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Re: Access Phenomenon - Beta release
[Re: DavidLancaster]
#55607
09/21/05 11:24
09/21/05 11:24
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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One thing that I just noticed without playing (Remembered it ) In the temple, theres weeds growing out of... stone floors? Maybe add some holes around them to reveal earth underneath or else you got a whole new type of weed
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: Access Phenomenon - Beta release
[Re: Towelie]
#55608
09/21/05 11:48
09/21/05 11:48
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Joined: Mar 2004
Posts: 277 Zagreb
r00tsh3ll
Member
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Member
Joined: Mar 2004
Posts: 277
Zagreb
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Great demo. I wouldnt pick anything specific as a bad thing, maybe odd jumping (slow falling next to walls). I allways look at overall feeling and this looks promising. If i had a crit id say the game looks too bright for me, maybe darken it a bit? Oh yea and definitly implement a way to stop conversations, those long chats really kill my mood
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Re: Access Phenomenon - Beta release
[Re: r00tsh3ll]
#55609
09/21/05 12:14
09/21/05 12:14
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
OP
User
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OP
User
Joined: Nov 2004
Posts: 862
Australia
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Quote:
Great demo. I wouldnt pick anything specific as a bad thing, maybe odd jumping (slow falling next to walls). I allways look at overall feeling and this looks promising. If i had a crit id say the game looks too bright for me, maybe darken it a bit? Oh yea and definitly implement a way to stop conversations, those long chats really kill my mood
Someone else mentioned the slow falling against the walls. How do you get that to happen? I've tried jumping against walls many times and the player falls at the same speed as normal. I'm not sure how to duplicate the problem.
What about pressing Esc in dialogs? That wont stop the convo but will stop the typewriter effect and just instantly place the current text there to skip. If you keep pressing Esc you can skip most texts quickly (except for cutscene text). Or would it be better to add another button to stop the dialog instantly?
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Re: Access Phenomenon - Beta release
[Re: ex]
#55613
09/22/05 00:01
09/22/05 00:01
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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Very nice and very smooth. Good job so far for certain.
When I placed one pumpkin on another they both would shoot off into the air, seemed a bit strange. Very nice game though.
Professional A8.30 Spoils of War - East Coast Games
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Re: Access Phenomenon - Beta release
[Re: Locoweed]
#55614
09/22/05 00:59
09/22/05 00:59
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
Someone else mentioned the slow falling against the walls. How do you get that to happen? I've tried jumping against walls many times and the player falls at the same speed as normal. I'm not sure how to duplicate the problem.
While I have yet to try the demo, these symptoms seem similar... are you sure you multiplied your movement variables by time? Perhaps, to duplicate it on your computer, force the framerate down - fps_max = 30;.
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Re: Access Phenomenon - Beta release
[Re: DavidLancaster]
#55615
09/22/05 01:46
09/22/05 01:46
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Joined: Nov 2004
Posts: 862 Australia
DavidLancaster
OP
User
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OP
User
Joined: Nov 2004
Posts: 862
Australia
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Quote:
When I placed one pumpkin on another they both would shoot off into the air, seemed a bit strange.
Thanks for that I've got it fixed now.
Quote:
In the Right wing of the temple I did the hanging part where you dodge the blocks tryign to push you off. Well, I got to the last part and went all the way to the wall to be safe, then the block pushed me off and I jumped and somehow managed to go through the wall.
Hooah! I've got this bug fixed now as well. It was caused from holding the space bar when you fall or drop from hanging onto a ledge, if you do so you'll jump immediately. Thanks.
Quote:
While I have yet to try the demo, these symptoms seem similar... are you sure you multiplied your movement variables by time? Perhaps, to duplicate it on your computer, force the framerate down - fps_max = 30;.
Unfortunately this isn't the issue, everything is in sync with the time variable. I've forced it down to 10 fps and it still wont work. Thanks for the suggestion though.
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