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 Demo Discussion, Discuss released demos here
Troid92
Posted: Jul 12 2006, 07:21 PM


Net Mission Programmer
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Here's where you can discuss the demos I release.

...
"The Challenge":

See if you can figure out the one major underlying difference between version A and version B. Yes, there are minor differences. Yes, there is a point.

DO NOT tell anybody if you figured it out because you knew already.

Otherwise, if you didn't already know, feel free to post your thoughts.


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Part-based demo:

My description: Uses different parts now. Easier overall to sprite (for those who are just starting characters, not for those who are in the middle of making a sheet), easier to work with programming-wise, looks a whole lot better than before... Running is still a little awkward, not because of the running backwards problem, but because Samus doesn't bob up and down a bit. Don't worry, that's easy to fix. Now I can get started on physics 2, with ramps, shooting, crouching, morph ball, and tiny adjustments like the legs' jumping animation or a turning animation.

Known glitches:
- Erm, well...
- Camera isn't aligned correctly with the cursor

Feedback I've received thus far:
- Very smooth and blended, almost looks like a bunch of sprites instead of a bunch of parts


===============================


"Physics" 1:

Known glitches:
- Aiming down while madly turning left and right while jumping will cause Samus to disappear for a few frames in the jump sometimes. I know what's happening with her disappearance, I just don't know what causes it. Probably because I just did the jumping this morning.

Here's the feedback I've received so far:

- Less bouncing off walls, more slamming into them
- Aiming directly at the point you're shooting at*
- Pointing in eight directions while shooting at the mouse cursor would be weird*
- Running backwards should be its own sprite as it looks ridiculous*
- Aiming up/down looks weird*

* Can be fixed by using sprite parts and rotations instead of just sprites -- Would be easier to do/work with, though I'd have to redo my displaying scripts. I think I'm going to do so and release a Physics 1B (or 1A, whatever you'd call it), with these fixes, before moving onto Physics 2 (with ramps, morph ball, shooting, crouching, and all that).


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TOWEL DAY FTW!
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Nova
Posted: Jul 13 2006, 12:02 PM


Chykka Larvae
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Very nice. I take all regards of mouse aiming being bad. ...I think.

She looks a little odd running backwards, but it'll do for now.

Now all we need is shooting, a map loader, multiplayer, health, powerups, characters, music/sprites, whatever, etc, and that's it!

...that's a lot.

Oh, feedback: All the points you said. Aiming up and down is fine though... and somebody better be good at custom sprites here.
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kraid_is_da_bomb
Posted: Jul 14 2006, 03:47 AM


Chykka Larvae
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I really liek, WE ARE MAKING PROGRESS laugh.gif laugh.gif laugh.gif Feedback: It all seems fine to me, running backwards doesn't look that bad, the speed is fine, but perhaps a little higher jump, you can only just make the platform. Excellent Work programming Troid! nice Samus sprites whoever did those tongue.gif


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e173
Posted: Jul 14 2006, 05:03 PM


Dark Alpha Splinter
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Running backwards looks funny to me! biggrin.gif It should stay for amusement purposes. Well, actually, you want to make progress... I think you may want to make her walk backwards instead of making her run backwards. use walking sprites and make it go slower and not able to jump as high. It'll be a little more real. If someone decides they want to shoot something while moving away from it, they shouldn't be able to move as fast in my opinion, or they could turn around! That whole slow backwards idea is as of now all I recomend. Good work!


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Troid92
Posted: Jul 14 2006, 07:20 PM


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Trust me, I tried that. Moving slower while moving in the opposite direction Samus is facing feels really awkward, especially when she can turn around in an instant with a simple movement of the hand. Realistically, maybe she should run just slightly slower than forward, but for gameplay purposes her speed will remain the same in both directions no matter which way you're facing.

And if people keep arguing further I may just have to implement it in the next demo just so you guys can see how annoying it is. tongue.gif

As for running backwards, it will look different. What Doomed pointed out in the Programming Updates topic will not be used, once again for gameplay purposes. It would be worse than running slower in that direction.. You wouldn't be able to go backwards at all.


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TOWEL DAY FTW!
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Menoknow88
Posted: Jul 16 2006, 01:07 PM


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Looks good, kudos on the child rearing.

Have to say though, feels a bit floaty, and eerily similar to Soldat.

My main reason for this post is to show that I still come here, so... Hi!

