Motionjoy is terrible chinese adware, by the way. http://forums.pcsx2.net/Thread-XInput-Wrapper-for-DS3-and-Play-com-USB-Dual-DS2-Controller is a much better alternative.
since i always turn the vibration off on ps3\xbox360\wii i'm fairly sure thati'm not gonna use this feature but it's nevertheless pretty cool that you implemented it,props to you
Oh, that's very good. If there will be the vibration and xinput support, then how contols help will be shown? As x360 buttons - "A" "X" "RT", keyboard keys - "K" "J" "Shift" or siple "Jump" "Attack" "Dash"? Also, Kurovadis and Eroico don't have a remappable gamepad controls. It was very uncomfortably for me, because different dinput gamepads have different keys numeration. In my case, first (attack) button was top (Y in x360), and second (jump) was right one (B in x360). I wish there was a small patch for it... *sigh*
You couldn't remap the gamepad controls because I simply don't know how how to do it. Or rather, I haven't taken the time to figure it out, it took me long enough to get controllers working at all. I'll worry about all that on the next game when I hire artists, because then I can spend time programming everything. For now, I can't spend too much time trying something I may not even be able to get to work in the end.
On the brightside, since I'm specifically implementing Xinput support, most modern controllers will have the right control scheme.
There won't be control help. In menu's every button goes forward, and you just click on "back" or "exit" options. In pause menu's, you just press start to pause, and start again to leave the pause screen, which is how you expect it to work without being told.
I don't like menu's where every button does something different -__-
To clarify, Gm supports Xinput now, but I still had to code it all in and make it work with my game. I'm more happy with the fact that it means I can use the rumble feature now. (which isn't something that just works on it's own, you need to program it like you would with anything else.)
Ah, what I meant was that it took me about ten minutes to set up controller support in my crappy little GM game I'm working on. I was just surprised you'd post about it, because it seems insignificant compared to the amount of time art assets and everything else take up. It feels akin to saying "Enemies hurt you now." Didn't mean to be rude, was just wondering why you were posting about it specifically, hahah. :)
Looking forward to your game. I love your artwork, and your games are always fun to play. :)
It's not controller support I'm excited about, it's rumble capabilities. Up until a while ago GM didn't have it, so as a game designer it's exciting.
Enemies creeping up behind the player, explosions, getting hit, thunder, not to mention H scenes..so many situations where rumble is a really cool feature to have, and it's a design element all on it's own.
I'm not the above anon, but I have a question: How would enemies creep up behind the protagonist in a platformer? Are you planning a dark level, or...?
In a horror game you could limit the view behind the player, either with the view, or with lighting. You could also do something like have an enemy that burrows underground, etc.
Well yeah, I meant generally how the character controls. Like I don't know.. click movement vs keyboard movement... Will it have street-fighter like moves like symphony of the night?
How many buttons aside from movement are you planning for? If it's mainly designed for a controller than having an 8 button game isn't a stretch.
"No button sequences for single advanced action" also, maybe? Because that even worse than dozen buttons for each action: timing requirement, slower performance, easier to interrupt. All stuff can be much easier appointed to simultaneous-pressing button combinations anyway. Take page from late Megaman X8 Zero specials, for example. And, if possible, minimize usage of 'slashing red block' jumping contraptions of the same timed hit nature. I likely never would be able beat Eroico only because of those. Without cheating or tampering with their properties, anyway.
That was more for future reference. Dash/circle attack could be cool at fight and useful at stage climbing, if it is simple, quick to perform and has good enough reach or versatility. Your choice, though. Another thing to ponder sometime - why hurt and throw back character on touching contact with the enemy? Traditional, yes, but few enemies have body made out of thorns or deadly substances like acid or magma. Variety would be appreciated.
You hurt the player on contact in one game for the same reasons that you wouldn't in another, they're simply two different design elements and it changes the way you design the rest of the game. Neither is inherently wrong, and both have their advantages..
Flying shooters, for example, make more sense trying to maintain their distance than craving zapping contact. Some may attempt to grab character, some will try to run, some latch at him and try to hinder his movement. Liven the game that, will. Though implementing several reaction types could be bothersome.
