02-28-2009, 06:47 PM
02-28-2009, 06:49 PM
who
...cares
just wait for him to release a fuckin demo and then tear it up all you want because you'll actually be playing it instead of watching a very early demo.
god shut the fuck up all of you you are all stupid shits
...cares
just wait for him to release a fuckin demo and then tear it up all you want because you'll actually be playing it instead of watching a very early demo.
god shut the fuck up all of you you are all stupid shits
02-28-2009, 06:50 PM
That and they are crits. Crits are ussually made to point out the flaws in things to hope that you will fix them, and we are not only saying bad things. If you read more at the beginning of the thread before you came in and started game making wank, you'll see some positive things have been said.
Read the bolded texts in all the quotes I picked out from this thread.
OH HEY NOT ALL OF IT IS BAD AFTER ALL.
(02-16-2009, 05:28 PM)Vipershark Wrote: [ -> ]yeah, well he's been hard at work on it
take a look:
http://www.youtube.com/watch?v=aTCOK3wjNZQ
it's obviously still WIP as you can see by some of the textures, but remember that he's making this thing in Game Maker
it looks great
(02-16-2009, 05:34 PM)Comix Wrote: [ -> ]Thats starting to look really good.
(02-16-2009, 05:41 PM)Mabelma Wrote: [ -> ]I just saw the video and it looks pretty nifty.
The only thing that I noticed was kinda bad is that when the girl jumps her legs twist to much and it looks a bit bad but maybe it's just me.
(02-16-2009, 06:14 PM)GrooveMan.exe Wrote: [ -> ]Models are good, those stage designs look terrible.
(02-16-2009, 06:19 PM)Zeemort Wrote: [ -> ]Took the words out of my mouth. It's really let down by the stage designs but it has potential.
(02-16-2009, 06:23 PM)Judith Wrote: [ -> ]The characters are really cute but the animations are sorta gross.
(02-16-2009, 06:41 PM)Diogalesu Gigahmeh Wrote: [ -> ]Actually looks pretty good, like some said the stage design is not that great, but imo it's seems somewhat decent.
(02-19-2009, 04:29 AM)Dazz Wrote: [ -> ]Except of cource he isn't trying to sell it at this time - he's trying to show the project isn't dead.
I still say that the level design aspect is important, and there's a fair few issues I see with some animations, but for the most part a half decent 3D engine.
I think with enough elbow grease this could work out.
(02-22-2009, 08:45 AM)Zeemort Wrote: [ -> ]They're not even furries, they're those kawaii sugoi ^_____^ pseudo-furry things
which are arguably even more retarded than furries.
The models themselves are pretty okay looking but the character design is fuggggg.
Read the bolded texts in all the quotes I picked out from this thread.
OH HEY NOT ALL OF IT IS BAD AFTER ALL.
02-28-2009, 07:26 PM
I for one think this is pretty cool. You've definitely come a long way since the stuff we saw at PT.
How many of you idiots started games that you thought were pretty great, but never even came a little close to finishing? Yeah, almost all of you. Saijee, while this definitely isn't flawless, it isn't terrible either. You're doing a much better job than what most of the people here bawing about this are doing with their own "games". Please don't stop now.
And Zeemort is very right about the character design. Take her advice please!
How many of you idiots started games that you thought were pretty great, but never even came a little close to finishing? Yeah, almost all of you. Saijee, while this definitely isn't flawless, it isn't terrible either. You're doing a much better job than what most of the people here bawing about this are doing with their own "games". Please don't stop now.
And Zeemort is very right about the character design. Take her advice please!
02-28-2009, 08:50 PM
Ok, fine, maybe I have been bull headed towards you guys.
But really just about all crit's you have made, are thing's that I have already noticed. Thing's which I plan to fix.
As recently, I have decided to re arrange just about the hole project. Using codes that are more speed efficient.
In the real game, about 70% of the game is played 2D or 3D platforming, the other 30 is played as a scrolling shooter.
The 3D part of the platforming will have the same controls as the 2D, except you have a button which you press to move from one point on the z axis to another (preset point's depending on where you lie on the x and y axis (in other words, depending on where you are on the map))
The battle system in the platforming part is the same for 2D or 3D, the battle system itself incorporates mainly 4 things:
Stomp: Your primary attack, not untypical for many plat former's that do not revolve around fighting.
Beams: This is a power-up which you acquire at one point in the game. Normally it is just a safer way to defeat enemies, but some times, enemies can only be defeated by beams, others times you might fight an enemy that is resistant to beams.
Rolling: A technique that can be used as a double jump, but in combat it is typically used to knock your opponent down, usually it does no damage, but depending on the circumstance of your enemy it can be useful.
