Greyworld 0.5

Started by: OxideAlpha | Replies: 61 | Views: 9,995

ninjaman
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Aug 29, 2012 12:04 AM #728553
I finally got to the first boss! Holy crap that was epic. Was that boss music fom mega man ? I remember it from somewhere....
OxideAlpha
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Aug 30, 2012 1:14 PM #729884
Quote from ninjaman
I finally got to the first boss! Holy crap that was epic. Was that boss music fom mega man ? I remember it from somewhere....


Yup it's the X vs Zero boss music from Megaman X5.
ninjaman
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Aug 30, 2012 11:54 PM #730283
X5 FTW! Imma get one of those sigs later...
Skyshark
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Aug 31, 2012 12:37 AM #730300
Damn, this game seems legit so far! I never got it to the boss fight (I wanted to ;-;) but the level basically kicked my ass.

Anyway, here's some CnC about the game in general. Most of this you probably already know, but I'm throwing it out there anyway:

- While the intro is pretty cool as of right now, a "Skip" button would be awesome. I don't really need to see the minute-long intro scene every time I turn on the game. Same with the mini-intro right before the Scene Selection.

- At least some, if not all of the player's attacks should stun enemies and interrupt their attacks. It's incredibly frustrating to get hit mid-combo by a vomiting zombie asshole, even though I'm wailing on him with strong attacks.

- There's this weird pause between setting up for combos that keeps the fighting from being free-flowing. A pause between attacks isn't a bad thing in games like Castlevania, when the game is more focused on enemy placement and the player calculating when to hit with his whip, but in a side-scrolling brawler like this I think the combat should be faster-paced.

- I like the text in the Tutorial level (it's pretty funny), although pressing Space or something should also advance the text - switching between keyboard and mouse is kind of awkward. It's a small thing.

Overall, I like the animations and the gameplay, and while it's got some problems that need to be ironed out, it's still early in development. I hope to see you complete this, man, because it's got real potential. Good luck. :D
Rade
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Aug 31, 2012 6:33 AM #730405
Sorry for my part being so long on hold, Oxide. I'll finish it up sometime this week, but I'm not sure if I'm going to animate at 18 fps.
OxideAlpha
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Aug 31, 2012 1:52 PM #730593
Quote from Skyshark
Damn, this game seems legit so far! I never got it to the boss fight (I wanted to ;-;) but the level basically kicked my ass.

Anyway, here's some CnC about the game in general. Most of this you probably already know, but I'm throwing it out there anyway:

- While the intro is pretty cool as of right now, a "Skip" button would be awesome. I don't really need to see the minute-long intro scene every time I turn on the game. Same with the mini-intro right before the Scene Selection.

- At least some, if not all of the player's attacks should stun enemies and interrupt their attacks. It's incredibly frustrating to get hit mid-combo by a vomiting zombie asshole, even though I'm wailing on him with strong attacks.

- There's this weird pause between setting up for combos that keeps the fighting from being free-flowing. A pause between attacks isn't a bad thing in games like Castlevania, when the game is more focused on enemy placement and the player calculating when to hit with his whip, but in a side-scrolling brawler like this I think the combat should be faster-paced.

- I like the text in the Tutorial level (it's pretty funny), although pressing Space or something should also advance the text - switching between keyboard and mouse is kind of awkward. It's a small thing.

Overall, I like the animations and the gameplay, and while it's got some problems that need to be ironed out, it's still early in development. I hope to see you complete this, man, because it's got real potential. Good luck. :D


Thanks for the feedback. I'll reply on a few points, just to elaborate on the decisions.

-The skip button has been mentioned, and will be present in the final build. It's just a little thing I haven't gotten around to.

-The thing about adding hitstun is that if it were there, you would be utterly unstoppable, even if only some of the stronger attacks had it. Also, people would only use the attacks that have hitstun in them. I think that the issue right now is just that the first level has so many (too many) enemies in it right now, and is a little harder than intended. The idea was that the player has to make a tactical choice on which combo is going to work the best in a given instant, and getting better at the game involves knowing which combo to use for each situation. What I wanted to prevent was just button mashing. You can't just ZZZZZZZZ your way through the game. This sort of addresses the next point too, on the delay between combos. Again I believe this is due to the harder-than-intended first level, where those pauses that cannot be controlled unfairly punish the player with so many enemies. When the enemy volume has been corrected it will feel much better, I believe.

-A key press to advance the tutorial is a good idea, I can add that easily.

Thanks for the feedback!


Quote from Rade
Sorry for my part being so long on hold, Oxide. I'll finish it up sometime this week, but I'm not sure if I'm going to animate at 18 fps.


It's no problem. What FPS where you thinking? It's not a huge issue since the FPS can be changed with ActionScript if necessary.
Draves
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Sep 8, 2012 7:00 AM #735731
do you still need help with some stuff?
I can provide art, animation so anything except coding lol
DiPi
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Sep 8, 2012 10:18 AM #735800
Yay! I finally made it to the boss! he was fucking well made!
Zero
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Sep 8, 2012 10:46 AM #735810
Whoever you are, you sir are a genius! I can help out with the animation or cutscenes if your game has one.
Sadko
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Sep 8, 2012 11:25 AM #735829
Lmao im so happy i actually submitted an enemy design, fakin epic game. EPIC EPIC EPIC EPIC
OxideAlpha
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Sep 8, 2012 3:33 PM #735994
Thanks for the interest guys! I'll PM you guys about what you can do.
Salt
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Sep 21, 2012 8:44 AM #743480
your using flash cs6? pretty awesome.
OxideAlpha
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Sep 23, 2012 1:32 PM #744942
Yes I am using CS6. The only reason actually was so that I could take anybody's contributions regardless of version. I was rolling with 8 before that lol. God I love 8.
frNME
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Sep 29, 2012 2:20 AM #748073
Woah... You got something good goin' here man. It's a good game, a little hard, but not impossible. The wide variety of combos that you use based on the situation make it very fun. Can't wait for the full thing.
OxideAlpha
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Sep 29, 2012 2:37 PM #748258
Thanks! The difficulty and a variety of other things have all been worked on and will be made as best as possible during the beta. You guys won't be disappointed!