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Unread 09-07-2011   #13
HeadShotOmega
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Re: [Platformer] Trial of the Imps

After you finish all the levels is there a way to get into the door in the center or the door at the top with the imp?

Edit: Nevermind, I'm an idiot, great game, you did some amazing work, I can't wait to see if you have more planned, this reminds me of a TF game I played awhile ago, but it had Osaka in it.

Last edited by HeadShotOmega; 09-07-2011 at 06:28 PM.
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Unread 09-07-2011   #14
SoylentOrange
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Re: [Platformer] Trial of the Imps

There are alot of things too that are put in with a paint-roller when they should be being applied with an eye-dropper. Take the green slime room in the city- there's just an unrelenting curtain of drops, so much so that getting hit takes an inordinate amount of health off. And it's also far too easy- it's like, everywhere is dangerous or everywhere is safe, there's no middle ground. What you need is some variety, something like each gap having its own timing of drips, and you should just have one or two on each "curtain", not twenty. The Milk room in the barn is just the same, since the drops are coming so fast and hard just jumping through the stream is near-instant death. It'd be better to have several lighter streams that would damage you slightly, so that someone with a lot of health could barrel through but someone with only a little health would have to quickly but carefully make their way through the maze before the room filled. As it is, there's basically no point in doing anything but jumping straight through the stream as fast as possible and hoping you don't take too much damage. Finally, on the "race" sections you should have a flashing "Go!" with an arrow right above where you start and give the player like a half a second to realize what's going on, or they're going to lose the first time every time, since you basically have to be running as soon as the room loads to beat the imp, and that's yet another example of more or less punishing the player for not being psychic.
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Unread 09-07-2011   #15
MissCapricorn
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Re: [Platformer] Trial of the Imps

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Originally Posted by SoylentOrange View Post
There are alot of things too that are put in with a paint-roller when they should be being applied with an eye-dropper. Take the green slime room in the city- there's just an unrelenting curtain of drops, so much so that getting hit takes an inordinate amount of health off. And it's also far too easy- it's like, everywhere is dangerous or everywhere is safe, there's no middle ground. What you need is some variety, something like each gap having its own timing of drips, and you should just have one or two on each "curtain", not twenty. The Milk room in the barn is just the same, since the drops are coming so fast and hard just jumping through the stream is near-instant death. It'd be better to have several lighter streams that would damage you slightly, so that someone with a lot of health could barrel through but someone with only a little health would have to quickly but carefully make their way through the maze before the room filled. As it is, there's basically no point in doing anything but jumping straight through the stream as fast as possible and hoping you don't take too much damage. Finally, on the "race" sections you should have a flashing "Go!" with an arrow right above where you start and give the player like a half a second to realize what's going on, or they're going to lose the first time every time, since you basically have to be running as soon as the room loads to beat the imp, and that's yet another example of more or less punishing the player for not being psychic.
Most of what you said is an issue with the lack of screen area again.
I can't fit a bunch of of smaller milk streams, or a bunch of timing cover puzzle things because I hardly have any space! I will defiantly not be doing the same mistake ever again.
The race bit is possible even if the Imp gets ahead at the start since he's slot and takes longer paths then necessary. However I will add a 'GO!' and a small delay.

I recognize some design flaws too, but having so many different traps and hazards is really hard to do without having a few flawed ones.
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Unread 09-07-2011   #16
HeadShotOmega
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Re: [Platformer] Trial of the Imps

There needs to be a gameover where she becomes an imp. It would be ironic or something.
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Unread 09-07-2011   #17
Craper
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Re: [Platformer] Trial of the Imps

I actually rather liked this game, even with some of the more ridiculous levels like the peanuts level. Wish there was more though, or at least felt like there was more.

Some of the sprite work was lacking in spots, but the transformation parts were alright. If as some others suggested, it wouldn't be a fade from screen to screen and instead something more fluid that'd be cool. Would have to make a special animated sprite for every different change though.

Oh, and if it were possible to have awsd controls for <^v> keys would be nice too. awsd feels more natural for some.

Last edited by Craper; 09-07-2011 at 11:38 PM.
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Unread 09-08-2011   #18
MissCapricorn
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Re: [Platformer] Trial of the Imps

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I actually rather liked this game, even with some of the more ridiculous levels like the peanuts level. Wish there was more though, or at least felt like there was more.