I meant that proximity reaction should be supplementary to monster main behavior, replacing standard 'zap and push back' effect. In most humanoid cases, anyway. Then you can make some monsters extremely unpleasant in close relationship, some shy and skittish, some defenseless up close, some strong, bot due to low turning an charging speed possible to run around and backstab.
The reason you don't give enemies complex or reactionary AI all the time is because sometimes you want predictable and consistent rules to design the game around. A game where you have unpredictable battles with each enemy is going for something completely different than a game that intentionally sets up a row of enemies to jump on, ending in you getting a boost to a higher platform you couldn't reach before.
It's all about what kind of gameplay you're going for, and if you're working with a particular "tempo" in mind.
Will the games bosses be in Mario style as in it takes three hits to defeat them? Also, I've been making my own games and I just figured out how to change a sprite when their health is low and I've learned many techniques reading you're blog.
Ah, come on you sneaky bugger. That Zela-Style boss was neat. Does it bugger you that much that the player had to use a moment instead of a sequence to do damage? I mean, even if some people didn't get it, there were so many hints (like the music stopping when she launched the attack you could throw back)
I just don't like bosses where it feels like I'm waiting around too much. If the player can already dodge the attacks, then there's nothing interesting to do in the time between opportunities.
Good bosses are fun to fight, but I think it's very difficult for this kind of boss to be.
It may have stayed exciting if the attacks were semi-randomized, so that the player had to go by reflex rather than memory. That's crossing over into the bullet hell genre, though.
Personally, I loved the scientist and succubus bosses from Kurovadis. The succubus especially had a deceptively simple movement that made it so hard to hit. (I never was able to beat the succubus on my melee only/no level-grinding I Wanna Be The Guy run.)
That's something I'll try once I've got a steady stream of games going. Right now I need to focus on finishing the current game and hiring people afterwards.
this next game is it metroidvania or just plain platform beat em up? getting excited on your next game, im waiting for 3 indie metroidvania games this year, Chasm, Axiom Verge, and Your game.
It's not a metroidvania in terms of area progression, where everything is connected. But it has a world map where you select different areas, and you have to go back to previous areas with new abilities in order to progress and open new paths. So it's sort of a metroidvania, but not really.
The next game will be a metroidvania for sure, though.
Not sure if you've seen this before, or if you have any idea on how to fix it, but I've noticed that, since switching to windows 8, eroico and a couple other pixel art h-games have been kinda blurry for me.
Success!
ReplyDeleteoh... my..... yes please!
ReplyDeletexbox 360 controller?
Yup, or ps3 with motion joy. Any gamepad with direct input will work to.
DeleteWill it work with a ps4 controller also?
DeleteI don't know. Dunno what ps4 uses.
DeleteActually, to correct myself, I think it's any gamepad with "xinput"
DeleteHowever you can still use anything as long as you have motionjoy.
Motionjoy is terrible chinese adware, by the way.
Deletehttp://forums.pcsx2.net/Thread-XInput-Wrapper-for-DS3-and-Play-com-USB-Dual-DS2-Controller is a much better alternative.
I use a "offline" version of Motion Joy that doesn't have ads or any of the crap.
DeleteIt should definitely work on PS4.
DeleteThe PS4 controller really isn't all that much different than the PS3 controller.
Well, now I have another good reason to go get a controller. One of these months..
ReplyDeleteCongratulation!
ReplyDeleteFemale players rejoice! One more way to enjoy erogames.
ReplyDeleteGood, this is good.
ReplyDeletesince i always turn the vibration off on ps3\xbox360\wii i'm fairly sure thati'm not gonna use this feature but it's nevertheless pretty cool that you implemented it,props to you
ReplyDeleteOh, that's very good. If there will be the vibration and xinput support, then how contols help will be shown? As x360 buttons - "A" "X" "RT", keyboard keys - "K" "J" "Shift" or siple "Jump" "Attack" "Dash"?
ReplyDeleteAlso, Kurovadis and Eroico don't have a remappable gamepad controls. It was very uncomfortably for me, because different dinput gamepads have different keys numeration. In my case, first (attack) button was top (Y in x360), and second (jump) was right one (B in x360). I wish there was a small patch for it... *sigh*
You couldn't remap the gamepad controls because I simply don't know how how to do it. Or rather, I haven't taken the time to figure it out, it took me long enough to get controllers working at all. I'll worry about all that on the next game when I hire artists, because then I can spend time programming everything. For now, I can't spend too much time trying something I may not even be able to get to work in the end.