Just been really busy happy.gif


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Nova
Posted: Jul 16 2006, 01:58 PM


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Yay! Hi Meno! smile.gif

Forgot to add, improve the jump. It's too small. That, or lower the platform.
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kraid_is_da_bomb
Posted: Jul 16 2006, 04:28 PM


Chykka Larvae
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QUOTE (kraid_is_da_bomb @ Jul 14 2006, 06:47 PM)
but perhaps a little higher jump, you can only just make the platform.

I already said that, but nobody noticed it tongue.gif Welcome Back Meno!


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SA.09.21
Posted: Jul 26 2006, 11:06 AM


Splinter
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How long were you working on it? Well, I can't say much about it. Running backwards looks... bad. >.>;

I really can't say more, this demo could be done under 20 minutes...


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Troid92
Posted: Jul 26 2006, 11:46 AM


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Yeah, right >_>

That would be if it had a lot of glitches, the aiming didn't work very well, I copied a lot of the code from other platformers, and the entire game plans didn't keep changing in the middle of my working on it. (the sudden switch from regular 2-D Metroid keyboard control to mouse control really threw me off). And running backwards looks bad because I had no sprites for running backwards.

Next version will be completely part-based, then the one after that will have ramps, crouching, morph ball, and shooting.

And I did kind of release this demo for the sake of this project finally having a real demo, labling it "Physics" since there was really nothing else to label it as.


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TOWEL DAY FTW!
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Currently doing homework nonstop.
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Troid92
Posted: Aug 4 2006, 03:17 PM


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Just an update, here's what I have so far of the next demo:

http://img365.imageshack.us/img365/1306/untitled14jx9.png

http://img365.imageshack.us/img365/2678/untitled15ww4.png

http://img482.imageshack.us/img482/6600/untitled16xx1.png

Too bad I attached the arm today. I enjoyed headbanging sad.gif

The arm looks a little weird to me, just the first part, though. I'll mess with a few numbers and see what happen--It's set up so that the arms are attached to each other; Change the direction and length of one, and the others follow biggrin.gif.


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TOWEL DAY FTW!
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Currently doing homework nonstop.
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Troid92
Posted: Aug 17 2006, 10:11 PM


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Alright, new demo released. Once again, discuss here, give me lots of feedback, etc. The description, known glitches, and feedback given by other sources are in the first post.

Here is a list of questions and such for beta testers or members who want to become beta testers can fill out. Fill out the whole thing if you do so, but only if you actually have important things to say. If there's not much to comment on or you only want to answer a few of the questions or you'd just say the same things as somebody else or something, just post like you normally would here. If you do fill it out, be sure to elaborate. I don't expect an essay for each question, but answer them with as much info as you can. At least a sentence, at most a paragraph, how about. Or more or less if you feel like it >_>

Demo-specific:
Does Samus look like she has correct proportions with the head sticking out so far?
Is the running backwards leg animation in need of improvements?
Are there any positions (other than the "glitch" in the first post) that don't look right?
Do the new movement speed and jump height work well?
Does Samus overall move and look naturally?
How much better is the new Samus compared to the old?

In general:
Did you find any glitches, sequence breaks, or secret worlds?
Other than those, are there any moderate or large problems that need to be changed?
Point out any tiny pet peeves of yours or small details that you think should be changed.
What do you think of the project so far?
Please feel free to leave any other comments here: ...

Be sure to read the paragraph above the questions.


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TOWEL DAY FTW!
MIDI-maker / Fangame Programmer
Currently doing homework nonstop.
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JDE
Posted: Aug 17 2006, 10:26 PM


Bomb Guardian
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Dude, You rock! I wish I could do that. This games gonna be awesome once it's finished. Hopefully I get to work some more on my Phazon suit this weekend. I gotta go to bed now, got school in the morn. dry.gif


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e173
Posted: Aug 18 2006, 05:10 PM


Dark Alpha Splinter
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That's just going to be one more thing to look forward to being able to program when I have experience. It seems to look awsome. Good job. I know I couldn't fill out the survey without only one word responses so that's it.


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If you try to be cool, you'll only become moderately cool. The only way to be cool is to do something totally uncool, and there's nothing more uncool than singing in a choir!
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REDHALBERD
Posted: Aug 18 2006, 09:56 PM


Splinter
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It's awsome, but isnt it a little slow?? I expected the physics to be a little looser. Not that it's bad, but i feel like you cant horizontal fast enough.
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