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Bob!
Jun 10, 2019 19:02:45 GMT -6
Post by tbird on Jun 10, 2019 19:02:45 GMT -6
Well this is the first game using my framework entirely, I will make a few levels and move on to something more complicated and work my way up to "the game" I really want to make.
In the meantime I am looking for a little insight on platformer mechanics, if anyone could just test the game out and see how it "feels", and get some feedback, thanks.
Arrow keys to move (left, right, up to jump), you can't die yet, but you can jump on them twice and eliminate them. I will hopefully have some damage mechanics going in a couple days, and of course the goal of the game.
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Bob!
Jun 10, 2019 20:15:50 GMT -6
Post by johnno56 on Jun 10, 2019 20:15:50 GMT -6
Cool... Can't die! Just the way I like it... lol Nicely done... Say. "Bob" looks familiar... lol
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Bob!
Jun 10, 2019 21:13:21 GMT -6
via mobile
Post by tbird on Jun 10, 2019 21:13:21 GMT -6
Yes, Bob is your contribution, the game would be pointless without him lol. Although I appreciate the post, johnno56 I was looking for some feedback, how do you think the controls feel? Too slippery, not enough friction? Jump height?
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Bob!
Jun 11, 2019 0:07:44 GMT -6
Post by aurel on Jun 11, 2019 0:07:44 GMT -6
I would like to try too, but please i need Windows version. My Linux distros is not up and running.
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Bob!
Jun 11, 2019 8:16:58 GMT -6
Post by n00b on Jun 11, 2019 8:16:58 GMT -6
tbird, I really like the physics in this demo. I think there should be less momentum at the end of your jump though.
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Bob!
Jun 11, 2019 8:37:46 GMT -6
Post by tbird on Jun 11, 2019 8:37:46 GMT -6
@n00b thank you for the feedback, now at the end of the jump are you meaning xVelocity? Or gravity?
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Bob!
Jun 11, 2019 8:41:20 GMT -6
Post by tbird on Jun 11, 2019 8:41:20 GMT -6
Windows version uploaded.
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Bob!
Jun 11, 2019 16:16:40 GMT -6
Post by johnno56 on Jun 11, 2019 16:16:40 GMT -6
Ok. Feedback it is then... lol
The movement of Bob is quite smooth with just the right amount of friction. The physics seem fine. The jump should be in three stages. 1. The ascent. Rapid start gradually slowing. 2. The apex. Momentary lateral movement at the same or slightly lower speed than that of the top of the ascent and 3. The descent. Put gravity in the drivers seat. Momentum should, unless there are environmental influences (wind or low/high gravity), increase at a rate of 9.8m per second squared.
Mind you, that's what a technical jump should do. lol But, what you have done, will work just fine.
Your jump height is just right... unit I fell off one of the higher platforms... Back to the first block... lol
Speaking of jumping... It's not important, but some games, when it comes to jumping, will allow the user to 'look' in either left or right directions during the jump. Not change the player's physical position but change the sprite to face that direction. There was an old DOS game, Lost Vikings, that had that feature...
Maybe use left and right facing "skulls"? Enemies that walk/glide backwards towards the player looks a little creepy... unless that was the effect you were going for? lol
But the best part I liked was NOT getting killed off!!
Great job. Looking forward to more... (without being killed? lol)
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Bob!
Jun 11, 2019 21:05:35 GMT -6
via mobile
Post by tbird on Jun 11, 2019 21:05:35 GMT -6
Well that was a plethora of insight lol. Get what I ask for! I will play with physics values, the character changing animation for direction while in the air was planned. The skulls animations will also be added for next update. Thank you for the feedback.
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Bob!
Jun 11, 2019 22:37:41 GMT -6
Post by n00b on Jun 11, 2019 22:37:41 GMT -6
@n00b thank you for the feedback, now at the end of the jump are you meaning xVelocity? Or gravity? I was referring to the xVelocity. It could just be that I was just not letting go of the arrow key fast enough though. I was extremely impressed. The time you put into your framework really paid off.
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Bob!
Jun 12, 2019 0:16:06 GMT -6
Post by johnno56 on Jun 12, 2019 0:16:06 GMT -6
"Plethora"? I know very few people of my age that STILL use that word. Impressed!!
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Bob!
Jun 12, 2019 7:39:19 GMT -6
via mobile
Post by tbird on Jun 12, 2019 7:39:19 GMT -6
n00b Thank you. I thought about changing the physics values to slow the X acceleration and X decel while in the air....but since when does platformers worry about realism lol. johnno56 I picked up the word off a article online and added it to my vocabular repertoire. This is actual the first time I used it haha.
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Bob!
Jun 12, 2019 7:52:33 GMT -6
Post by johnno56 on Jun 12, 2019 7:52:33 GMT -6
First time you say? Well done!
Come to think of it, I haven't heard that word used in such a long time... Great. Just great! Now my age is showing.... I suppose that comes from originating prior to the millennium...
It's nearly midnight and my caffeine levels are depleted. No choice... Sleep...
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Bob!
Jun 24, 2019 19:21:19 GMT -6
Post by tbird on Jun 24, 2019 19:21:19 GMT -6
Update!
Added some animations, don't forget to jump on the dead ones to get a boost (this will play a part later in the game), I adjusted the friction a bit so you should slide a bit less when jump from platform to platform.
Feedback requested! Mind you not much as changed.
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Bob!
Jun 25, 2019 15:53:08 GMT -6
Post by johnno56 on Jun 25, 2019 15:53:08 GMT -6
YES! Still no death!! Woo Hoo!!
Nicely done... Cool. Bouncing off the dead skull's feet. Nice move. Might be a good idea to have them disappear after a short time... Well, we can't have such a huge advantage, just lying there forever, right? Nah! I like advantages.... I like the animations as well... It's just gone 8am and STILL no coffee... I must be slipping...
J
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