zerofiftyone
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Posts posted by zerofiftyone
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This was funny and well put together. Also, some good bunny hopping in this game!
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This was so good! Everyone will have already made comments on how good it looks, so instead I'll talk about the audio, which is great! Everything, from the music to the voice acting and the good FX on the radio chatter helped to build up atmosphere in a way that made the setting seem convincing. When I switched on the bedside radio and heard the sound of the radio show filling the room as the player character commented on it, it felt like I ws in a real, lived in place.
Anyway, well done on this. Huge accomplishment.
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7 minutes ago, Ben X said:Phew!
1828 is duty bound by forum honour to stay at number one.
If that's the case, then @One8Two8 has some work to do:
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I just put out a patch!
Changes:
- New game launcher - lets you configure display/graphics settings
- Fixed player spawn in particle FX colours
- Red enemy should now no longer hide on the edge of the playfield
- Big triangle enemy has an updated material to help it stand apart from the small triangle
- Trails fixed on blue enemy
- A few extra wave templates added to the rotation
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30 minutes ago, RubixsQube said:https://kotaku.com/a-twin-stick-game-with-no-bullets-1796369065
OH SHIT YOUR GAME IS BLOWING UP
also wizard jam advertising
Aaaa yeah I just saw that! Crazy!
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52 minutes ago, Lama Himself said:My brain hurts after playing the game.
The game is really great. Amazing presentation, great feel when destroying enemies. The music is also top notch. I could continue with more praises: leaderboard, good tutorial, love the text projected on the playfield etc.
But I have some small (constructive) criticism:
- I played with the keyboard and it's really really hard. I would think it's easier with a controller.
- It is frustrating to lose. Often I have the feeling the game was unfair. Could be because of the collisions or the momentum on the paddles but it can be really frustrating. On the other hand the game seems to be generous also in many case; I killed a enemy even though I thought I would die. The frustration might simply come from the discrepancy between what I think will happen, and what actually happens.
But overall that is an amazing submission for a game jam.
Thanks for the notes!
The game was designed with controller sticks in mind, and is easier to play with them (to my mind at least), but keyboard support was a relatively easy thing to add in and was worth the effort to let more people play it.
Yeah, I generally tried to be forgiving to the player where I could to minimise the bad sort of frustration. For example, when enemies spawn in, they're harmless to the player for about half a second so that the player doesn't have to immediately react to its presence when the spawn anim starts. Also, the collider boxes for the player are smaller than the actual visible model, so you won't get killed unless it definitely looked like a collision. That said, single hit death is one of those things that is always going to frustrate to a certain degree. I toyed with the idea of a health system, but it would have made each run longer than I would have liked.
Thanks so much for the comments, and I'm glad you liked it on the whole!
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Seeing people playing and enjoying this makes my incredibly happy. Thanks everyone!
I'm thinking of putting out a patch this evening for some of the small issues people have been having; like the issue with the red enemies (which should be really easy to fix). Thanks all for the feedback.
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Ahh I see. I should really figure out a way to implement rebindable controls...
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19 minutes ago, Ben X said:Well, you probably know what my reaction is going to be: stunning presentation, great player feedback, clever mechanics, and too damn hard for me! I'm not a twin-sticks guy, so I could never really master the movement, but I did manage to get over 3000 which I was very pleased with!
Thanks Ben!! Anything over 3000 is pretty good btw, I can't score much higher than that myself .
19 minutes ago, Ben X said:The only thing I'd ask for is the option to change the shockwave button - I'm constantly on the triggers for shrinkage so I tend to accidentally use shockwave rather than tactically hold onto it. I'd much prefer right shoulder. I'm also looking forward to seeing some of the world leaders play this thing!
I think you can in fact use the right shoulder button as well!
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This game is released now and you can play it! Lots more to talk about at some point but it's super late and I need to go to bed immediately.
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On 19 June 2017 at 8:30 AM, Squires said:Well the game's done, and unfortunately I missed the submission deadline due to some last minute bug fixing, and never having used itch.io before. Definitely had fun though and am planning on spending some more time polishing it.
I'll write a more detailed write-up tomorrow, but for now bed time. Here's the link for anyone who's interested.
I sent you a PM
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This is cool. Looking forward to playing this on the weekend.
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Haven't been able to submit this yet unfortunately! I had a rough week last week so I was quite a bit behind, and then on the Sunday night there was a bunch of broken stuff, some of which was preventing me from packaging the game . I'm working on it though! Hopefully will get a build out very soon.
In more positive news, snake enemies are now in this game:
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3 hours ago, Ben X said:YET ANOTHER public announcement: you can edit your thread title by editing the first post and using Full Editor. No need to create a separate release thread! (And while you're there, remember to put your link in somewhere!)
You can also click and hold the thread title to do this.
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Either message me on here, Slack or Twitter if you need your game adding manually.
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The leaderboard display is working!
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Today in unexciting development gifs: polished score UI!
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Looking good, my dude. Where is that logo btw? You should totally post that here, it's great.
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23 hours ago, Travis said:We need more dope Zero gifs!
I'm glad you asked! Here's some new stuff:
At the end of last weekend I did some work on making the floor/backdrop look less placeholder-y. I had some vague ideas of having a grid of square tiles that ambiently undulate in the background while you play, so I looked into a noise generator plugin for UE4 that gave me some close results when applied to my floor grid blueprint:
SpoilerI tweaked some of the settings until I found something I was more happy with, and put it in the game! Originally, the tiles were much smaller as seen in the clip below, but having so many meshes animating at once was causing the framerate to dip, so I settled for large, chunky tiles instead.
SpoilerI replaced the tile mesh and the material to something nicer and called it a job done! The clip below also shows a post process effect that I originally intended to use for level transitions, but then I decided not to have level transitions so it's somewhat redundant now. I'll try and find a use for it somewhere though cause it's a cool effect.
In other news, a player death / game over state is now in the game! When you die, the game will submit your score to an online leaderboard and show you your current global ranking. I've managed to shorten the time it takes to fetch/process that data in the time since I recorded the clip below. Also new: spawn in particle FX!
Things I have also done (that don't particularly GIF well):
- Working pause functionality and menu
- Save system (for saving stuff like your personal best score, and any settings there might be in the game)
- An alternate control method that I'll go into at some other point
- Score multiplier system (that you can't currently see because there's no score HUD lol)
[Release] And That's Why The Skeleton Farts That Way
in Wizard Jam 5 Archive
Posted
This was so charming, I was smiling the whole way through it.