brb gonna print up some awesome arwork and spine cards and sell on YJA... erm I mean thanks!lol k!
That's supposed to happen.
Running = cant pick up items.
:)
There is a bug that causes a full-hang of the game
you miss pickups while just plain-walking?
I encountered that too, thought it was a bug.QuoteThere is a bug that causes a full-hang of the game
That's a debug halt. If you press button II, you should be able to continue playing, but wierd things may happen :)
you miss pickups while just plain-walking?I thought this may have happened to me too on the first level. I don't think I was running, but I may have without noticing.
Ok, just figured out how to get LeonHe pops out randomly one the title screen.....
I found the platinum Ankh that leads to the mini-gameNope, not a zookeeper clone. And leon is involved...
but it was trapped by a mummy that kept repeating the same movement pattern.That happens. But if he's following a known pattern, you should be able to trail behind him :)
I encountered that too, thought it was a bug.What were you doing? What board were you on? What numbers showed up n the screen????
Here's a screenshot the first time I encountered the bug. I believe it happened out of no where.Thank You. Now for some explanation of what you see....
However the in game music is too reptitive i think ..I like the song, but I was wondering if there were plans to add new songs for each level to reduce the repetition. At least you can turn the music off with the select button.
brb gonna print up some awesome arwork and spine cards and sell on YJA... erm I mean thanks!
OK, who is willing to send me a copy so Rover isn't the only one with a constructive critique (http://junk.tg-16.com/images/pcgs.html).
1. I'm not entertained. :( It's interesting at first but because the levels are so big, it gets redundant. Fast. Smaller maps would help a lot. I had to shut it off after the second level.If you aren't entertained by the concept of Pac Man, this won't help you either.
3. Music gets irritating quickly.It's a beta. There are going to be more songs to mix it up, lol. Wouldn't be very useful to release a beta with the entire soundtrack!
4. No pause button.It's coming. Fixing the crashbug has to be done before any other things get added.
5. The sprites aren't very impressive-looking.Aw, I thought Keranu did a good job on the stuff. I drew the hero-guy, and the mummies though. The mummies are kinda special looking.
6. The "teleport" detail looks amateurish. It would look better if you did some kind of melt-and-vanish effect rather than just having the screen scroll.Another detail to be worked out after the crashbug. I anticipate blinking him and scrolling him over, faster.
OK, who is willing to send me a copy so Rover isn't the only one with a constructive critique (http://junk.tg-16.com/images/pcgs.html).
I'll mail you a copy. PM me your address and I'll try to get it out tomorrow. (http://junk.tg-16.com/images/pcgs.html)
Yeah I only designed the enemy sprites from level 2 and up. I was thinking though Arkhan, I can touch up on your player and mummy animations if you want so they don't look so "waggily" when they move. You know, like I did for Insanity X.
Yeah I only designed the enemy sprites from level 2 and up. I was thinking though Arkhan, I can touch up on your player and mummy animations if you want so they don't look so "waggily" when they move. You know, like I did for Insanity X.
lol, well, the idea was kinda to keep one character for this, named Alabama Smith or something.
If you aren't entertained by the concept of Pac Man, this won't help you either.Every time you give me an answer like this, I wanna hit you with a bag of Clue board games. :P The Pac Man concept isn't the problem. Pac Man is fine. The problem is the large maps... it draws out the levels too much and it gets stale. Of course, this is just my personal impression... others' mileage may vary.
Aw, I thought Keranu did a good job on the stuff. I drew the hero-guy, and the mummies though. The mummies are kinda special looking.I don't know which ones were drawn by who. I just know that the main character and the enemies you run over after you touch the ankhs are rather dull-looking and could use improvement. Those are the ones I was referring to. Everything else looks fine.
Freezing the enemies while scrolling is a definite no-go. That's part of the gamble of teleporting.Good design strategy, though I wasn't suggesting making the game freeze... just making it look less amateurish by implementing a more impressive technique. Making him just float up or down, through solid walls, looks terrible. And give it a sound effect! hehe :)
Every time you give me an answer like this, I wanna hit you with a bag of Clue board games. :P The Pac Man concept isn't the problem. Pac Man is fine. The problem is the large maps... it draws out the levels too much and it gets stale. Of course, this is just my personal impression... others' mileage may vary.The only reason I give this response is because some Pac Man fans have a different opinion on the fun-factor of the game... So that leads me to believe pac man fans will like it, and pac man "eh its ok, I guess" people won't find much fun.