DeleteOn the brightside, since I'm specifically implementing Xinput support, most modern controllers will have the right control scheme.
There won't be control help. In menu's every button goes forward, and you just click on "back" or "exit" options. In pause menu's, you just press start to pause, and start again to leave the pause screen, which is how you expect it to work without being told.
DeleteI don't like menu's where every button does something different -__-
That's very good news! With Xinput support and intuitive controls I expect really good gameplay experience.
DeleteThis comment has been removed by the author.
ReplyDelete...Aren't controllers natively supported by GameMaker?
ReplyDeleteYes? Not sure where you're coming from here.
DeleteTo clarify, Gm supports Xinput now, but I still had to code it all in and make it work with my game. I'm more happy with the fact that it means I can use the rumble feature now. (which isn't something that just works on it's own, you need to program it like you would with anything else.)
DeleteAh, what I meant was that it took me about ten minutes to set up controller support in my crappy little GM game I'm working on. I was just surprised you'd post about it, because it seems insignificant compared to the amount of time art assets and everything else take up. It feels akin to saying "Enemies hurt you now." Didn't mean to be rude, was just wondering why you were posting about it specifically, hahah. :)
DeleteLooking forward to your game. I love your artwork, and your games are always fun to play. :)
It's not controller support I'm excited about, it's rumble capabilities. Up until a while ago GM didn't have it, so as a game designer it's exciting.
DeleteEnemies creeping up behind the player, explosions, getting hit, thunder, not to mention H scenes..so many situations where rumble is a really cool feature to have, and it's a design element all on it's own.
I'm not the above anon, but I have a question: How would enemies creep up behind the protagonist in a platformer? Are you planning a dark level, or...?
DeleteIn a horror game you could limit the view behind the player, either with the view, or with lighting. You could also do something like have an enemy that burrows underground, etc.
DeleteAh, okay. Thank you.
DeleteYup, my gamepad will be happy again :)
ReplyDeleteeven the captcha is: again rongss ^^
Oooh that sounds neat. I actually like playing games on keyboard so this might get me to change my ways...
ReplyDeleteSpeaking of controllers and controls in general. What are you planning for this game control-wise?
Hmm, in terms of what exactly? Like how the character moves?
DeleteMayhaps he means what each of the buttons will do?
DeleteWell yeah, I meant generally how the character controls. Like I don't know.. click movement vs keyboard movement...
DeleteWill it have street-fighter like moves like symphony of the night?
How many buttons aside from movement are you planning for? If it's mainly designed for a controller than having an 8 button game isn't a stretch.
As a rule of thumb, I never use more than three buttons.
DeleteAnd no, no moves, other than attack + up or down for spells.
"No button sequences for single advanced action" also, maybe? Because that even worse than dozen buttons for each action: timing requirement, slower performance, easier to interrupt. All stuff can be much easier appointed to simultaneous-pressing button combinations anyway. Take page from late Megaman X8 Zero specials, for example.
DeleteAnd, if possible, minimize usage of 'slashing red block' jumping contraptions of the same timed hit nature. I likely never would be able beat Eroico only because of those. Without cheating or tampering with their properties, anyway.
The dash attack had a sequence because it wasn't necessary to complete the game, and I didn't want more buttons in the control scheme.
DeleteThat was more for future reference. Dash/circle attack could be cool at fight and useful at stage climbing, if it is simple, quick to perform and has good enough reach or versatility. Your choice, though.
DeleteAnother thing to ponder sometime - why hurt and throw back character on touching contact with the enemy? Traditional, yes, but few enemies have body made out of thorns or deadly substances like acid or magma. Variety would be appreciated.
You hurt the player on contact in one game for the same reasons that you wouldn't in another, they're simply two different design elements and it changes the way you design the rest of the game. Neither is inherently wrong, and both have their advantages..
DeleteFlying shooters, for example, make more sense trying to maintain their distance than craving zapping contact. Some may attempt to grab character, some will try to run, some latch at him and try to hinder his movement. Liven the game that, will. Though implementing several reaction types could be bothersome.
DeleteThat sounds like Kurovadis
DeleteIn grabbing part, yes/
Delete/in others, not so much. But still even simple grabbers would make some difference.
