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SilverballZ [RELEASE]  "Frst-person platformer"

User is online   Forge 

#31

View PostTrooper Dan, on 07 March 2019 - 03:05 AM, said:

3) Always come up with a plan for finishing that takes into account the resources you have access to (expertise, time, etc.) If you don't have the resources to do it the way you want, make a plan B which you can execute.

or a plan 'C'
I like to think of myself as ranking at least as high as a 'C'.
"It does what it's told", fits me well. Zero creative skills, but knowledge on how to turn a program on and make it do things.



As far as this TC goes (Silverballz) - it has a few things going against it:

- bad timing - it's released right in the middle of a couple anticipated TCs, along with a Blood port

- this forum's traffic is kinda dead compared to other places, such as discord. And this TC deviates from FPS. It's basically a FP-platformer. Not everyone's cup of tea, so the audience is going to be narrow. It's like talking about jawbreakers at a bubblegum convention.

- a scene on this forum over this Mod where a few people where publicly called out. It was done not once, but twice. Both against Ion Maiden team members. People forgive, but they don't forget. Unfortunately, it may influence some people on whether they comment or not.

This post has been edited by Forge: 07 March 2019 - 07:42 AM

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User is offline   Perro Seco 

#32

View PostSanek, on 07 March 2019 - 01:20 AM, said:

I'm sorry guys. It's just very strange, confusing and dissapointing that there's no comments on a forum, when literally every release gets a at least a couple of reviews. No matter what year it is and how big the community are. I won't be as sad as if it's just a user map, but I spent a year with this thing. The correlation of dev time and feedback drives me nuts. At least there's 100 downloads on itch.io, which is nice. I still hope that some people'll write something here if they played it.

Anyway, I learned a lot while making this game, which is all hard lessons on how to plan things and all the do and don'ts of game development. And after being so close to just giving up on it, finally releasing it is a huge win for me.
I have downloaded and tested your mod, just like I did with Alien Armageddon and the new AMT TC episode. But it has to wait until I can spend more time with it.

You'll be pleased to know that even the main menu impressed me, because I didn't know it was possible to modify it. I also liked those jump pads so much that I'm thinking of copying their code to use them in a secret level of my own TC. :D

However, I'm sure you understand that those other mods will attract more people because guns, big explosions, tits and all those things.
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User is online   Sanek 

#33

I know that the fact it's not a FPS affected the interest in the game here. On the other hand, all of Zykov Eddy's games and even CandyMania recieved it's share of reviews. I never expected the avalanche of reviews for any of my titles, but no reviews at all is very confusing.

I wanted to make a FPS right from the start tbh, but I decided to improve the Candymania's gameplay, because I like the formula, I like the design concept and because it's all I could afford at the time.
If I'll make another standalone title based on Build, it's got to be a FPS because after all, it's all what really matters when it comes to Build Engine. It'll be a tough job, because I don't know the CON language as good as the other guys here, and in case I want some good custom art, it must involve a better artist too, but I still hope I can find people who'll be interested to make new project with me and someday, come up with rock-solid title.
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#34

Played through the game, pretty cool platformer, I like it. And the music is also great, wouldn't be the same without it.
Will give it a mention on Facepunch.

And now for my obligatory bug reports:
  • It's easy to get stuck inside the windows on the map seen in the first attachment. I think the lines are impassable from the wrong side, which means you can get in easily, but you can't get out. This only affects one side of the map :
    Attached File  duke0000.png (274.83K)
    Number of downloads: 8
  • On the final tower I assume all the fire traps are supposed to be fast. However, only some are, and the way they are placed makes me think it must be a mistake, see second attachment. This allows you to quickly jump up to the middle if you time it right.
    Attached File  duke0005.png (136.1K)
    Number of downloads: 10
  • Finally, once I completed the game, pressing the use key (E) sent me to this blue screen that I couldn't escape from. Bringing up the menu wouldn't work, so I had to exit with F10.
    Attached File  duke0003.png (4.71K)
    Number of downloads: 2
  • It's possible to cheese a lot of the projectile traps by walking close to the edge of the platform. (e.g. in Fort Silver).
  • Frequently getting some frame stuttering, but no persistent FPS drops, especially in "Breath of Fresh Balls". I'm assuming this is a eduke32 polymost issue so people really should play on software mode.
  • Got at least one legit crash in "Breath of Fresh Balls" when loading, though I can't reproduce it now (this map kicked my ass).