I don't know which ones were drawn by who. I just know that the main character and the enemies you run over after you touch the ankhs are rather dull-looking and could use improvement. Those are the ones I was referring to. Everything else looks fine.Those are palette swaps when you hit the ankhs.
Good design strategy, though I wasn't suggesting making the game freeze... just making it look less amateurish by implementing a more impressive technique. Making him just float up or down, through solid walls, looks terrible. And give it a sound effect! hehe :)I wasn't responding to anything you had said there, lol. Someone else said make the enemies stop moving when you teleport. Adding an effect is jerkoff polish. same with the sound effect that would go with it.
The only reason I give this response is because some Pac Man fans have a different opinion on the fun-factor of the game... So that leads me to believe pac man fans will like it, and pac man "eh its ok, I guess" people won't find much fun.Fair enough, I suppose. Doesn't seem to keep my interest though. Ah well... maybe I should try it again.
Plus, the large levels are part of the reason there is a dash button. Backtrack with ease!
Those are palette swaps when you hit the ankhs.I figured that part out already. :P The character designs are rather lacking, that's what I'm saying. They don't look as good as they could.
I wasn't responding to anything you had said there, lol. Someone else said make the enemies stop moving when you teleport. Adding an effect is jerkoff polish. same with the sound effect that would go with it."Jerkoff polish"... hehe. :D Such "jerkoff polish" can make the difference between a "meh... it's alright" game and a "hey this is cool" game.
"Jerkoff polish"... hehe. :D Such "jerkoff polish" can make the difference between a "meh... it's alright" game and a "hey this is cool" game.
If you hold button I with turbo on (middle selection on the turbo-switch), then you can get a decent speed boost while still picking up the gold bars.Yeah I noticed that too by tapping the button! Fun technique.
If you hold button I with turbo on (middle selection on the turbo-switch), then you can get a decent speed boost while still picking up the gold bars.Yeah I noticed that too by tapping the button! Fun technique.
Just had my first crash. Maybe the mummy half out of the spawn area is telling? I don't know.
EDIT:
Just thought I'd add that after the crash I kept pressing I and it went frame by frame. Slowly the mummy walked through the wall and eventually came through the wall and back on the main game screen. The game un-froze and started playing again! It takes like 16 key presses (frames) I just added 3 frames after the initial freeze. I happened to do a save state when it first froze.
Texas Tim!LOL Oklahoma Hank.
Dallas Dave?
Oklahoma Hank?
Vegas Roy?
loolol
This isn't a porno.Mine wasn't meant to be dirty...
dangit, don't have any CD-rs, and I can't figure out how to get any emulators to read a flunking iso... :evil:
I use Alcohol 52% for mounting ISOs these days. Daemon Tools kept giving me blue screen errors whenever I had it installed on Windows XP, just a fair warning.dangit, don't have any CD-rs, and I can't figure out how to get any emulators to read a flunking iso... :evil:
Mount that shit in Daemon Tools, and use Ootake. It'll recognize the virtual drive as a real drive, and boot that shit.
Indiana Bones
lmaoIndiana Bones
Already exists. There's a dog grooming place in my area, I think it's a chain, though, possibly a local chain, rather then nationwide. It's called Indiana Bones & the Temple of Groom, I kid you not!
Indiana Bones
Already exists. There's a dog grooming place in my area, I think it's a chain, though, possibly a local chain, rather then nationwide. It's called Indiana Bones & the Temple of Groom, I kid you not!
I second Gerald.... but if he has to have a goofy name lets go with...., nope got nothing Gerald would be awesome :dance:
are we talking about Geralds?
Wow, cool glitch. Or is that some sort of strobe light dance party mode you unlocked?
I can't see the picture you posted, lol. WHAT IS IT.Weird, I uploaded it to tinypic, changed it to imageshack now. Did you see any of those other pics I posted earlier in the thread? Oh well, I thought this was the new debug screen. :)
Oh well, I thought this was the new debug screen. :)It is. And it is telling me a few interesting things. I oopsed and forgot to print the level, though :)
Yeah, I can reproduce it pretty easily on level 1-5Perfect! I will make sure -I- can do it this weekend. If it works out, the bug should be gone fairly soon :)
Vecanti: Master Bug HunterWell, it's actually a pretty fun game and I think it's more that I've spent too many hours playing. :) Not a huge Pac Man fan, but I love Ms. PacMan ( I know that makes no sense probably ) and this reminds me a lot of Ms. Pacman on steroids. With all the "weapons" and the added strategy of just being able to walk fast when needed, this games a gem.
