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New Ragdoll Fighting Game

Started by: axcho | Replies: 230 | Views: 87,709

HowlingWolf
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Aug 14, 2006 12:44 AM #13455
Maybe add blood. I've played the demo, and It's sick, but that slow-motion effect kinda bugs me, because I love to land combos. Anyway, Its your game not mine, but with a little more work you could sell for big.
-May the schwarts be with you.
shoxpyre

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Aug 14, 2006 1:02 AM #13457
Yeah, I agree with Wolf on the slomo. It seems more like lag than slow motion and it just acts buggy. Maybe you can make it a bit better and use slomo with the hits that stun the player only. Thats of course if you get the stun effect working. With the slomo taken out for the smaller hits I could see some badass combos being dished out. Me and my friend David were playing the game and we were having a BLAST. We played for 2 straight hours while listening to some music. And he also says he hates the mouse control... -.-; Anyway, when you guys are playing it by yourself just to test it out, it's 3 times as fun in multiplayer lol. Ok later-

PS: Are you COMPLETELY sure that your flash versions mouse click works?? Has anyone else had this problem? The browser version works fine...
Dudeman
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Aug 14, 2006 1:25 AM #13458
I have a big problem with the mouse control, but I love the bullet-time.

I also have a problem with the hitbox thing, it never works for me -.-
shoxpyre

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Aug 14, 2006 2:59 AM #13461
'Hitbox' thing? What are you talking about?
axcho

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Aug 14, 2006 4:54 AM #13464
Yes! More than two people replying! :)

I'm starting to get stressed though about all these issues that seem to be coming up, like legal stuff and figuring out how to do the music and picking the right graphical style, and of course keeping up with the many demands of my fans. ;)

But I appreciate your gameplay suggestions, especially since I don't get much chance to test the multiplayer part of it.

So, on to the replies.

About where to submit my game and how to get money from it, I'm waiting until I get a little further along, but yes, I'll investigate some other options. It's most likely that I'll stick with the contest, but it depends. I just sent them some more questions about who owns later variations and stuff.

For the skins, I had originally thought of putting them all in one file, but I have since decided against it. It would be inconvenient to allow switching, since I like having the freedom to change any little bit of the program to get the right effect. I'm also planning on releasing more variations, some which I haven't completely designed yet, so I couldn't really put them all in one program. It just doesn't really fit the way I'm approaching this game. So, good idea, but not the best for what I'm trying to do.

And no blood, at least in the current versions.

Right now, there's no collision detection during the slow motion. So I could change that to allow more hits. I can also change the duration and slowness of the slow motion, if you have any specific ideas.

I'm not sure whether I should do the stun or not. It could be just annoying. I'll have to try it later.

Anyway, shoxpyre, it's nice to hear that you liked it enough to play for two hours straight! :cool: What music were you listening to?

*hopefully before you read this, I will have edited my post to upload a new version
shoxpyre

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Aug 14, 2006 6:57 AM #13467
Lol, Punk, Punk rock, Metal, Rock, the works. And I think having the stun would be great! It's like an award for a hard hit. Lets say the stun could be when you hit the player and the blasts diameter is like 5 inches, a hit like that doesn't come often but when it does you get an extra few seconds to lay down some more hits! Come on it would be so cool! =D My friend totally agreed with that idea, and if you don't think alot of people will like it make a toggle feature so we can turn it on/off. Same thing could be done with slomo, either way you can't be judged bad on a feature that can be turned off and on to match the gamers feel right? Alot of players like things different, and a game thats flexible like that can be fun for everybody. Well like always, good luck. Oh and wheres my glow demo! *drools* lol
axcho

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Aug 14, 2006 7:56 AM #13468
Ah darn, you beat me to it. :D Here you go: :confused:

Why isn't the attachment button working? :mad:

...

Finally, here it is: [REMOVED]

That was weird. Anyway, it's Braids NEON! With glowy ropes, but no fireflies (the ropes would cover the fireflies very quickly). I darkened the glow color to make it look more glowy. The ropes stand out a lot, but some people might like that, and it is appropriate for the name NEON. The only problem is that they hide the health display pretty quickly. The colors are also more like glow stick colors than neon light colors.

So, in this one, I've added the experimental frame rate adjuster which should compensate for differences in speed between pure SWF and in browser, as well as different computer speeds. It's not perfect, but it's noticeably smoother in browser.

Also, you move 25% faster, in terms of amount of the force applied by your controls. That means you can also do more damage.

The slow motion is also a little less slowed-down, and lasts a little bit longer. And you can hit each other during slow motion! So now you can have annoying combos! :) It would be even more annoying to the other player if you get stunned as well. But let me know if you think I should try it.

Basically, expect health to become mostly irrelevant, as the display is hidden by ropes and quickly diminished by the abundance of combos and high damage attacks.

Give me more suggestions! On game mechanics, visuals, whatever. :)
stick-assasin

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Aug 14, 2006 1:31 PM #13475
OMG ITS SOOOOOOO GOOD now add some sound
HowlingWolf
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Aug 14, 2006 3:15 PM #13476
haha, me and Shox listen to the same kind of music. I'm about to try it...hold on...


