded your prototype level & I think it's great The chain feature is very cool. What I wanted to ask you is if you could implement some sound effects into the next prototype level so that I can experiment with them. I was thinking that you could make the following sound placeholders: 1.atmos.wav (main level theme similar to the solution from RedPhoenix's menu prototype) 2.moving_box.wav 3.elevator.wav 4.gravity_shift.wav 5.switch_players.wav (sound when shift is pressed & J's get switched) 6.chain.wav ...you can use the same sound for every placeholder, I will change them later, but please use these file names so that I know what file is for what sound. Best regards
|
|
|
|