Better than nothing by Fictions 2019-10-10T08:27:11Z
This was a really good game! I hope to become as good as you eventually :stuck_out_tongue_winking_eye:
Foon → Ludum Dare Explorer → Users → BankSho
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Unstable World | jam | 1320 | 3.02 | 3.12 | 2.42 | 2.86 | 2.62 | 2.81 | 3.00 | |
| 2020 | 46 | Keep it alive | Save Me! | jam | 1914 | 3.18 | 2.83 | 2.71 | 3.50 | 3.00 | |||
| 2019 | 45 | Start with nothing | Cuber | jam | 1089 | 2.56 | 2.52 | 2.06 | 2.60 | 2.29 | 2.38 |
This was a really good game! I hope to become as good as you eventually :stuck_out_tongue_winking_eye:
@fictions @chambre19 @nachtwitch @ds-nahogara Thank you for the feedbabck everyone! It's nice to hear that my game was atleast nice. I was hoping it wouldn't be too terrible. It looks like it definitely needed more feedback such as animations and particles, and those bugs were quite annoying. I am going to try my best to get better for LD46. I'm excited to see you all there again! If you wouldn't mind giving me some advice back, I would appreciate that a lot. :smiley:
Thank you for the feedback everyone! I definitely see what can and needs to be changed for my games, and will make sure to apply that for later games and jams! I had a lot of fun making this game and it was a great experience getting feedback from everyone. Thank you all!
@bip Thank you especially for giving the very detailed comment. I reallly appreciate it :smile:
@honey-pony Hello. Thank you for your very detailed review on my game - I really appreciate it.
I am definitely aware of some of what you mentioned already, such as the jumping not always working and needing feedback for the game.
However, I still had some questions or misunderstandings on what you said. For one, what exactly do you mean by not mixing the pixel art resolutions? I get the idea, but I'm a little confused about some stuff. For example, what should you do if you need a certain pixel art sprite to be bigger (have more pixels for more detail) than the other? For me, a lot more detail was needed for the ground than the player. The player was a 16x16, and the ground was 32x32.
I am also interested to hear your opinion on whether you should rotate or create a whole new sprite for a character. In my game, I just made two different sprites, one for looking left and one for looking right. I just switched between the two depending on the direction of the player. Do you think rotating the sprite could’ve been better? Or maybe some other method I’m not sure of?
I feel like there is a lot of stuff in the game that had the opportunity to be better, but I’m not sure how I could even go about doing it. Like, I’m not sure how to make the enemies indicate when they will attack. Whatever I did, it seemed like it would apply damage to the player right away, instead of waiting until the animation is complete. So I’m not sure how to make some indication of an enemy attack if I couldn’t even figure that out.
@honey-pony
WOW WOW WOW!
Thank you so so much for these very detailed explanations. I REALLY appreciate you putting the time and effort to help me, even going so far as to make sprite examples! I have a grasp of what you're saying, and I will try to apply it to my future games :smile:
Anyways, if you don't mind me asking a couple more questions, I would greatly appreciate that.
First of all, I'm a little confused about the whole rotating the sprite for the attack animation. I see what you mean (at least I think I do) of making a new sprite for the animation when it is 90-degrees instead of just rotating the sprite. However, how would you go about actually making that animation? If there were just two separate sprites, how would that work?
Also, I know that this doesn't really have to do with what you were talking about, but do you think you can explain (only if you want, of course) the line: ``` position = interpolate_position * (1.0 - anim) + player.position * anim + parabola(anim) ```. You don't have to, but that piece of code kind of caught my interest.
Thank you so much for your help. I was even thinking, now that I have a lot of advice and feedback on my game, maybe I should go back on the game and try to fix all the main issues standing out with it. I think that could help to fix some mistakes I made. You don't have to, but I was thinking that if I did that, then maybe I could send it back to you and you could take a look at it, and tell me if there's anything else I could fix? Up to you.