Vecanti: Master Bug HunterWell, it's actually a pretty fun game and I think it's more that I've spent too many hours playing. :) Not a huge Pac Man fan, but I love Ms. PacMan ( I know that makes no sense probably ) and this reminds me a lot of Ms. Pacman on steroids. With all the "weapons" and the added strategy of just being able to walk fast when needed, this games a gem.
1) The music is really interesting, though it does get a tad repetitive given how long it takes to clear such large levels.Yeah. There are more tracks coming to switch it up some. If the maps get shrunk and become faster to clear, this should be less of an issue.
2) The sound effects are retro AND appropriate. Same for the graphics. Good job!Damn straight!
3) I love the run ability, and I like that you have to stop running to pick anything up. It might be worth making a minor tweak to try and nerf the use of the medium turbo speed to both run AND interact with stuff.It's difficult to nerf that. It's like the spinflip flying in Bonk. It's up to the player to not be a sissy, I guess. :)
4) The level scrolling is too loose. I can get WAY too close to the edge of the screen before the level scrolls over. This makes it very difficult to know if it is safe to wander into off-screen territory. The mini-map helps, but if you're looking at the mini-map you're not looking at the screen.Anyone else besides Spenoza, and I think TheOldRover agree with this? I've heard it both ways. I guess it could be shrunk if enough people think it should be.
6 a) The levels are just too big. The ability to run helps, but when you're doing actual work, picking up pellets, nabbing baddies, and trying to actually grab the power-ups that float on-screen, you have to be walking, so you are inherently slow going about the real business of the game. Between how long it takes to clear the level and the enemy AI, the levels start to drag about 1/3 to 1/2 in. The Pac-man AI works well for small boards, but it gets quite lost on these larger levelsThe big maps were a bit of a gamble, and I couldn't gauge their playability very well while making them. That's what everyones testing is for :). Alot of stuff that seems good on paper (the map editor) may end up being awful to play. I looked at a few of the maps and can definitely see how some of them might be f*ckin annoying. What I was thinking about doing was similar to what you see in the scorpion screen from Vecanti.
6 b) I like the IDEA of big levels, and I think there can be a place in the game for them, but they're likely to need a bit of reworking. Perhaps a more aggressive AI that is quite different from Pac-man, more off-screen wrap locales, and faster warps. Basically, if there's a way to speed up play on the larger levels, either by ensuring there's a steady stream of power-ups to speed up the characters or warps, wraps, and other shortcuts to zip around the level, then they'll become more interesting and more challenging. I do like some of your big map layouts, and I hope you don't scrap larger maps altogether so much as find a way to make them work a little better, perhaps intermixed with smaller, faster levels.
6 c) Maybe the larger maps could be challenge levels. Have a series of smaller (but still possibly bigger than a single screen, in some cases) maps and then have a huge map as a challenge map. Might be worth playing with the idea of more than 4 enemies, and even a second respawn base, on the bigger maps. That would also let you introduce more AI routines. It could be quite dangerous and cluster-f*ck-y, but it could also make for more opportunities to score big points taking down enemies with power pellets. Any changes like these, however, would probably require lots of extra play-testing, so that's a major drawback.I don't know if two houses would be a great idea (would require rewriting the ghost AI significantly, iirc). What I might do is tweak it so the maps go from little to big with each world.
7) The combination of the late level scrolling and the fast movement power-up is almost as dangerous as it is useful. It is great fun as long as you're staying on your current screen, but as soon as you have to move to a new area and scroll the screen, it becomes quite dangerous, because of the small view distance and the high rate of speed. Might be nice to have the run button (as in the button that makes you run, not the Run button) slow you down when you have the speed power-up as a way to give you some finer control back.Think of it like the hammer in Donkey Kong.
8) Some of the enemies seem very reluctant to leave the enemy base/home. I had one game where one of the baddies spent almost the entire latter half of a level just wandering back and forth in the base and not popping out for me to either flee or kill.Yeah. The ghosts are kind of derp.
9) Because the levels are so big, currently, it can take the ghosts of the enemies a really long-ass time to get back to the base to respawn.
11) The little Indiana Jones jingle at the start screen is a cute homage, but it REALLY doesn't mesh well musically with the title theme that immediately follows it.That was the point, lol.
