Omnimaga

General Discussion => Technology and Development => Gaming Discussion => Topic started by: nemo on June 23, 2010, 03:20:40 pm

Title: game design failure
Post by: nemo on June 23, 2010, 03:20:40 pm
if you have some time, get to the last level.. and then figure out the most efficient way to beat the puzzle. hint: 2/3 of the whole level is completely unnecessary and can be bypassed.
http://www.gamegum.com/game/9833/astronaught-x/
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 03:23:37 pm
Well I would, if I could finish the first level at all...
Title: Re: game design failure
Post by: calcdude84se on June 23, 2010, 03:28:08 pm
Let me play the game first. Then I'll call it a fail, too. :P
Title: Re: game design failure
Post by: nemo on June 23, 2010, 03:29:13 pm
it's kind of a shame too, because if it actually worked like intended it would be a tricky puzzle.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 03:31:13 pm
Could you maybe post a video for the people who are unable to get past the first few levels? (HyperCam2 or CamStudio)
Title: Re: game design failure
Post by: nemo on June 23, 2010, 03:45:34 pm
i'm not sure how to video it. i would post some screenshots but apparently screenshots don't include flash elements.

regardless, this is why it fails. this is the map:

Player                                                            
_____        |                                                        |
K         ---- |REALLY HARD OBSTACLES IN THIS BOX    |


        _______
_____

P is the player. K is a necessary Key for survival. ___ is a solid block. --- is a block that disappears/reappears over time. the game is set up that you need to go to the right, through the really hard obstacles, and then come back through the really hard obstacles to retrieve the key. or.. you could just stand on the disappearing block and retrieve the key. the "really hard obstacles" is about half - 2/3 of the map so it's really easy to just skip it.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 03:54:41 pm
oh ok x.x Strange

What about CalcCapture? Unless the browser window title constantly changes when the page is opened, I believe it could work, if you setup CalcCapture accordingly.
Title: Re: game design failure
Post by: Tribal on June 23, 2010, 05:31:55 pm
Yeah, that last level must have not been thought out very well or something x.x

For those who don't have time to play or cannot reach the level, here is what it looks like:
(http://i.imgur.com/Etqwn.png)

The skinnier blocks disappear soon after touching them.
The bigger ones do not move or disappear, with the exception of the one immediately to the left of my character, which is constantly moving from the right-most block to around the position it is now.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 05:58:55 pm
Is the shortcut like going down from the first falling block, taking the key, going to the switch then the door?
Title: Re: game design failure
Post by: Tribal on June 23, 2010, 06:04:52 pm
Kind of, you need to activate the switch for the tile below the key to appear, since you can't jump up that high.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 06:06:51 pm
oh ok. I assume it's the top of the level and the complete bottom that is useless, right?
Title: Re: game design failure
Post by: Tribal on June 23, 2010, 06:12:33 pm
For what I was seeing, the entire bottom part and top part are useless, since after you jump down from that first block, you can catch a ride on the moving block over to the switch and back again, and back yet again to jump down to the door since you go through the block if you don't hit the top of it, or close.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 06:18:13 pm
Aaah ok tanks for the info ^^

Now if only I could beat the other levels. Often I try jumping but it won't detect my jump x.x
Title: Re: game design failure
Post by: nemo on June 23, 2010, 08:29:51 pm
thanks tribal. and yeah the collision detection is pretty stupid.. you can jump up through most blocks (Except spikes which kill you). the game does show promise if made well, though.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 08:39:10 pm
I admit that in terms of collision detection, I saw worse, though. *points to Vlax in Omnimaga arcade*
Title: Re: game design failure
Post by: ztrumpet on June 23, 2010, 09:40:04 pm
I admit that in terms of collision detection, I saw worse, though. *points to Vlax in Omnimaga arcade*
Vlax is awful. =/

This is a neat game that shows a lot of promise.  Hmm, Axe port anyone? ;D
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 09:43:08 pm
That would be nice, altough maybe something like Shift would be even nicer plus it's more popular I think ^^
Title: Re: game design failure
Post by: nemo on June 23, 2010, 09:44:24 pm
best of luck if you try. i imagine the collision detection will give hell with those moving platforms.. but definitely doable. i'm thinking i might try it later.
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 09:49:04 pm
Just so you guys know, making collision detection with smooth movement can be ok-ish if your character has no acceleration/deceleration and doesn't bounce when touching the floor, like a ball. Otherwise, good luck. I tried, and let's say my engine physics are rather strange at times (altough it does the job). I can't imagine how hard it must have been for Calc84maniac to code Project M physics.

I thought it wouldn't be too hard after having coded an xLIB Metroid game, but the switch from tiled/grid-based movement to smooth movement with physics is really something.
Title: Re: game design failure
Post by: Builderboy on June 23, 2010, 10:02:02 pm
best of luck if you try. i imagine the collision detection will give hell with those moving platforms..

Moving platforms?  I dont remember any moving platforms o.O Unless it was in one of the later versions?  Ive only done Shift 1... (and made a Basic port for an old contest :D)
Title: Re: game design failure
Post by: DJ Omnimaga on June 23, 2010, 10:03:52 pm
I think he might have been referring to the game posted in the first topic. Not sure, though. And yeah I did not thought about moving platforms. That makes things even harder x.x
Title: Re: game design failure
Post by: Builderboy on June 23, 2010, 10:07:26 pm
Ah gotcha, that makes more sense :D
Title: Re: game design failure
Post by: ztrumpet on June 24, 2010, 09:51:50 am
I think he might have been referring to the game posted in the first topic.
Yup, it has moving platforms. ;D
Title: Re: game design failure
Post by: DJ Omnimaga on June 24, 2010, 01:43:42 pm
Eventually, preferably after the contest ends, since it would be too much help and could be abused (even thought they would lose 20 points), it would be nice if someone made a tutorial on collision detection when you have physics of all kind, including acceleration, depending of if you are on a moving platform or not. For moving platforms, one thing I thought is that you could check the ID of the block below you and if it's a moving platform, then you move in the same direction as the block, which switches after a few frames.

Slopes seems to be a major pain, though.