Items: These will work in a rather Mario Kart like fashion, in that you find them in certain part's of a level, and they may offer a few uses (1-5), the item's are usually preset (unlike Mario Kart), and usually become a part of the platforming, the puzzle, or the current battle.
In addition, there is another thing which can be used every once in a while really just for fun, an attack which you select before entering a level that can attack multiple enemies. You can compare it to a pow block in Yoshi's Island.
As for the scrolling shooter side of the game, there are 2 main functions, shooting of course, and dashing, I think you should be able to imagine well enough how it might be. But a brief description:
Shooting can differ depending on your character, the boy (Koki) will always shoot left or right, but the girl (Sami) will shoot in the direction your aiming, however Sami's shot's will spread offering wider aim, in addition she shoots more frequently.
Dashing can be used as an attack and a way to dodge.
Really though, it will be much differeant then what you see in the trailer.
I'm going to pretend that I have never known you guy's before today, Maybe now I'll be able to find your message more easily.
About Zeemont's advice, it's not that it. It's not like I'm not accepting any of your advice, just understand, that I was just a little annoyed that you did not even consider that I had already noticed these things.
But really just about all crit's you have made, are thing's that I have already noticed. Thing's which I plan to fix.
As recently, I have decided to re arrange just about the hole project. Using codes that are more speed efficient.
In the real game, about 70% of the game is played 2D or 3D platforming, the other 30 is played as a scrolling shooter.
The 3D part of the platforming will have the same controls as the 2D, except you have a button which you press to move from one point on the z axis to another (preset point's depending on where you lie on the x and y axis (in other words, depending on where you are on the map))
The battle system in the platforming part is the same for 2D or 3D, the battle system itself incorporates mainly 4 things:
Stomp: Your primary attack, not untypical for many plat former's that do not revolve around fighting.
Beams: This is a power-up which you acquire at one point in the game. Normally it is just a safer way to defeat enemies, but some times, enemies can only be defeated by beams, others times you might fight an enemy that is resistant to beams.
Rolling: A technique that can be used as a double jump, but in combat it is typically used to knock your opponent down, usually it does no damage, but depending on the circumstance of your enemy it can be useful.
Items: These will work in a rather Mario Kart like fashion, in that you find them in certain part's of a level, and they may offer a few uses (1-5), the item's are usually preset (unlike Mario Kart), and usually become a part of the platforming, the puzzle, or the current battle.
In addition, there is another thing which can be used every once in a while really just for fun, an attack which you select before entering a level that can attack multiple enemies. You can compare it to a pow block in Yoshi's Island.
As for the scrolling shooter side of the game, there are 2 main functions, shooting of course, and dashing, I think you should be able to imagine well enough how it might be. But a brief description:
Shooting can differ depending on your character, the boy (Koki) will always shoot left or right, but the girl (Sami) will shoot in the direction your aiming, however Sami's shot's will spread offering wider aim, in addition she shoots more frequently.
Dashing can be used as an attack and a way to dodge.
Really though, it will be much differeant then what you see in the trailer.
I'm going to pretend that I have never known you guy's before today, Maybe now I'll be able to find your message more easily.
About Zeemont's advice, it's not that it. It's not like I'm not accepting any of your advice, just understand, that I was just a little annoyed that you did not even consider that I had already noticed these things.
02-28-2009, 09:29 PM
The shooter parts seem... one sided. Koki can only shoot the sides with a pea shooter while sami can aim with a spread gun and increased rate of fire?
02-28-2009, 10:43 PM
Let me explain it.
Sami's aiming capablities are not really an advantage or disadvantage, it is just differeant. You have to move if you want to aim, if you stop moving you will aim in the last direction you moved. Sami's movement is also more less sharp then that of Koki's Sami will move in a more analog and graduated way. But Koki will move and stop in the direction you want him to when you want him to. Sami's shot's shoot 1 at a time, but the direction can varry. Koki shoots 2 shots that move in a double helix like movement.
Koki is defined as easier to use then Sami, in general, he is quicker and more easier to control, but Sami jumps higher, and runs faster, but moves slower.
Sami's aiming capablities are not really an advantage or disadvantage, it is just differeant. You have to move if you want to aim, if you stop moving you will aim in the last direction you moved. Sami's movement is also more less sharp then that of Koki's Sami will move in a more analog and graduated way. But Koki will move and stop in the direction you want him to when you want him to. Sami's shot's shoot 1 at a time, but the direction can varry. Koki shoots 2 shots that move in a double helix like movement.
Koki is defined as easier to use then Sami, in general, he is quicker and more easier to control, but Sami jumps higher, and runs faster, but moves slower.
02-28-2009, 10:58 PM
How can run Sami faster and yet move slower? Sorry but that is kinda confusing for me.
02-28-2009, 11:45 PM
Because her movement is more graduated then Koki's If you try to run left with Sami, you wont reach your top speed until about 1.3 seconds. but Koki meets his top speed at about 0.13 seconds, and is more free in the air then Sami. Sami also takes longer to stop running and turn around.