14) It was interesting to try and figure out what the power-ups do. Some of them are more valuable than others, but they do add a nice variety to the game.They'll be explained in the manual, lol.
4) The level scrolling is too loose. I can get WAY too close to the edge of the screen before the level scrolls over. This makes it very difficult to know if it is safe to wander into off-screen territory. The mini-map helps, but if you're looking at the mini-map you're not looking at the screen.
For me, probably more then anything, this needs to be addressed. It's like Exile 2, that's not a good thing :) My second biggest gripe probably would be the large mazes. I like the idea of there maybe being smaller mazes, & then a large trickier maze/boss level at the end of each world.
So far, key things that need addressed:
---------------------------------------
Make the maps less brutal/tedious
Make the scroll point closer to the character
Make the ghosts less retarded
Yeah?
Fixing the ghost-crash-wall-doom is first though.
I found one way to freeze it ever single time on level 1-5.Okay, that one I can get to work all the time :o
I had one game where one of the baddies spent almost the entire latter half of a level just wandering back and forth in the base and not popping out for me to either flee or kill.Thats related to the bug we are trying to fix. They actually -do- spawn, but immediately return to home base. (ie, they never get completely out of the ghost house)
What are your thoughts on the directional flexibility/buffering issue?No. Then you could do a bunch of moves, and they would play back, even if you -didn't- want them to.
QuoteWhat are your thoughts on the directional flexibility/buffering issue?No. Then you could do a bunch of moves, and they would play back, even if you -didn't- want them to.
The movement was carefully crafted to be like pac-man, and it works. If we change it much, you lose the ability to lose the ghosts with quick cornering.
And for everyone complaining about the scroll borders: That's the point of the scrolling! Use the radar to track the ghosts - it is accurate (1 pixel = 1 16x16 tile). It would lose a lot of challenge if you could see the ghosts coming from 5 or 6 tiles away.
What I mean is that within a margin of, say, 3/4 to 1/2 a square of movement, your last directional input that was unable to be completed is implemented when it is possible. This is interruptable. This means as I approach a turn, within 3/4 a pellet (as a unit of space in the game) if I hit the direction early and I can't actually turn that direction yet because I'm still next to a wall, I will turn when I do get to where the open space is. If I change my mind and hit the other direction, as a more recent input, it will trump the waiting turn. That should have no negative effect on quick cornering at all, because your last input is still the priority input.Which actually means you will -always- be able to corner quickly, because your move will not take effect until you can. Pac-man turns require timing to get the most out of them.
This sounds like a rather poor attempt to do fog of war, which it really isn't since you have the minimap. If you are on a corner screen, you can see them coming from quite a distance depending on where you are, meaning the late scrolling seems a bit artificial as an attempt to introduce challenge.It's not the late scrolling that introduces the challenge: It's learning to use the map -before- you head into that new, unseen area. That's the whole reason the map exists.
I say the scrolling should be expanded 3 tiles for now.TO 3 tiles or BY 3 tiles?
And for everyone complaining about the scroll borders: That's the point of the scrolling! Use the radar to track the ghosts - it is accurate (1 pixel = 1 16x16 tile). It would lose a lot of challenge if you could see the ghosts coming from 5 or 6 tiles away.I have to agree with spenoza on this one since I was having the same problem. The map is a nice feature, but it's hard to focus on the single pixel map ghosts while you're constantly running away from them. The scrolling doesn't bother me that much, the "surprise" value is kinda fun... maybe just expand it slightly.
And for everyone complaining about the scroll borders: That's the point of the scrolling! Use the radar to track the ghosts - it is accurate (1 pixel = 1 16x16 tile). It would lose a lot of challenge if you could see the ghosts coming from 5 or 6 tiles away.That is what is known as "bullshit difficulty". Challenge created from a technical flaw is not legitimate challenge.
That is what is known as "bullshit difficulty". Challenge created from a technical flaw is not legitimate challenge.
That is what is known as "bullshit difficulty". Challenge created from a technical flaw is not legitimate challenge.No, that is what is known as a play mechanic. Deliberately chosen values to force the player to split his attention.
Well, I gave ya my 2c as an experienced game designer... do with it as you will.
Old Rover'sYou mean OldMan's. :D
Old Rover'sYou mean OldMan's. :D
In my opinion, 2 tiles (32 pixels) is plenty of reaction time....I checked the actual defines. It's 3 tiles (48 pixels). It starts scrolling at the third tile from the edges.
