testtubegames wrote:-The reason 'clicking' alone doesn't add things is that you need to select a switch, say, without destroying it. I'll think about ways to improve the fluidity of it all, though.
Just make something like clicking a button to go into 'lever mode' or maybe just pressing 'l' while hovering over a lever for connection and releasing 'l' to get out of 'lever mode' or pressing 'l' to toggle 'lever mode' on/off, or something. Complicating so much of the process just for the levers isn't very [insert adjective here]. Just do something, and leave the single click for blocks.
testtubegames wrote:-I think what you're describing is the electric force (the black field lines/arrows pointing towards or away from electric charges). And the charges do have a 1/(r^2) force -- since I was able to calculate them as points and not rods. Took some extra work in the calculations, but I like that it's more true to the real world.
Ah, so they're points now. I guess that means ~TES~ can sneak around them. That is, if he's able to not fall.
testtubegames wrote:-I did this to keep everything simple. The only tiles you can control with switches are ones that have no other interaction. (they don't flash, or fade, or get destroyed) That keeps the code much easier. But if I have time at the end of making the game, I would be open to expanding the controls a bit. Same goes for the cannon offset. Do-able, but might not make it into the game for lack of time.
Well, it's actually still possible to turn blocks like stars on/off, but it's a kind of easter-eggy thing. Just keep it that way. I like it. I could tell you how you add blocks like stars, but I don't want you to remove that feature. It adds awesome things, like ghost go-through blocks, and super-stars, and black blocks, and more special ghost-y blocks and awesomeness. I can't decide whether I want you to fix these or not, but if you don't get to it, I'll just use it how it is. (Super-secret star levels here I come!)
testtubegames wrote:I like the idea of an undo button. I've had that same experience with switches.
You could also make a dialog box saying, "Are you sure you want to remove this switch? If you do, all the blocks 'attached' to it will be removed as well." An undo button would probably still be a good idea even with the dialog box.
testtubegames wrote:The boss battle will end, though I've still been polishing up the 'you won!' screen. As for ways to make the fight more interesting -- you've got some rad suggestions. And while I probably won't add velociraptors into the game (
), I will think about ways to make the battle more interesting. Maybe he at least speeds up as you attack him. Or his attacks get harder and harder (more heat seeking missiles, say).
Here are some real suggestions:
-Make him get 'madder' (e.g. better, faster, stronger, harder)
-Give ~TES~ lives, preferably just one, so that, uh, [he/she] doesn't have to get passed the whole thing w/o getting destroyed even once (you could show ~TES~ finding that octopus that the yeti kicked away, or you might be able to have a scene thing where shocktopus finds a suit like the yeti's and it gives [him/her] an extra life or something as an 'excuse' for it)
-Have progression, like making the magnetic jumps with electric fields first, but then with magnetic fields, and then maybe some challenging/weird thing that makes you think. Also, you could have the sand things be solid, then sand after hurting mag-yeti once, and then turn to spikes at the yeti's last life
-I like how you made it so you don't have to wait a long time before getting a shot at hurting/killing the yeti
-On that topic, I think you should add in some stress to the hurting the yeti part (make it harder) in order to maximize "YES!!"-ness when you finish the game
-This should be merged with the bullet above, but oh well. Anyways you could make the yeti move when the missile is moving (especially when, uh, [he/she] gets 'angrier' after being hit once or twice), have more than one missile (one added after each yeti-hit?)
, or have the yeti release velociraptors at you.
testtubegames wrote:Ah, a problem indeed. That's like what I mentioned before, about why I don't want switches controlling tiles like stars -- it leads to weird stuff. I'll tweak the game so that stars aren't allowed to be added to switches.
NO!!! It's better having features than not having them. What harm could ever come from something that's not super-easy to do and that just adds to the game? If you ever fix the stars, you can choose whether to implement that 'fix' into the game, but don't get rid of a perfectly fine feature!!! By the way, why don't you just have a variable for whether a specific star was collected that level or not, and have it not make the star when that variable is true? You could do this for all things. Also, why do cannons act so weird when added to levers?
testtubegames wrote:switch
You mean button...
testtubegames wrote:Anyway, all-around, thanks for the feedback, exfret
You're welcome. Actually, I'm kind of feeling kind of discouraged kind of, because it's been a while that I've been in the testtubegames community and I haven't seen any
major changes, like ~TES~ being released or anything. I can't help but ask myself, "What does Andy do all this time???" I'm sure I just don't know what it's like being a professional programmer, but may I ask what you do in an average day, or is that a little too personal? I can program a "decent" (as in playable) game in a few days that would be comparable to a 'feature' of a real game, and from my point of view, it seems like you'd just spend a few months adding in those features, and you've got a game. I never spent much time on making graphics (I was horrible at it anyways), so maybe that's what I'm missing. I haven't programmed very much: only 2 'games' and a minecraft mod (plus a bunch of tiny insignificant things) (the minecraft mod would actually be pretty good for a minecraft mod, but the 'games' weren't good enough to be real games, but they were all on pretty much the same level), so maybe I'm not able to understand from lack of experience, but I just don't understand what takes so long. Of course, time does seem to go faster as you grow older (at least from my perspective). Well, thanks for reading, bye!
Nobody ever notices my signature. ):