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#13 |
I'm a Pirate, Dood!
Join Date: Sep 2006
Posts: 70
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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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#14 |
Process Disciple
Join Date: May 2005
Posts: 4,920
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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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#15 | |
Frequent Poster
Join Date: Aug 2011
Posts: 148
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Re: [Platformer] Trial of the Imps
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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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#16 |
I'm a Pirate, Dood!
Join Date: Sep 2006
Posts: 70
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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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#17 |
New avatar coming soon.
Join Date: Dec 2007
Location: Seattle
Posts: 231
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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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#18 | |
Frequent Poster
Join Date: Aug 2011
Posts: 148
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Re: [Platformer] Trial of the Imps
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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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#19 |
Process Fan
Join Date: Jan 2008
Location: US. Trapped here.
Posts: 98
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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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#20 | |
New avatar coming soon.
Join Date: Dec 2007
Location: Seattle
Posts: 231
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Re: [Platformer] Trial of the Imps
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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. 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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#21 | ||||
Frequent Poster
Join Date: Aug 2011
Posts: 148
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Re: [Platformer] Trial of the Imps
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I think you know what ones need help the most. Quote:
Last edited by MissCapricorn; 09-08-2011 at 02:13 AM. |
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#22 | |
New avatar coming soon.
Join Date: Dec 2007
Location: Seattle
Posts: 231
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Re: [Platformer] Trial of the Imps
Quote:
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#23 |
Frequent Poster
Join Date: Aug 2011
Posts: 148
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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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#24 |
Process Disciple
Join Date: May 2005
Posts: 4,920
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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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