.....staunch defense of the narrow scrolling margin is a little dismissive of the concernsNot dismissive of actual concerns: dismissive of the results of the choice of the margin. (ie, "bullshit challenge" and "technical flaw"). I gave reasons for why that value was chosen. I still haven't heard any reason why it should be changed, other than it makes the game harder (which was the intent).
I gave reasons for why that value was chosen. I still haven't heard any reason why it should be changed, other than it makes the game harder (which was the intent).
Not all things that make the game harder are good ways to make the game harder. I never did reach a level where I felt I was in danger of on-screen enemies. I honestly got killed more times misjudging when power pellet would wear off (I could SWEAR what killed me was, several times, still flashing and not back to solid-color yet) than by any aggressive actions on the part of the enemies (never, by the enemies chasing me or cornering me, actually). I was never killed by off-screen enemies, I just found it inconsistent that my view was so limited when moving from one part of the screen to another, but not when I was in a stable area of the screen.Some of the lack of enemy aggression is related to the current bug. I honestly am wondering why you didn't mention the rest of this in favor of the scrolling. If there is a timing issue with power pellet wear-offs, that is more pressing than the scrolling, isn't it? :) lol.
Also, Arkhan, I think you can only assume people have played the beta if they've posted about it. If they're playing it and not saying anything, they aren't part of the pool, and you can't assume that they're just silently happy. They may be equally silently disinterested.
Well, whatever. I won't voice my opinions anymore.
One point I disagree with you all on is the scrolling region being too narrow. In my opinion, 2 tiles (32 pixels) is plenty of reaction time for you to turn around and run away. Between the radar and the 32 pixel window of opportunity, what more do you want? How easy do you guys want the game to be, really? Are you even trying the radar out?
Right now, the scroll-complaint is in the minority. Show me actual proof that it's cheap and ruins the game, and maybe it will be considered more. Just because we disagree with one complaint doesn't mean we're not taking note of anything.
well, when your opinions are calling things bullshit, referring to things as bugs that you know aren't bugs, and then waving the experienced game designer card around, what do you expect? lolI call it like I see it. And I didn't wave any card around. And if I did, it sure wouldn't be made of aluminum. :P
Some of the lack of enemy aggression is related to the current bug. I honestly am wondering why you didn't mention the rest of this in favor of the scrolling. If there is a timing issue with power pellet wear-offs, that is more pressing than the scrolling, isn't it? :) lol.
But it does affect the feel of a game for me and I dislike the claustrophobia it induces. I get the same feeling from 3D games with terrible draw distances or playing 3D racers in the hood perspective. I'm sure that I'll enjoy the game either way, but I'd personally prefer the difficulty increased in other ways as scroll points are a pet peeve of mine.
how about giving people the option of turning the radar offGood idea. And easy enough to do. I'll add it to the list - but it will have to be from the debug menu. All the buttons are in use :)
...I dislike the claustrophobia it induces...We're still discussing some changes to the border. But -maybe- we could add that to the debug menu too. I'll have to think about it some.
I'm not certain there is a timing issued with the power pellets, yet.I'm sure. I stepped frame-by-frame through that stuff. If he's colored in (and not blue/white) when your death animation plays, he changed back before you got him.
Are you even trying the radar out?
Show me actual proof that it's cheap and ruins the game, and maybe it will be considered more.
I'm not certain there is a timing issued with the power pellets, yet. I've not played quite enough. I suspect there might be, but I need more time to suss it out to see if it is just my perceptions. I don't wanna call "Gotcha!" on a bug that might not be. Bugs are different from opinions. Opinions I can speak freely. Bugs I don't want to misreport. Sounds like you're already hammering on the ghost behavior one. Don't want to have you chasing phantoms just yet with that known issue still out there.SignOfZeta pointed out something similar at the CCAG, and it may be sorted out now, with regards to eatable-state stuff and ghosts. I am more concerned with the ghosts operating properly than anything. Map fixes are next.
Hey, I didn't mention the scrolling at CCAG, either, if you'll remember. I needed to sit down with it at home, spend some quality time.I started explicitly asking people at one point. I got lots of "who cares this is neat" and "this is fine" and "the radar is more important"'s. There was even one guy that said we should make the border the screen edge. But, I think that is a baaaaaad idea.