To put it short and simple, Koki's movements happen more instantly then Sami's.
To put it short and simple, Koki's movements happen more instantly then Sami's.
03-01-2009, 12:48 AM
So in your last post you meant that Koki can run faster then Sami then?
03-01-2009, 01:07 AM
No Koki can get to his top speed faster then Sami, But Sami has a higher top speed then Koki at running. However Sami's top speed while air born is lower then Koki's, Koki's top speed while air born is the same as his running speed, so movement with Koki may seem more consistent. But with Sami if you want to move farther in the air, you have to run before you jump to build up speed. If you run before jumping with Sami, you your speed will deplete at a steady rate until it is equal to that of Sami's normal air born movement speed.
03-01-2009, 02:10 AM
Thats really confusing, player wise anyway. You should make it so one just has better mobility then the other and one if your gonna split their abilities. So basically I'm saying that If Koki can get to his highest speed faster that his highest speed should be faster then Sami's and that he should still keep his better jumping and have him jump farther otherwise it gets into one giant mass confusion for the players.
As in if your gonna split their abilities like that then the one who is better with stomping and non weapon fighting should have better mobility all around then the other one and the one who is more weapon orientated have them be able to level up their weapons a lot faster and generally be a tad bit stronger too. However trying to split it both ways makes it really confusing.
As in if your gonna split their abilities like that then the one who is better with stomping and non weapon fighting should have better mobility all around then the other one and the one who is more weapon orientated have them be able to level up their weapons a lot faster and generally be a tad bit stronger too. However trying to split it both ways makes it really confusing.
03-01-2009, 09:48 AM
It is really not that confusing.
Koki's movement start's seemingly almost as soon as you want it to.
But Sami's is graduated.
Sami can jump higher
Sami can run faster
Koki can jump farther
Koki can accelerate faster
Sami's stomping well have you perch on your foe for about a second, and with careful timing press the jump key during the middle of the animation to do maximal damage. Although Sami can shoot beams faster then Koki, because of the spread, your not going to do much damage at far range.
Koki's stomping is quicker, if you jump on a foe and do nothing, you smash though them to do little damage, but if you time it just when you make contact you will bounce off and do maximal damage. Koki's beams shoot in a concentrated pattern, so he is better at far range then Sami using beams.
Koki's movement start's seemingly almost as soon as you want it to.
But Sami's is graduated.
Sami can jump higher
Sami can run faster
Koki can jump farther
Koki can accelerate faster
Sami's stomping well have you perch on your foe for about a second, and with careful timing press the jump key during the middle of the animation to do maximal damage. Although Sami can shoot beams faster then Koki, because of the spread, your not going to do much damage at far range.
Koki's stomping is quicker, if you jump on a foe and do nothing, you smash though them to do little damage, but if you time it just when you make contact you will bounce off and do maximal damage. Koki's beams shoot in a concentrated pattern, so he is better at far range then Sami using beams.
03-02-2009, 12:57 PM
woah, I'm off the computer for a couple of days and all of this happens. wow
It seems like most of the argument has cooled down by now, though.
Either way though, I still stand by my statement that there needs to be some form of a real time demo released. Whether it's an actual gameplay demo or just a real-time video of you playing, we need to see how the game will actually be rather than just a trailer with stuff that's not even in the game.
By the way, I apologize for posting the IM convo verbatim, but I felt it was necessary to get the point across.
It seems like most of the argument has cooled down by now, though.
Either way though, I still stand by my statement that there needs to be some form of a real time demo released. Whether it's an actual gameplay demo or just a real-time video of you playing, we need to see how the game will actually be rather than just a trailer with stuff that's not even in the game.
By the way, I apologize for posting the IM convo verbatim, but I felt it was necessary to get the point across.
03-04-2009, 11:31 AM
Lunyka, simple way to put it: Koki is Mario. Sami is Luigi.
Koki's all balanced and easy to play; Sami is there for a little more challenge [actually, artificial difficulty if you're going for Lost Levels-ish Luigi]
In other words, if the character's guns feel one-sided, think of Sami's gun as a reward for being able to complete the game up to that point (and to make up for her rather sloppy control in comparison to Koki)
also why does the idea of "scrolling shooter" and most of the plans for it sound something similar to a Megaman X game
Koki's all balanced and easy to play; Sami is there for a little more challenge [actually, artificial difficulty if you're going for Lost Levels-ish Luigi]
In other words, if the character's guns feel one-sided, think of Sami's gun as a reward for being able to complete the game up to that point (and to make up for her rather sloppy control in comparison to Koki)
also why does the idea of "scrolling shooter" and most of the plans for it sound something similar to a Megaman X game