:Edit:One word, SICK. I just landed a 5 hit combo ending with a 20 damage blow. And the glowiness is so cool.
shoxpyre

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Aug 14, 2006 5:06 PM #13479
BADASS! This rocks so hard, all the new features look great, and i love how fast it is. Great job, much better than the last one. But you know, those lines cover up the score in the other one too, not just this one. U need to layer the score up over the ropes. Here, my friend Joey has something to say:

goddamn stupid mouse, it's too hard to move! The mouse is the devil!!

Me now:
lol David doesn't wanna get off of my Nintendo DS. XD But he hates the mouse too. Man, some people may like it but alot of people probobly won't like the fact one bit that it's supposed to be a multiplayer game and one player has to use the mouse and the other must use the keyboard??? Make a feature to choose like I said. And it's not a fair game, the guy who uses the mouse with us GETS KILLED. You can't win if your using the mouse. Anyway good game, we're going back to playing.

Oh, and you used the name NEON! Haha =D Thanks so much, it's so cool man!

New Edit: This is the 3rd time i've tried to add these pics..OK like before i'm going to put up some pics of us playing. Here's two of me getting some good hits on 'em.
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And here's a random pic of showing how many ropes we got. You can't even see the score but i know for a fact we each have more than -3000 damage for each of us.
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Ok thanks for looking. And theres one more problem. The blasts show up behind the ropes, see at where we are now you can't even see the blasts when you get hit. You should make the blasts and the scores appear over the ropes. And with that the characters over the blasts. Well here, like this-

Background> Ropes> Damage Blast> Characters> Score

Thats what order they should be layered in i think. Oh and i wanted to tell you the combos are so badass! We're flying all over in a big jumble beating eachother senseless!@#! AHahha LMAO Well good luck, peace.
axcho

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Aug 15, 2006 12:06 AM #13490
Thanks everyone for the encouragement! :) I'm glad you like this version.

And wow, that's a lot of ropes! :eek: I hadn't even thought of them getting thick enough to cover the blasts. I'll try putting the blasts on top as you suggest.

About keyboard input, another problem is that many keyboards can't register more than three keys pressed at once. And with two people on the keyboard, you may have up to six keys pressed! (both crouching and diagonal) But if you still want me to try it, let me know which controls I should use, and I'll make the blue ragdoll also detect key presses. :rolleyes:

So here's a new version of NEON: [REMOVED]

I toned down the brightness of the ropes. I think it looks a lot better this way - more a glow than an eye-searing incandescence. Plus I've put the blasts above the ropes, and the numbers above everything. :)

I slightly modified the delay-adjusting code, so it might be a little smoother. Or it might be worse, but I'm hoping for smoother. You probably won't notice much of a difference though.

Also, try out the mouse button again on the SWF file, and see if it works. I had changed something that might have fixed it in NEON, though I forgot to mention that last time.

About the music, try going here and listening to Mojave while you play (at least the second half of the song). I thought that kind of music would be perfect for the game, though maybe for a different graphical style than NEON. It's kind of floaty but also with a lot of energy and a strong beat, like the game. You could also try listening to North (which also starts out slowly). :) I'm curious to hear your reaction.
shoxpyre

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Aug 15, 2006 12:52 AM #13492
YES, I did notice that the mouse was fixed on the non-browser one. Ok off to test the new one =)

EDIT: I played it and it's perfect! The layers are exactly how they should be. But theres one downside, the life doesn't come in that clear with the colors under it and everything, maybe you could do something like this:
Image

Something like that would be very easy to see. Here's a couple screenies to show everyone else what the new demo looks like:
Image
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Image

Ok then, i think i've covered it all. Well, i hope you get everything else working. Good luck =)
axcho

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Aug 15, 2006 7:01 AM #13497
Haha, all you can complain about is that the health display is kind of hard to see? :p I think that's pretty good.

I'll probably leave it for now, until I get some more substantial additions.

Oh, and the font for the dark letters there is supposed to be the same as the health font, but it seems that some browsers don't display it correctly. I'm using Firefox and it works for me, but I don't think it worked in Internet Explorer.

Now I have to work on the structure! Don't give me any more excuses to keep tweaking the engine! ;)

By the way, I am pleased to report that according to Inglor, only the variation that I submit for the contest will be owned by Armor Games. So I could release other variations afterward and sell them or something, for example if I don't win the contest. :D
The_Sticktator
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Aug 15, 2006 1:08 PM #13508
Hmm, maybe you could make the pink one a dark shade of pink or purple, and the blue one a dark shade of blue, so you can distinguish who is who when they're like right next to eachother?
HowlingWolf
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Aug 15, 2006 4:38 PM #13514
Good, you fixed it. But as Shox said, maybe add an option to change controls, mouse is a little hard to control. And the bullet-time does look a bit like lag, I say maybe add more motion-blur too so It looks like it more. But I'll give you time to work, I guess your working on somthing important.
-May the schwarts be with you and guide you.
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