deadeye's Forum Posts

  • The next lesson is ready already!

    It's actually pretty simple, as far as lessons go. There's not much here that's new. The method I used for jumping on heads is one that I think is pretty efficient, but that's up for debate. If you have any feedback, feel free to share

    In other news, a couple small errors in Lesson 8 were pointed out to me... a typo and a texture out of alignment. I'll leave them for now, but in the future if I have to redo that lesson they'll be fixed then Thanks to Mipey and procrastinator for helping out with the proof reading

  • Looks like it's working fine on my end. The actions seemed to be missing a "Sprite: Hue Tint: Set Hue to global('hue')" action.

    Also, linkman... just a heads up but the description for your effect reads "Additive blend with intensity."

  • If you're complaining about the trial-and-error aspect of gameplay then it seems to me that you just want game content spoon-fed to you. No offense.

    And even though Out of This World was a cinematic game, at it's heart it is still a game.

    Why should there be a warning that a rock is going to fall on your head? The rumbling room is warning enough. Be careful. Look around. If you get hit on the head, you learned a lesson. Next time you'll be more careful.

    That's part of the game. It has nothing to do with 80's era arcade games, it has nothing to do with artificially extending play. It's not a flaw in design. It's intentional... the game is throwing a surprise at you. If you were constantly told that a rock was about to fall on your head, then that rock wouldn't have the same impact, no pun intended. Same with the lasers in MM2.

    So you're easily frustrated. I can understand that. I don't have the time or energy to master every hard game that comes my way either, and I get frustrated at hard games too. But that doesn't mean that when I have a moment to play a game, I want every step of the game explained to me. It ruins the experience.

    The only warning or tutorial any game should need, in my opinion, is "It's dangerous to go alone. Take this." The original Legend of Zelda took me literally months to beat. The joy of that game was in the discovery, in the trial and error. You wander into a place where you shouldn't be yet, you're screwed. No warnings. You learn the rules as you go.

    Twilight Princess, on the other hand, took me three days to beat. Everything is fed to you. Hell, you can't even go into places you shouldn't be yet. There were no surprises, no real challenges. You walk into a room, the camera pans to point out the solution to get out. Lame.

    You want artificially extending gameplay? It isn't getting a nasty surprise that kills you instantly... it's making the player struggle with a wonky, non-standard control scheme for a section of game that has very little to do with the plot. Challenge the Yeti to a snowboarding contest. Fly a bird up the river... and pop balloons. What the hell?

    If you ask me, the cave section of OoTW is perfectly legitimate. You're in a cave. You've caused a cave-in. The cave is unstable. Rocks fall on your head. That's plenty easy to follow... and in a game where you can die in any number of grisly ways, a rock falling on your head is the least of your problems. Yes, the rock is there to kill you on purpose. That's the point of the rock, that's the point of the game. The game is trying to kill you. But nowadays the point of games is to lead you through by the hand so you can see every last little detail that the developers paid their hundreds of artists to create so you don't miss anything and feel like you got ripped off.

    Well, I feel ripped off if my game only lasts three days and I didn't even have to try.

  • [quote:3dx16nsq]Challenging a player != expecting him to know things he can't possibly know.

    I disagree. You are challenging the player to one of the most basic video game challenges... to learn the rules of the game. To figure things out by trial and error.

    This is something that is seriously lacking in games today. Everything is handed to you in a tutorial. Everything has big, blinking warnings and maps with your destination marked in equally big, blinking icons stating "YOU ARE HERE, YOU NEED TO GO HERE."

    It's crap, if you ask me. That's not gameplay, it's an omission of gameplay. That's like having a big "Next" button that you press to see the story continue.

    Taking your examples into account... Mega Man 2 and Out of This World (two of the best games ever made, by the way), neither of those games is unfair, unbeatable, or even all that difficult compared to other games. With a little trial and error (ie... with a little playing the game) you can easily get through. Hell, if you've practiced enough you don't even need Flashman's weapon to get past the lasers.

    And yes, the trial-and-error aspect of gaming is just one aspect of gameplay, and yes, there are plenty of others... but it's one area that I think has been woefully neglected in recent years.

  • +On "Jump" pressed
    +Player.Value('alive') is equal to 1
    +Player.Platform is on ground
       ->Play jump sound
    [/code:3dzszq2e]
    
    Or something similar.
  • I prefer W,A,S,D for moving, and H,J,K,L for buttons

    Yeah, well your bathtub drain swirls in the wrong direction too. Everything in Australia is backwards.

  • Personally I like Z as the jump key as well, also because of sticky keys. But a lot of folks here don't like Z for whatever reason. And Space is too finicky :/

    Perhaps instead of changing the key to Z, you could just add Z as an additional jump key

  • I'm reporting your post Quazi

  • I tried it again, and failed miserably for a good half an hour. Then I decided to try something else. Here's proof that "press up to jump" is the worst control scheme in the world:

    I remapped my keyboard so I could use my left hand to jump, and I beat the game in 15 minutes. It was still hard, just not ball-bustingly hard. The worst part of the game by far is the underwater spikes... Jesus, dude. You're mean.

    And yeah, it froze at the end for me too. The music was still playing, but the guy wasn't moving and all I could do was close it down.

  • Oh. Know what I can do to fix that?

    Yes. But it would be too much trouble.

    And besides that, it wouldn't really make your game any easier, now would it?

  • EDIT: Also, you can play in fullscreen if you press F2 if you think the screen is to small.

    No I can't, my monitor doesn't support 320x240

  • Nope, I give up. Your game is way too ******** for me. I got past the spikes, but now I'm stuck here:

    <img src="http://i44.tinypic.com/24xmhvp.png">

    It's impossible. Nice little game, but way too goddamn hard.

  • Goddamn, this game is hard. I can't get past the moving spike wall.

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  • That's like saying "I challenge water to be wet."

  • > Thats what you get when you challenge a programmer

    >

    I challenge you to make a LAN/internet multiplayer plugin for Construct... by the end of the week.

    ~Sol

    I challenge you to draw up some character designs for Chamber by the end of the millennium