But it does affect the feel of a game for me and I dislike the claustrophobia it induces. I get the same feeling from 3D games with terrible draw distances or playing 3D racers in the hood perspective. I'm sure that I'll enjoy the game either way, but I'd personally prefer the difficulty increased in other ways as scroll points are a pet peeve of mine.Yeah. Well, it is hard to please everyone. While I disagree and think they're fine, we're going to at least *try* some other options in an attempt to appease you guys, and any other potential sissie... i mean, gamers, who are a bit more claustrophobic. :)
This also. Thanks, BT, for voicing something I was having trouble expressing.
Nope. The Wii U experience doesn't really interest me.errr. It's not a separate controller. It's just the top of the screen...I'm not sure how else to respond to this.
Provide proof that it isn't cheap and improves the game experience. Oh that's right, you can't prove 'fun'.I already quoted some statistics and have received only a few scroll point complaints. You've seen them all. I want to see it being an a$$hole in action so I can have a better reason to change it than "3 or 4 people didn't like it". I played it alot myself, and watched people play it and never really saw any cheapness. That's why I want to see it happen.
errr. It's not a separate controller. It's just the top of the screen...I'm not sure how else to respond to this.
I already quoted some statistics and have received only a few scroll point complaints. You've seen them all.
I want to see it being an a$$hole in action so I can have a better reason to change it than "3 or 4 people didn't like it". I played it alot myself, and watched people play it and never really saw any cheapness. That's why I want to see it happen.
As for proving fun: the smiles, yells, and encouraging words from all the people who played the demo right in front of me are pretty good proof that this is fun and that people enjoy it.
The obvious point was that you're trying to split the player's attention away from the main action. I've yet to play a game where I enjoyed such an experience, but to each their own.Crap. you probably won't like Atlantean much then.
People saying they like it doesn't 'prove' anything, nor does it negate that others don't like it (and viceYou said you can't prove fun. I think you can!
versa). Most people think that Deep Blue sucks, so does that 'prove' that you're wrong for enjoying it?
You've never seen anyone go running towards the scroll side of the screen and run into an enemy?No, I haven't, actually. That's why the whole thing was a bit alarming to me. Then again, everyone I watched playing it seemed to be all into the radar use and liked that aspect of the game. It allowed them to avoid rape.
I can dislike part of a game and still love and enjoy the overall product (see Gotzendiener). Can't you?Yeah, that's also why I am doing this. I'd like to think people aren't going to throw the whole game out and bitch and trash it because of the scrolling.
I think I'll join Rover in refraining from this circle jerk.At least you aren't calling it a technical flaw (read: bug) when it isn't anything of the sort. :)
There's not much point in a discussion where I'm labeled as a moron or pussy for not liking one single aspect of the game play.
When the majority of people being asked are on the "do like it" side, and appear to be having fun, it leads me to believe the scrolling is probably not a huge concern and that the game is pretty good.
There's always going to be the minority that finds some faults and will play a game, label it as "crappy design", and then dismiss it and refuse to play it. Their loss.
QuoteWhen the majority of people being asked are on the "do like it" side, and appear to be having fun, it leads me to believe the scrolling is probably not a huge concern and that the game is pretty good.
There's always going to be the minority that finds some faults and will play a game, label it as "crappy design", and then dismiss it and refuse to play it. Their loss.
Rarely are single aspects an extreme love/hate maker for me. I'm sure that PP will still be lots of fun with the current scroll point. But it might be all the more enjoyable at another position.
Ghosts need fixed first before we get to the other stuff, which now includes:
Less tedious maps
Scrolling tweaks
less retarded ghosts.
Don't forget the faster warp (done)We still need to make it look less "amateur", maybe.
And ...what was that with the music?...What about it? :)
OK, so, I played a little of the new ISO and noticed a couple things off the bat.Just because we disagree and think you're all sissies doesn't mean we won't try it anyways, :) lol.
I like the new scrolling margins. It just makes the game feel better somehow. I don't know if it was claustrophobia or what, but I really prefer the feel. For some reason, however, the top scrolling margin is still really narrow, like as in the original release. Kudos on being willing to play with the scroll margins to see how people feel. I really prefer them wider, but you gotta do what you gotta do.
Also, I don't know if this is intended (if this is original Pac-Man or otherwise intended behavior, let me know), but if I grab a power pellet and enemies come out of the spawn point after, they are not munch-able. That I get. Only the enemies that were already out can be nabbed. But if I grab another power pellet before the current one has worn off, they remain immune. Shouldn't getting a second power pellet reset both the timer AND enemy vulnerability?That's what Zeta noted, and we haven't fixed yet.
