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  • HessamoddinS good luck! you should make a WIP Thread for your game..

  • this is great.. my game isn't ready to deploy, but would love to know if others are moving forward with this... maybe we can setup a thread somewhere that talks about deploying to Steam/Xbox/WiiU etc...

  • btw, my 6 year old played this and loved it... his favorite was the last level where you do all the simultaneous jumping... definitely do more of that early on.. introduce the mechanic slow and let people really play with controlling both chars at once..

    referencing that Miyamato video.. where he says something like: we want Mario to be big, that's where it's fun.. we back track from there.. how do we get Mario big? and that's how you figure out your "pacing".

    So I think some of your levels are really challenging early on. Where that last level my 6 year old could do easily.. even if he failed, it was so fun he wanted to try again. Whereas some of the other early levels were confusing and if he wasn't an avid gamer would have given up.

    maybe do early levels where the chars are on the same side.. then slowly as the difficulty increases separate the two...(like in the first few levels)

  • oops sorry, did't hear the sound before.. all good..

    yeah now you just need like 20,000 more levels!

    not sure how much you are experienced with level design but there's a cool video with Miyamoto on how he designed level 1-1 of Super Mario Bros.

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  • I'm looking into this, I have custom scrolling, and I tried the Shift effect and my own custom... I don't like how it looks.. I need something that will "reduce in magnitude" with some sort of easing like a lerp or something...

    Currently I have:

    Set ShakeAmount to ShakeCountdown * (MaxShakeAmount / ShakeDuration)

    ScrollTo position lerp(scrollx,sprite.X + (random(ShakeAmount+(ShakeAmount*2),ShakeAmount)),0.05) //and do the same for Y

    sorry I know this is an old thread, just wondered if anyone ever figured a good way with custom scrolling...

  • cool game..

    you need to make a smaller capx that simply shows the problem... isolate exactly what you are trying to accomplish..

    I know there have been issues with sprites moving too fast vs fill rate.. not sure if this is your issue or not.. also looks like yours is a mobile game.. have you tested it on mobile? could be worse looking..

  • I almost wanted to use the LEFT stick to move the black character and use the RIGHT trigger to jump with him... and vice versa with the white character...

    maybe you could create custom mappings... or better yet change the controls per level to really test your player's ability! although that might be too crazy.. but like I said before it reminds me of SUPER SUPER SUPER (https://managore.itch.io/supersupersupersuper)

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  • some cool level design! the controller support is AWESOME..

    you are onto something with the last level... like jumping in tandem, that was pretty fun...

    just need some sound now.. use http://www.bfxr.net/

  • > pressing F2 takes you instantly to the next bookmarks so you don't have to scroll.

    omg, didn't know about this... THANKS!

    but +1 to clear the search and staying in the same place..

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jobel

Member since 27 Jul, 2013

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