Naughty Alien, on 12 October 2011 - 08:12 AM, said:
by the way, dont be long away, Soon ill need some personal info from ya

Ok, i will be here now often.
Metatron, on 12 October 2011 - 03:17 PM, said:
You should put this in the Asset Store Games section.
Yes, but first it must be finished
ryao, on 12 October 2011 - 11:56 PM, said:
only three minor things I would change/add.
1) control options because controls kind of tricky to use for some people.
2) hints to a objective after a period of time of not reaching a objective .
3) move enemy bots away from player when they spawn
4) make sure the player dose not spawn off of a cliff.
I'll try to implement it. In final version 2 types of controls will be - such as now, and Ctrl+Space at same time, so player can use both of them.
Josh Klint, on 13 October 2011 - 12:10 AM, said:
The default controls were very awkward, Space or up arrow key should be jump. Control should be shoot. Enter should be push or whatever that third thing was.
Space is a big button, in such game you need to push in 1000 times, it can broke your keyboard

Anyway i will add it as i said before.
But up arrow is impossible in such gameplay, when you attached to metal wall and pressing up - you should crouch up, not jump, i thiking
Rick, on 13 October 2011 - 04:17 AM, said:
Never got past the loading screen. Not sure why. Win 7 32-bit. Unpacked it to my desktop. Installed the AL sound thing. Ran the exe and just used the default settings and it gets stuck on loading screen. I let it sit for about 3 mins.
I don't know what reason of it. All other people runs good it's demo. May be you can try to unpack it direct on c:\ or d:\ drive?
gamecreator, on 13 October 2011 - 04:49 AM, said:
Some notes:
- More enemy types would be fun but I'd guess you're working on that.
- Loved the wall jump and wall climb features. Same goes for the switch puzzles.
- Levels may be a bit long. I like the exploration aspect but sometimes I got a bit impatient. Maybe include some shorter levels with larger energy balls that count as 5 instead of 1.
- I like the keys as most indie platformers have a similar setup and it's natural for me.
- Wall jump could still use a little tweaking but pretty smooth and natural for the most part.
- You already noted similar but sometimes the character hangs in the air (next to a ledge).
Some different enemy types will be
You very intolerant man, as me, i thinking that my levels is too short
Thanks for notes.
tkunze, on 13 October 2011 - 07:15 PM, said:
- The player was kicked down from the roboter and it always respawned next to the roboter and got kicked down again leading to an endless loop.
- The player count goes below zero
Will fix it, thanks
Josh Klint, on 14 October 2011 - 05:17 AM, said:
I think you can set the light quality setting higher, it seems like there is very little edge filtering on the shadows.
If i turn on soft shadows it acne all scene

and does not matter when shadow map size is 2048 or higher, looks almost like raytrace.
There have not any filtering, only sharpen postfilter that affecting shadow enges because it high contrast.
Josh Klint, on 14 October 2011 - 05:17 AM, said:
I also felt the controller needed more friction with the ground. It slides quite a bit which can make some jumps tricky, like that really hard part in level 3.

He, so then the game will be very simple. It's platformer feature - gamer some nervice when cant pass throw some hard place

Me myself long time learning to pass those place after creating it

.
Josh Klint, on 14 October 2011 - 05:17 AM, said:
You have basically as many lights as you want, at no cost, so I would use them! A side scroller with awesome graphics is a niche, but it has little competition, so I would push the graphics to their full extent. I could definitely see this on Steam.
Can't wait to see what you do with this next.
I thinking it have cost. Because each light need to be culled before rendering, and many notebook CPU can't fast render many different "tentity", as i maked stress test: 1000-1500 tentity in scene is not slowdown FPS, 2000 - is many. So that is why i don't using many lights. But in level 2 each of energy sphere have light source.
Maybe in next dark level i will attenuate scene by meny spot lights.
It will be just fine, if it will be sold on STEAM or any other market.
Thanks all of you guys for replys!
Now i know that i need 6-8 levels more for 1 hour gameplay, i thinking it will be enough for such game.