Some of the sprite work was lacking in spots, but the transformation parts were alright. If as some others suggested, it wouldn't be a fade from screen to screen and instead something more fluid that'd be cool. Would have to make a special animated sprite for every different change though.

Oh, and if it were possible to have awsd controls for <^v> keys would be nice too. awsd feels more natural for some.
Yes yes, already made the peanuts level easier, it will show next version!

I know the sprite work is lacking in some spots, and I agree. Many times I would struggle with an animation and re-do it 3 or 4 times before just using the best one of the bunch and having it call it 'good enough'. Character sprites and animations are just not my forte, but I plan to commission someone for my next game. The blinking black fades is so that the lacking sprites are slightly less noticeable.

Unfortunately I cannot add WASD either. It would take much MUCH more back coding then is worth it and would probably break various things.
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Unread 09-08-2011   #19
Quicktrigger
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Re: [Platformer] Trial of the Imps

Still playing the game...It's actually pretty challenging and I'm enjoying it. Not sure if it's a bug or something that should be looked at, but in the first wetlands level on the platform at the top right after jumping, the character just kind of vanished and the game was stuck in limbo. Could not re-create after several attempts. Looks pretty good though overall
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Unread 09-08-2011   #20
Craper
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Re: [Platformer] Trial of the Imps

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Yes yes, already made the peanuts level easier, it will show next version!

I know the sprite work is lacking in some spots, and I agree. Many times I would struggle with an animation and re-do it 3 or 4 times before just using the best one of the bunch and having it call it 'good enough'. Character sprites and animations are just not my forte, but I plan to commission someone for my next game. The blinking black fades is so that the lacking sprites are slightly less noticeable.

Unfortunately I cannot add WASD either. It would take much MUCH more back coding then is worth it and would probably break various things.
Wasn't saying I didn't like the peanut level. I got the hang of it rather quick actually, was quite an interesting and fun level.

Ah, well, I would offer some help as I've been playing around with spriting for a while. Would just need the original sprites.

Ah poo. I would think you could just implement a quick bit of coding in either as the over section, or at the beginning of levels, that sets up the awsd keys to equal the arrows. IE, a=<, w=^, etc. I am not sure what language this uses though, so I might sound like a jackass. Either way, still enjoy this alot.
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Unread 09-08-2011   #21
MissCapricorn
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Re: [Platformer] Trial of the Imps

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Still playing the game...It's actually pretty challenging and I'm enjoying it. Not sure if it's a bug or something that should be looked at, but in the first wetlands level on the platform at the top right after jumping, the character just kind of vanished and the game was stuck in limbo. Could not re-create after several attempts. Looks pretty good though overall
Wow I found that too... it's strange. No reason it should be happening, but I will keep trying to fix it. Very very strange bug.

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Wasn't saying I didn't like the peanut level. I got the hang of it rather quick actually, was quite an interesting and fun level.
I see, well, there's a first time for everything I suppose

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Ah, well, I would offer some help as I've been playing around with spriting for a while. Would just need the original sprites.
I will PM you a link then.
I think you know what ones need help the most.

Quote:
Originally Posted by Craper View Post
Ah poo. I would think you could just implement a quick bit of coding in either as the over section, or at the beginning of levels, that sets up the awsd keys to equal the arrows. IE, a=<, w=^, etc. I am not sure what language this uses though, so I might sound like a jackass. Either way, still enjoy this alot.
It's not that easy. The engine I am using is not very good. You'll just need to trust me on this one.

Last edited by MissCapricorn; 09-08-2011 at 02:13 AM.
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Unread 09-08-2011   #22
Craper
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Re: [Platformer] Trial of the Imps

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Wow I found that too... it's strange. No reason it should be happening, but I will keep trying to fix it. Very very strange bug.

I see, well, there's a first time for everything I suppose

I will PM you a link then.
I think you know what ones need help the most.

It's not that easy. The engine I am using is not very good. You'll just need to trust me on this one.
That glitch actually happens to any of the levels that have an exit in a similar area. Caused it to happen on the horse race level, and I believe another one. And this is a big sprite sheet. Lots of inspiring poses though.
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Unread 09-08-2011   #23
MissCapricorn
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Re: [Platformer] Trial of the Imps

Found a fix for it.
Dang that was an odd one.
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Unread 09-08-2011   #24
SoylentOrange
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Re: [Platformer] Trial of the Imps

I ha it happen on the first funhouse mirror level, too, just to be thorough.
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