Edit: Also, I feel like maybe the "Pause" power's timer is a bit on the long side. It buys a little too much safe time, and since it even pauses enemies in the spawn point, it exacerbates the existing problems with enemy behavior (which I understand will eventually be squashed). Have you tweaked the enemy behavior at all? I noticed, at least at first, the enemies were homing in on me and staying nearby. After playing a while they started keeping their distance again and didn't get anywhere near me, but up front at least it seemed they were raring to go, and I really found it a little more exciting, because of the potential danger AND the ease of getting them after a power pellet.The pause timer is debug-tastic. Expect all power-ups to be tweaked in the final release. These are just arbitrary values to mess with them.
I am all for the ice skater twirl, because I love how stupid that effect looks. (It was my planned idea for warp animation)
Anything flashy (painty/vanish stuff), wouldn't fit the cartoony theme of the game, imo.
I think any meaningful testing of the level of challenge the game presents, be it related to scrolling or otherwise, it contingent on getting that AI code fixed. Not much we can do for you until then.
I play with the Radar off, and Scrolling at 0.
Sorry, lack of time! After fiddlin' with the numbers, I'm thinking that 3 ain't so bad. I suppose it could be 4, but......not 7!
For that i tested, the only unpleasant thing i noticed, is maze is too large in the first level .This is what I had in mind as well. Keep the first two screens small enough for the player to remain interested in playing further, and expand the maps as the ghosts get faster.
Why not expanding mazes throughout the game, when the difficulty increases ????
- Perhaps traps like pop-out spikes, arrows, or the occasional rolling boulder would make maps more interesting and challenging. Again, these kind of features are probably an afterthought, but whatever.
lol.
That makes him sound like hes into anal.
Might as well name him...
Naw, name her Amanda Hugginkiss!
*I'm looking for a Amanda Hugginkiss! Why can't I find Amanda Hugginkiss?*
*Maybeyou'reyour standards are too high!* :D
Dick Rambone
I like the default setting of 3...Glad to see I'm not the only one that thinks 3 was a reasonable compromise.
not so much to make the game too easy (I think 7 certainly does that)....
Having a scroll border of 0 is problematic for me though.
if I reboot (run + select), it takes me back to the system startup screenYeah, that's how the joystick polling works: run+select does a complete reboot. (actually, it jumps to the reboot interrupt)
If you want them, who should I send the suggestions to?All suggestions go to Arkhan. Then he asks if they are do-able. Not sure there is gonna be much added, though. We're already pushing the space limits on the cd card :(
Yeah, that's how the joystick polling works: run+select does a complete reboot. (actually, it jumps to the reboot interrupt)
That's part of Huc and the CD-Bios. I suppose with a lot of work I could change that, but it may be too much trouble... (irq routines are a pain to get right). Lemme think about it, and see if HuC is actually using the cd-bios joystick routine or the software routine. I might be able to hack the software one....
LOL, remember when I tried f*cking with soft resets awhile ago before insanity was done?I think there was at least one CD game that was capable of doing a soft reset. Probably a post about it on here somewhere.
I thought i had it, and all it did was the same reset as before, lol.
I'd rather disable the reset altogether so you don't accidentally reset your friggin game.Not a bad idea, I've accidentally reseted games during crucial moments!
I think there was at least one CD game that was capable of doing a soft reset.Replacing the reset irq address would work. The problem is what other effects would that have? First, I'd have to squeeze it in somewhere where it would always be available (ie, the boot page, maybe). Then, I'd have to figure out a way to flag that it was a soft reset (as opposed to system on) so I could clear some extra memory.
I once reset shadow of the beast on accident during the jetpack stage and got so pissed I drop kicked a C64 into a wall.
I once reset shadow of the beast on accident during the jetpack stage and got so pissed I drop kicked a C64 into a wall.
Now that...I would like to see, Arkhan dropkicking a C64! Kodak moment!
Could your new hook (pointed by vector replacement) just change a variable and that's it?As far as clearing memory? Sure. HuC might even do that for me when it realizes it has loaded overlay 0.
...Or, I could just shut the reset function off in the polling routine (via joyena).QuoteCould your new hook (pointed by vector replacement) just change a variable and that's it?Like I said, I need to look into it.
I see this was posted on the Aetherbyte website yesterday "Pyramid Plunder is concluding as planned."
Details? :)