Also, in Fort Silver, the squares get stuck easily on the ledges, making it extremely difficult to coax them away from the balls there. That's the only thing that was a bit frustrating, otherwise it was pretty fair.
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User is online   Sanek 

#35

Thank your for playing!
Speaking of bugs

View PostDoom64hunter, on 09 March 2019 - 12:37 AM, said:

It's easy to get stuck inside the windows on the map seen in the first attachment. I think the lines are impassable from the wrong side, which means you can get in easily, but you can't get out. This only affects one side of the map :

Didn't know that. Should fix it at some point...


View PostDoom64hunter, on 09 March 2019 - 12:37 AM, said:

On the final tower I assume all the fire traps are supposed to be fast. However, only some are, and the way they are placed makes me think it must be a mistake, see second attachment. This allows you to quickly jump up to the middle if you time it right.

Yes, they supposed to be fast, but there's some empty face and a couple of traps is a little bit slower. I was thinking that you just don't have time to time it right, considering all the projectiles flying around...

View PostDoom64hunter, on 09 March 2019 - 12:37 AM, said:

Finally, once I completed the game, pressing the use key (E) sent me to this blue screen that I couldn't escape from. Bringing up the menu wouldn't work, so I had to exit with F10.

I'm aware of it. It was the leftover from my previous mod, as it was supposed to quit the game when you press E. I just deleted that portion of code, but not all of it apparently. You supposed to go to the menu after you finished the game.

View PostDoom64hunter, on 09 March 2019 - 12:37 AM, said:

It's possible to cheese a lot of the projectile traps by walking close to the edge of the platform.

I know, and that's why I made 3 stars flying at once, because 1 projectile don't cover the whole sector as it should be. In "Breath of Fresh Balls" the player should guess that himself, since there's 2 stars instead of 3 starts flying all of a sudden.

In the same map, that's the only time I have some minor stuttering myself. Don't expierenced any crashes at all.

This post has been edited by Sanek: 14 March 2019 - 02:28 AM

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#36

View PostSanek, on 14 March 2019 - 02:27 AM, said:

In the same map, that's the only time I have some minor stuttering myself. Don't expierenced any crashes at all.


Stuttering was likely due to Polymost being weird, and the crash was a random fluke that I couldn't reproduce later.
Also, I have to say I really love the theme, reminds me a lot of aliens.mid from Duke 3D, which is one of my favourites.
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#37

The was the goal! (and Sanek's request) :)

This post has been edited by MusicallyInspired: 14 March 2019 - 01:33 PM

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User is online   Sanek 

#38

I listened to that Alienz track a lot while making the game, somehow it fits perfectly with the theme.
Also I didn't ask for it, but Momentum track have some Duke Nukem vibes too, at least I can hear it.
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#39

Finally finished it. Man that last map was a doozy! I can't say I didn't have my fair share of frustrations with it overall and I rage quit more than once. But I kept at it. It's a tad more frustrating than it is fun but not by much. At least for me. I'm thinking a way to improve the experience would be to give the player something else to do besides jumping and collecting. Some way to "fight back." Some kind of control or temporary ability that can even the odds sometimes. I'm not talking about attacks against shapes, that's too FPS-like. I don't know what that could be and what all the ins and outs of balancing that with the gameplay could be, but it would definitely feel less frustrating. The frustration mostly comes from having to do sequences all over again and it becomes extremely tedious. But I wouldn't want a manual quicksave option because I like that system. And I'm not for necessarily making the game easier, so making repeating those sequences perhaps a little bit less annoying, if not outright more fun, each time with some kind of powerup or limited ability of some kind to maybe avoid traps, repel enemy shapes, or catch yourself from falling off of platforms somehow (which is the biggest thing, especially with a keyboard where you can't hit many keys more than once. This in particular has caused me to slide off of platforms ignoring my jump keypress while strafing left more than anything else) might be some ideas to look into. But in general just being able to do more might make the gameplay more interesting. Activating switches, let's say, to move around level geometry to make traps less dangerous (perhaps timed changes which snap back after too long a wait). Some stuff like that.

View PostSanek, on 16 March 2019 - 06:54 AM, said:

I listened to that Alienz track a lot while making the game, somehow it fits perfectly with the theme.
Also I didn't ask for it, but Momentum track have some Duke Nukem vibes too, at least I can hear it.


Heh you're the first one to notice. The bridge run with the pan flute instrument mimics a small section at the end of BARMUSIC in Duke3D (which was partly an accident).

This post has been edited by MusicallyInspired: 22 April 2019 - 07:26 AM

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