Anyways, I'm pretty much just trying to become better, so hopefully I can be as good as you one day. Honestly, I don't if you realized, but you were the person I reached out to through email, and you gave me a lot of cool feedback. You said I can send you my game, but it looks like you ended up playing it anyways :laughing:
@honey-pony
Hey there again! Sorry for the very late response, I didn't want to leave you hanging :) I've been having some school and personal barriers that I was stuck on. But I'm back now :smile:
I see now what you are talking about with pixel-perfect sprites and rotating them. Maybe in the future, I'll take your advice and look into my game pixel-art aesthetics. For now, I'm going to follow what you said and focus on the fundamentals of my game, because that's definitely what I feel I need to do.
For the most part, I'm pretty sure I understand most of what you're saying about that equation. I couldn't figure it out completely, but I get the core concept behind what you're saying. There were just some misunderstandings that I couldn't figure out from researching linear interpolation and parametric functions (such as linear polynomials). However, I'm quite proud I was able to understand the basis of it, especially judging the fact that I've only gotten through Algebra 1 so far :stuck_out_tongue_closed_eyes:
One question for the parabola in Desmos that you sent me: why is it going downwards? Usually when I think of a parabola for an item pickup, I would think of it going upwards. (Like if you just take that link you sent me and inverted the parabola). I was only able to think of two things: either that was actually the intention you wanted in the game, or I still have a misunderstanding on these parabolas. Sorry if that sounded like a dumb question :laughing:
Unfortunately, when I learned polynomials in Algebra 1, I could never see the use of it. I thought it was completely pointless (take note that this was before I got into game development). As a result, I've forgotten the majority of what I've learned. Now I will most likely have to back and get a refresher to understand linear interpolation better.
Thankfully, soon I'm going to start Algebra 2, where I'm pretty sure it brushes the subject of parabolas. I also know it goes over matrices and more about linear algebra, which I've heard is also useful for game development. I'm hoping to get a lot out of it. I'm definitely excited about that!
Well, it seems I got about 1000th place on my game project. I'm not mad about that, but, hey, at least I got rated!
So yes, I've decided that I want to improve my game with all the suggestions I've got so far. I would definitely appreciate it if you take a look at the improved version and give me your advice on it! And yes, sorry for not originally sending you my game. I'm very glad you ended up coming back and looking at my game :)
Once again, thank you! I still really appreciate you helping me! Have a good one :smiley:
P.S.: Don't worry about your explanations, you actually did a really good job at explaining that one line of code.
@honey-pony
Ah, thank you for the explanation! :smiley:
Well, it seems that I might've had a misunderstanding of the importance of polynomials. I will still keep them in mind, but I'll try to go over the more important stuff first. :smile:
I know that in my next classes I'll learn more about math, so hopefully, it might go over more about linear interpolation. I know that it definitely goes over quadratics, so I'll probably get something out of that.
As for my game, I ended up adding a pixel-perfect aesthetic to the game. It was actually much easier than I had imagined in Unity. I've also fixed the jumping and clinging to the walls bug. I added in more animations and sounds. I've also (at least I think I have, but it looks about the same to me), uniformly matched all the pixel amounts in the game. I am now going to do what everyone has been asking: add more feedback with particles and probably more animations.
I'll let you know once I've finished and you may take a lot at my first new "version" of the game. Thanks for the help and feedback! :smile:
@honey-pony
Hey there!
So I fixed up and added to my game a little, and I think it looks a lot better now. I fixed the bugs that would cause the player to get stuck to the wall and not let the player jump at times.
I also made the enemies more realistic by changing how fast they can hit. Before, they would hit instantly, but now, there is a wait until their sword hits the player. I also added a little red flash when the player is hit for some more feedback.
On top of that, I added a pixel-perfect element to the game, and made sure all the resolutions in the game were the same.
Hopefully it looks better now, and I would appreciate your feedback on it :smile: Thanks!
Awesome game! Really nice idea and music. Took me awhile to Killer Queen: Bites the Dust! (Ignore that).
