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That all looks a whole lot better in my opinion. It's simple, but fits in a lot better with how polished the rest of the game is.
+ APD issue is fixed (the game would sometimes switch off during the menus, space pong, etc.
Quote from: JamesV on January 14, 2015, 04:03:11 pm+ APD issue is fixed (the game would sometimes switch off during the menus, space pong, etc.Don't tell me you were using _GetKey :O
Ok, i just loaded this up. I'm really impressed with everything so far, though one thing that would be nice to have is "soft corners". I'm not sure what the right word is, but basically if i'm trying to go right but there is a ledge in front of me, automatically move up (or down) so that i can get past it more easily. Basically, it helps you get around corners so that you don't have to be exactly aligned.
Another thing is that the keys are a bit inconsistent at times it seems, sometimes [2nd] is used to advance, sometimes [Enter]. The same with [Mode] for going back. On the ingame menu screen it might be nice to have a confirmation before quitting, since i hit [Clear] a couple times to get back to the game (:cry:). I really like the flashing text at the bottom of the menu, though i think it could maybe be a bit slower.
It's really great, it's fast and smooth, really pretty (i especially like the animated tiles), though i have a tendency of continually respawning enemies. It feels like i should be playing a GameBoy (sans sound) [/l][/l]
Really cool! That will make going through the levels a bit easier. The options screen is really nice, too Also, a suggestion which might be more of a headache than it's worth, but the options screen would look nicer in my opinion if you got rid of the "MORE OPTIONS..." option and had it scroll up/down. Another alternative which would be easier to program in is to have a right arrow to show that there are more options, then pressing [ Right ] or [ Graph ] or [ Alpha ] or something would take you to the next screen of options. Pressing [ Left ] would take you back to the first set of options.To give you an idea, i've attached a screenshot from one of my projects. There's a right arrow to see the next set of data, then a left arrow to return back to the first set.
Maybe you should make it that if you like hold down 2nd it disables that feature I did the same in reubenquest, and that made it hard to talk with NPCs
Quote from: Sorunome on January 19, 2015, 09:20:45 amMaybe you should make it that if you like hold down 2nd it disables that feature I did the same in reubenquest, and that made it hard to talk with NPCs Do you mean hold down [2nd] to temporarily disable the "wall sliding" mechanic? I could do something like this (although [2nd] is already the shooting key), but I don't think it's necessary. The only solid tile that you need to face in this like you would for NPCs in Reuben Quest are the Intex terminals, which are already 2 tiles wide, and the terminal doesn't even need to be directly in front of you; there is a fairly good tolerance with where you can be standing
I love the flashing and explosion! I've just downloaded the new beta and will let you know my thoughts later. Great work