DeleteI meant that proximity reaction should be supplementary to monster main behavior, replacing standard 'zap and push back' effect. In most humanoid cases, anyway.
DeleteThen you can make some monsters extremely unpleasant in close relationship, some shy and skittish, some defenseless up close, some strong, bot due to low turning an charging speed possible to run around and backstab.
It depends on the game.
DeleteThe reason you don't give enemies complex or reactionary AI all the time is because sometimes you want predictable and consistent rules to design the game around. A game where you have unpredictable battles with each enemy is going for something completely different than a game that intentionally sets up a row of enemies to jump on, ending in you getting a boost to a higher platform you couldn't reach before.
It's all about what kind of gameplay you're going for, and if you're working with a particular "tempo" in mind.
Given the nature of your games, this could be taken many ways...
ReplyDeleteNice job on getting that stuff sorted out, regardless of the reasons.
Will the games bosses be in Mario style as in it takes three hits to defeat them? Also, I've been making my own games and I just figured out how to change a sprite when their health is low and I've learned many techniques reading you're blog.
ReplyDeleteNah, they won't be that kind of boss. I prefer bosses where you actively fight them, rather than looking for one key moment.
DeleteI'm not the above anon, but what about the final boss of Eroico? That seemed awfully Mario-ish, three hits and all.
ReplyDeleteYep, and that boss battle was terrible -__-.
DeleteAh, come on you sneaky bugger. That Zela-Style boss was neat.
DeleteDoes it bugger you that much that the player had to use a moment instead of a sequence to do damage?
I mean, even if some people didn't get it, there were so many hints (like the music stopping when she launched the attack you could throw back)
I just don't like bosses where it feels like I'm waiting around too much. If the player can already dodge the attacks, then there's nothing interesting to do in the time between opportunities.
DeleteGood bosses are fun to fight, but I think it's very difficult for this kind of boss to be.
It may have stayed exciting if the attacks were semi-randomized, so that the player had to go by reflex rather than memory. That's crossing over into the bullet hell genre, though.
DeletePersonally, I loved the scientist and succubus bosses from Kurovadis. The succubus especially had a deceptively simple movement that made it so hard to hit. (I never was able to beat the succubus on my melee only/no level-grinding I Wanna Be The Guy run.)
But it was funny :)
ReplyDeleteWhat ever happened to the forum?
ReplyDeleteThat's something I'll try once I've got a steady stream of games going. Right now I need to focus on finishing the current game and hiring people afterwards.
DeleteOn that, how goes the current game? Close to demo territory, perhaps?
ReplyDeleteDoubtful. DX
DeleteClose-ish
DeleteYAAAAAAAAAAAAAAY!!!!
DeleteSounds good-ish
Deletethis next game is it metroidvania or just plain platform beat em up? getting excited on your next game, im waiting for 3 indie metroidvania games this year, Chasm, Axiom Verge, and Your game.
ReplyDeleteThis comment has been removed by the author.
DeleteIt's not a metroidvania in terms of area progression, where everything is connected. But it has a world map where you select different areas, and you have to go back to previous areas with new abilities in order to progress and open new paths. So it's sort of a metroidvania, but not really.
DeleteThe next game will be a metroidvania for sure, though.
Oh I see so its like Zelda 2 Adventure of link or Crimson Brave your cancelled game?
DeleteSort of. The areas are similar to Crimson Brave (larger levels, smaller areas, npcs, inns, etc ), but the map is like super mario world.
DeleteTo put it another way, it won't be nearly as linear as Kurovadis.
You mean like the Megaman series where you can pick your level and then revisit it later when you are powered up? Sounds cool
DeleteEver consider doing another livestream?
ReplyDeleteAt some point.
DeleteAre you still looking for a CG artist?
ReplyDeleteNope.
DeleteHowever there will be plenty of games in the future, so I'm always open to seeing what kind of artists are available when the time comes.
Do you have a Tumblr I could follow you on? It'd be pretty cool to get updates from you on there and stuff!
DeleteNot sure if you've seen this before, or if you have any idea on how to fix it, but I've noticed that, since switching to windows 8, eroico and a couple other pixel art h-games have been kinda blurry for me.
ReplyDeleteThere's a professionalism in your games that's not seen in many other titles or artists in this genre. Shut up and take my money!
ReplyDelete