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Topic, Game "Jump Gear 2" | ||||||
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You must register or log in to post a message.I'm against that change too, jp. Would a desert level be to annoying? (Slow ground) I know nothing about actionscript, but pretty sure you will be able to figure out what I mean(which might not even be correct).if the box was checked ghost rider variable equals 1? On tricks, I don't think it's all that confusing as it is now. I think players will quickly realize, "Oh! Tricks add points to my score, I must need to do more tricks." Next in the list : Friend blueboy515 lineplus nightshade1 madssdam1332 To remove the ghost rider do i also think is a bad idea. Then do peoples just have to not make that kind of levels! When you struggle against the ghost rider, you can pass the line before it and still lose the game because it mades more tricks than you. The casual player will not understand this, and IMO it remove some suspens/fun to the game. Asforien suggested to remove the trick bonus points. Instead of this, the player would have to complete X tricks on a level to complete it. I think it's a good idea, what others think ? Also I read your suggestion Captain to make an option to disable the ghost rider on some levels where the way you choose is improtant. sure this wuold be nice for the kind of level where you have to find your way, but the ghost rider is an essential part of the game and I wander if allowing to disable it is a good idea. Let's see if we get more levels of this kind later. But if a flip gave like 500 (less/more?) it would matter, but it would be a bad idea to waste time on them at the end. Nice suggestion, birjolaxew. What about a combo system like in Hog Pop? Great job on that patterns jp! Yes, thats right, i also told jp that in a comment, at one of the first times i played the levels. How about letting, the creator of a level choose themself how many points you will get whit a trick? The Trainer mode is implemented. On trainer mode: I think it's alright to exclude people who don't complete the level within a certain time period from scoring, but I think they should at least unlock the next level (if the two actions can be separate). Personally, I think a player should be able to pass a level even if they pass it poorly, not everyone is as good as birjolaxew ;) Like THeNiNJa said, your instructions are a bit confusing, perhaps they would read better as up/down = accelerate and left/right = rotate? @TheNinja, Thx for the feedback, I corrected and implemented some of your suggestions. I can't give too many points for a trick because I don't want somebody stop just before the finish line and make tricks because they earn more than the remaining seconds. Double backflip (and over) is now 200 points. I've added 2 paterns to he tribe2 .mod that i did myslef ^_^ , the one behing played after you reach the finish line. I got TRIBE2.MOD, and finally found a program that could play it (WINAMP). But your version differs to the one i found >:( :P PS: I think soon create my first Flash game ;-) - Different colours and bigger "explosion" the more flips. - Also, i think that the flips should give more points. At the moment they don't matter at all. And i think that a double backflip should give more points than two backflips. Corrections: - You misspelled backflip. ("bacflip") - If you flip and then backflip it says: "double bacflip". The opposite happens if you start with a backflip. - I think that the control-help is wrong? It says flip with up and down, which is accelerate. And spin wheels with left and right, which is flip. - Trick is taken in to account when you land even if you didn't flip a complete turn. - Animations has been added around the tricks. Next will come the Trainer mode I think. @TheNinja, thanks for the bug report, will look at it. @birjolaxew, nice idea, I will see if it is possible to add more kind of tricks. @lineplus, you will be added soon. I've removed all comments about records as I try to keep the mesage stream as clear as possible. we are only a few players and I imagine this will be worse when the game is public. - About the count down, you're maybe right. As I would like to keep this explosion I worked on, maybe I can add a "Training mode" where you never die but you don't score neither. Let's say when the count down arrives at 10 seconds, I display a tooltip "Press [T] to enter training mode!". - About tricks, yes if you only rotate 359° and then touch the ground, it doesn't count. I think I will change this, as it might be frustrating. - About trick animations, yes you're so right. (how do you call it after "double flip", "triple flip" ? and then for 4, 5, 6, n flips ? [edit] OK I've found it) - About the controls you're right too, but I'm a little bit lazy right now :). Maybe I can try to make somethign I can resue in my next games. The current version is working right now, if you get a chance to install the debug player on your configuration that is not working , and if it displays an error, that would help if you send it to me by email. Several persons reported problems on some mac configurations. I personnally tested it on several macs on safari and it was working on all configurations. So I'm totally stuck on these problems. It would be nice if your slowness didn't kill you, but rather, you experience the natural consequence of maybe not seeing how a top-player does a certain part of the map. About tricks, they seem to work nicely, haven't found many really annoying bugs so far. There were a few times when I thought I had made a jump or a flip but it didn't count it. I specifically remember it counting it a long while after I had already hit the ground. Furthermore, I don't think the player is reward enough for getting them, but more in a sort of emotional sense rather than scoring. The little star at the bottom of the screen just sort of says "Oh, I guess you did something kind of special, maybe." It's sort of ambivalent. I'd like to see more of a reward animation, something really over the top. Maybe fireworks in the background, stars shoot our from your character as he gets a huge grin on his face, some text could pop out that says "flip!", "double flip", "backflip!", etc. Maybe you could have a different animation for each kind of trick too. I'd also really like to see the option to customize your controls. The up/down as accelerate/decelerate always confused me with these sorts of games. I'll post some more impressions once I get a better chance to play it. Edit: understand that I tried to play the game without thinking of it as a sequel to jump gear, but rather a game on it's own. Probably a few of my suggestions should be ignored just for the sake of franchise continuity. Edit2: either the current version isn't working right now or it does work on my mac with ff2. It gets stuck on the "presented by" page. - cheese9 For the easier levels, you're right but you didn't followed your suggestion with your great level ^_^ - Sometimes if land hard the game freezes. Anyone else expiriencing this? - The game definently needs some easier levels. - What is the name of the song? ;) | Games forumPlay Game "Jump Gear 2"First post of the topic |