This was a really good game. Probably one of the best I've played so far. I hope one day I can have your skills :) Thanks for sharing!
This was a really cool concept!
I first thought that this was going to be boring, but when I realized what was happening, I got interested. Ended up going through the entire game. Amazing music as well. Nice job!
Nice entry! Excited to see you in LD46
@honey-pony Thanks for the feedback! I added a shotgun damage drop-off on purpose to make it feel more like a shotgun. I also made other damage fades, sound fades, and enemy increases, mainly to use the math I just learned on algebra :smile:
After the jam, I see that the reload animations were too long. I guess that's what happens when I don't have anyone to play my game :laughing: At least now I know how the guns should feel now.
And yeah, I noticed that bug after I submitted the project. It was fine before, but when I showed my parents the game I saw it. I guess I accidentally changed something and didn't notice. Oh well!
I'm super happy to participate in this Ludum Dare. I feel like I improved a lot since the last Ludum Dare, and I was able to see that change myself in this jam. It's a nice feeling to actually see yourself improve :)
Hey there! Nice to see you again. After I logged back in for this game jam, I saw you answered my LD45 jam. Cool to see that you're back for another year.
Your game is awesome. The grapple is super cool and the way you set it up is great. I spent about 15 minutes on trying to get the key :laughing: I have a feeling that I wouldn't be able to finish the rest of the game if I couldn't even get past the key level.
Great job!
Awesome game and idea! The ball phsyics felt really smooth, good job!
Really interesting idea! I liked the game for the most part. The environment was really nice, and some of the voice lines were really funny. The main issue I had is I couldn't really tell what I was supposed select. Of course, the upside down water dispenser was an obvious thing to select. But, for example, I didn't understand why I was able to select some of the people, but not all of them. And when I would select one of them, I didn't get a point deducted for it, which didn't really make sense to me since all they were doing was talking. Was it because they were supposed to be doing their jobs instead of talking? If so, why was I not able to select the people talking in the other room? Anyways, other than that, I enjoyed this game.
@gazareap @richard-jiang Thank you! @foursay Thanks! Yeah, that would've been smart to do, I just completely forgot about it. @parker-nalch Thank you! I definitely agree, I tried adding that towards the end but just couldn't get it to work, so I left it out because I was running out of time. Looking back at it now, I probably could've at least lowered the time it takes for text to appear. @mejzlosh Thank you haha! Towards the end of the game I started to realize that the text was too long. Probably should've shortened that lol...but thanks for playing!
Really fun way to fit the theme. I enjoyed the game, but I just couldn't find the last tower for the bat. Other than that, fun game.
This is a simple game, yet it had me hooked! Good job, it's a really good idea. I like the randomization of the blocks, it adds a fun twist to the game. Only bug I found is that you can basically just stand in the bottom right of the screen forever and no blocks will change under you, but other than that, nice!
Really good idea, but it's really difficult. I managed to get past the first stage but that's about it. Cool entry though!
Solid entry - especially for a first game! The mechanics and idea was cool. Also good job on not allowing the player to go just go above where the projectiles spawn because I tried that :laughing:
Really like this game and the aesthetics. Not gonna like though, it took me an embarrassingly long time to figure out that I could go through the door after collecting the first coin.
Fun game! Only managed to get to level 10 though lol. There's a glitch where you can get on top of the level if you move right at the start, and also an enemy sometimes spawned as soon as I spawned in so I instantly died. Other than those minor issues, really enjoyed this entry!
Interesting game. The level design is good, and it has a nice mood.
The game was pretty difficult. I think some more feedback would be helpful. There are too many enemies in a single room for the speed that they have. It also took me awhile realize that your mouse has to hover over a chest while pressing E to open it.
Other than that, nice entry!
Awesome game! I couldn't manage to summon a god :( But still fun nonetheless!
At the beginning I was a little confused, but I found myself carefully choosing my card later. You managed to implement the idea of keeping all of the parts balanced really well. I actually found myself thinking about my card choice and not just picking a random card.
Great job!