Games coffee mafia (Read 1303 times)

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thought i might finally make a topic for it

play r15
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Good thinkin, I can already point out a glitch for you.

When you change the control mode so you aim with the mouse, and you scroll the camera around while moving, the position of where the player is aiming moves with the rest of the objects. So any time you walk around, your aim is no longer coordinated with the actual mouse position, but rather the mouse position relative to wherever the mouse was on the map last time you stood still.

If the title is tentative and not finalized, you should really consider naming your game "coffia".
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Sometimes the mouse aiming screws up, but I don't know how to reproduce it exactly. It seems to happen sometimes if I make circles with the mouse very quickly around the character.
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ah yes i was told about the mouse bug a few days ago but completely forgot about it, thank you for reminding me! I'll fix that up right away.
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This is a pretty nice thingy.

It's nice to see you can create relatively smooth things in actionscript these days. I never learnt 3.0 but I had flash up to AS2 and it was always relatively clunky compared to things you could make in Director. That cow dance-off game I made that had poorly synchronised button presses was AS2. If any of you remember that you should probably format that area of your brain.
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I first saw this at work and forgot to play it when I got home.

I really like feel of the the keyboard controls. The feel is highly appropriate to what you seem to be going for based on the name / gfx. The doors don't seem quite right when they come open though. They kind of float off their hinges. It would also (based on my vague feelings / limited apprehension of your intentions) be nice to have a keymod to move more slowly. A painful and complicated feature that might be useful is if when you tap an arrow key or release it to stop, if an enemy would be aligned within (say) 10px of the point you'd normally stop, it stops in alignment instead (thus allowing you to tap to jump from cover then fire without awkwardly stopping just short). There are some messy corner cases though, like if you'd normally be behind cover and aligning would pull the edge of your hitbox out of cover so you can't shoot them right away but can be shot. Also I estimate that the fastest way to move in this game is to shoot in one direction and move in the other. Anyways my suggestions are probs unhelpful. What I mean to say is I like what you've done so far.

edit: i was wrong about the movement rates when shooting. alert! biggles is a bullshitter.
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play r19
more level editor improvements, please try it out! still a little buggy but you can pump out level.
also revamped the tiles and added tons more.

BIGGLES i want to make it so if you shoot + move you go faster, actually. its on the list.

a walk button might be a good idea. or even a SNEAK button. (when i fix up the AI, stealth will probably play a role)

it would probably be possible to code that auto-stop, but i'm not really a fan of the idea. I'm basing a lot of the gameplay on Doom (and some of the level design actually) and I thought about trying to have some kind of auto-aim to help but I really like the difficulty of the game right now. Of course, this is all going to change when I start adding new weapons/enemy AI etc.

You could combine the auto stop with the walk/sneak button though, for instance when you release the sneak button you come to a dead stop, so you could leap out from behind cover and dead stop in line with the enemy. That would keep skill involved.


edit: oh you also mentioned the doors. I've actually broken them at the moment, so they aren't showing up in levels. If I get round to fixing them (I kinda don't miss them) then I'll make them behave nicer.

ed Yeah as3 is doing me well actually. I can even run this on my netbook so I'm pretty happy. I may end up porting this to something else down the line if performance becomes a problem, but I can't see it becoming one at the moment. Of course, I'll never be getting more than 30fps though haha.
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this build is very cool but i tried the mouse controls and i found out i only like the keyboard ones. the keyboard controls make it feel something like a bullet hell shmup (in a limited sense) without the upward scrolling and the fractals: there's a lot of frantic figuring out where to be and firing at the right time in the right direction. the mouse controls kind of make it too easy and what i found engaging wasn't really there when i was using them for whatever reason. partly i think it's because using the mouse changes the pacing: making turning to fire really easy and natural doesn't force me to stop and consider what i'm going to do when i enter a room. instead i can be fairly confidant that i can get off whichever shots are convenient to me and then get behind cover without thinking much. i think good level design and the stealth thing could fix this though.

i like the no doors vs the doors in the last build, but there is something pretty cool about shooting a door open.
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this build is very cool but i tried the mouse controls and i found out i only like the keyboard ones. the keyboard controls make it feel something like a bullet hell shmup (in a limited sense) without the upward scrolling and the fractals: there's a lot of frantic figuring out where to be and firing at the right time in the right direction. the mouse controls kind of make it too easy and what i found engaging wasn't really there when i was using them for whatever reason. partly i think it's because using the mouse changes the pacing: making turning to fire really easy and natural doesn't force me to stop and consider what i'm going to do when i enter a room.
i agree with everything you just said.

The mouse controls were originally going to be the control scheme for the game but Geodude said, in his cynical and uniquely condescending way (lu, rockman <3), "ugh, mouse control" so I gave keyboard only controls a go and WAHEY they are awesome. I have pretty much been designing the game around them now, in movement speed, level design and everything else. (1 hit kills etc.)
Quote
i like the no doors vs the doors in the last build, but there is something pretty cool about shooting a door open.
I'm gonna put back the doors because they solve a couple of level design problems but I might just use them sparingly. Unless I can find another use for them other than temporary LOS blocking. (for instance Hotline Miami's doors were also weapons)
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i am never not furious with game design
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play r24

i've added so much stuff i've lost count. enjoy!
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i like everything at this point. the kinaesthetics of this game alone are heaps of fun. i have a developed a habit of trying to win rooms in the most aggressive way possible for the thrill of it. depending on how you want it to play out, you might want to add more objects that change the pacing like doors do. i would also like to be able to DESTROY more things. i am a torrent of fury and destruction. i am also impressed.
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wow you guys are still playing r24?

try fucking r29 for size
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wow you guys are still playing r24?

try fucking r29 for size

Amazing .
DDay is Dead  I am a dead man typing
 
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Last Edit: January 20, 2013, 06:44:16 pm by JMickle
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going through a redesign
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Holy shit that music!
 
Can I have?
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https://dl.dropbox.com/u/8943931/junk/levelgen01.swf] generate some bitching levels (press R)[/url]
 
also the music is a little all over the place at the moment, but i'm really glad you like it!
Last Edit: February 06, 2013, 11:24:20 am by JMickle
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Is that number a seed? It the generator deterministic?
yes coulombs are "germaine", did you learn that word at talk like a dick school?