Showing 41 to 60 of 67
41. Posted: Mon 14th Sep 2009 07:49 BST
Awesome, got to lvl 7 but then I had to quit too bad there's no password system or something but I'll finish this later! =)
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42. Posted: Mon 14th Sep 2009 08:15 BST
not too shabby....levels could use some variation though--decent physics programming especially in cumbersome old online-applet Java, at least in my programming experience. I'd nix the Up = jump thing and assign a different button, but that's just my opinion. Good work so far! Just toughen it up a bit And maybe re-invent the puzzles a bit--are you using colliders mounted to your main char sprite or just the sprite itself as the hitbox? If you have a head collider, you may want it to check for contact w/ background objects and nix/reduce hangtime accordingly, as the ceiling-sticking looks a bit tacky and the puzzles it's used for aren't really necessary.
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43. Posted: Mon 14th Sep 2009 16:15 BST
@Adam: As I said earlier, adding just a few sounds increases the already long load time by 200%. Plus, they don't even play right on Linux. As for the boss... meh, he isn't my greatest pixelwork, but I was reeeeeally tired by the time I got to him, and I'm not motivated enough to redraw him ATM. Plus, it'd distract me from my work on the Metroid platformer.
@Firkraag: Yeeeah, no saving or anything, but you can cheat by pressing N if you _have_ to.
you can cheat by pressing N if you _have_ to.
@Swerd_Murd: Yeah, I should add Z as an option or something. I'm using hitboxes for collisions, and I'm done with programming this for now; I'm working on something else, and I hate Java, so meh, it's fine.
Edited on Mon 14th September, 2009 @ 16:25 by pixelman
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44. Posted: Mon 14th Sep 2009 16:24 BST
I understand. Like I said, I wasn't complaining, I'd read what you said before, just saying that it does affect the feel of the game. You could always have a looped song playing on the page itself rather than in the Java thingy. It's not like the levels change environment, so there'd be no need for multiple tracks anyway. 8-bit music is a large part of why I love NES era games (and the Bit Trip series). I'm just going to have to make a theme song and run it in media player while playing because I'll definitely be playing it some more.
I forgot how far I got, but I only saw the boss because I kept pressing N for the sake of seeing the game to respond to it. I need to beat it normally now.
Edited on Mon 14th September, 2009 @ 16:26 by Adam
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45. Posted: Mon 14th Sep 2009 16:38 BST
Well I've cleared all the levels now and the boss.Great work dude.
What's this bit for again?
46. Posted: Mon 14th Sep 2009 17:19 BST
It'd be cool to have a message at the end telling you your total time. It's a fun game to speed run. I just finished it on my second try and can't imagine how I didn't on the first try given how easy it was the second go-round! Quite fun. The coin text cuts off when you get past 100, but that hardly matters. For someone who claims to be bad at level design, level 12 and on were really well done (not that earlier levels weren't, but obviously beginning levels need to be easy). Good work Sir Pixalot!
47. Posted: Mon 14th Sep 2009 20:56 BST
Holy crap. I just sped up the load time insanely. It loads almost instantly on my comp. I'm adding sound now, along with Adam's excellent timer suggestion.
Edit: Added sound and pause (P key) feature.
Edited on Mon 14th September, 2009 @ 21:32 by pixelman
48. Posted: Mon 14th Sep 2009 23:06 BST
Hmm... Every now and then the game freezes for a second or so now. I guess it would be because of the sound. Is it just an issue with my admittedly crappy computer, or is this a Java problem?
49. Posted: Mon 14th Sep 2009 23:18 BST
50. Posted: Mon 14th Sep 2009 23:25 BST
It keeps freezing now man.What have you done?
51. Posted: Mon 14th Sep 2009 23:40 BST
Dagummit. What Operating System are you guys on?
I gotta go out for a bit, but I'll try to fix it when I come back. Java's media library SUCKS.
Edited on Mon 14th September, 2009 @ 23:41 by pixelman
52. Posted: Mon 14th Sep 2009 23:43 BST
Windows vista with the latest IE. Maybe I need to do a Java update? I'll check and let thee know.
53. Posted: Mon 14th Sep 2009 23:45 BST
54. Posted: Mon 14th Sep 2009 23:49 BST
I wish I knew about the level skip feature before. I lost all my lives at level 12.
Nice game. Reminds me of Braid for some reason.
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55. Posted: Tue 15th Sep 2009 01:03 BST
@Luigi78: Yeah, that'd be a good idea. @Adam: What's your Java version?That's weird, I had a couple Windows users play it they didn't have any problems.
56. Posted: Tue 15th Sep 2009 01:21 BST
Version 6, Update 16.
57. Posted: Tue 15th Sep 2009 01:32 BST
Hmm, that's late enough. Hell, I'm just going to disable sounds.
58. Posted: Tue 15th Sep 2009 01:34 BST
Okay, done. Clear your cache and it should work fine again. I replaced the lame ending with a stats screen, and implemented that time feature you asked for.
59. Posted: Tue 15th Sep 2009 02:46 BST
391s. I'm trying to do all-coin runs, though I missed one this time as I often do. Level 8's last two coins are placed in an inconvenient area. Unlike every other coin in the game, if you miss them, you can't retry because you get sucked into the warp no matter how close you were. I guess I could hit retry, but I don't want to lose the life.
How does the timing work, anyway? Does it include time you used up even if you died, or does it only take the time from successful runs? If the latter, I'll have to amend my all-coin runs to include no-death as another constraint (which I should be able to do soon anyway).
60. Posted: Tue 15th Sep 2009 03:47 BST
It records how much time is left at the end of each level, and adds that to the total time. The time isn't reset when you die.
I find it quite easy to snag those two coins, but after all, I am the developer and designer.
Do a speed run, and we'll compare times tonight or tomorrow. (about to leave for 20mins)