Trigonometry Wars 3 Redux: The Revengeoning (v1.0 released!)
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Udderdude
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
I think it's important to note here that the external program I wrote for my Flash games doesn't have the desktop squish problem.
Can't blame them, hearing Cave music while playing this thing made me want to cringe.Cagar wrote:Some japanese livestreamers refused to download or play your game because it has (illegally) saidaioujou and exceed3rd soundtrack files, and started mocking overseas for being baka gaijins and giving away namiki's work for free. And they were serious.
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BPzeBanshee
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
Interesting! Does it work only for your Flash games or can it be applied to any other app as well? Also, do I have to pay for it seeing as it's included in Zero Cross?Udderdude wrote:I think it's important to note here that the external program I wrote for my Flash games doesn't have the desktop squish problem.
RE Music, lol picky. I thought Giest had planned to replace the music with stuff from Newgrounds a while ago though.
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Udderdude
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
It does certian things to make sure the Flash game is actually running and that it can set the Flash window priority, etc.BPzeBanshee wrote:Interesting! Does it work only for your Flash games or can it be applied to any other app as well? Also, do I have to pay for it seeing as it's included in Zero Cross?Udderdude wrote:I think it's important to note here that the external program I wrote for my Flash games doesn't have the desktop squish problem.
It would require some modification to work with GameMaker, I think. Also, can GameMaker launch external .exe files?
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
I appreciate all your suggestions to make this game better. I really do.
But I have no intention of further developing this game.
If there's one thing I've learned conclusively from the experience of releasing this game, it's that making games for other people is really unsatisfying to me. This is something I do to have fun in my own time, and I do enjoy it when I'm putting the interface together, making the stages and designing the bullet patterns. But now that the game is out and people are suggesting changes to bullet patterns/screen resolution/music/all the sprites/difficulty, it feels more like I'm being called upon to do work.
I once turned down a job offer to make NeoGeo shmups specifically because I don't want this to be something I do as work.
Yeah, this is my fault and I'm kind of doing a 180 here. I did ask for feedback regarding everything in the game. This is because I misunderstood what I wanted out of releasing this game. All I really wanted was to make a game for the fun of it and then let other people play it if they wanted to.
So, I thank you all for the feedback. But you can stop it now. :V
Critical bug reports are still welcome.
But I have no intention of further developing this game.
If there's one thing I've learned conclusively from the experience of releasing this game, it's that making games for other people is really unsatisfying to me. This is something I do to have fun in my own time, and I do enjoy it when I'm putting the interface together, making the stages and designing the bullet patterns. But now that the game is out and people are suggesting changes to bullet patterns/screen resolution/music/all the sprites/difficulty, it feels more like I'm being called upon to do work.
I once turned down a job offer to make NeoGeo shmups specifically because I don't want this to be something I do as work.
Yeah, this is my fault and I'm kind of doing a 180 here. I did ask for feedback regarding everything in the game. This is because I misunderstood what I wanted out of releasing this game. All I really wanted was to make a game for the fun of it and then let other people play it if they wanted to.
So, I thank you all for the feedback. But you can stop it now. :V
Critical bug reports are still welcome.
Last edited by Giest118 on Sat Apr 06, 2013 4:42 am, edited 1 time in total.
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
People only make suggestions, because they care.Giest118 wrote:If there's one thing I've learned conclusively from the experience of releasing this game, it's that making games for other people is really unsatisfying to me. This is something I do to have fun in my own time, and I do enjoy it when I'm putting the interface together, making the stages and designing the bullet patterns. But now that the game is out and people are suggesting changes to bullet patterns/screen resolution/music/all the sprites/difficulty, it feels more like I'm being called upon to do work.
Sometimes, it might seem to an outsider that there's a pissing contest going on. But all developers want to make a game better than the last one or their closest competitor - that's entirely healthy.
What you're basically being told is "There's so much potential in your work - you could possibly make a very reputable doujin shmup if... x,y,z".
Unfortunately, you did kinda set yourself up for this with posts like "Here's how you do it properly, you fucknuts" (Boss thread) and so on. It paints a picture (whether this is accurate or not) that you want to be actively involved in the process of creating ground breaking shooters and helping people along with their own development. So I'll state again - any criticism or suggestions you're receiving are not because people are telling you what to do or engaging in a pissing contest-- it's because you're a very active participant in the dev forum and people are simply 'giving back'.
You make helpful points to others - such as dismantling the issues with my scoring system and letting me know why you felt they sucked from your perspective. It would be entirely acceptable for me to turn around and go "Well, sorry - this isn't the game I want to write" but I find the feedback to be genuinely quite insightful and helpful for refining future releases.
Making games for other people is unsatisfying. You're quite right. When you spend literally /years/ making something, trying to inject some of your own ideas in to them and the feedback goes from "omg amazing" to "wtf is this shit?" -- it can be a real bruise to the ego. Unfortunately, making games for other people usually leads to greater success. Casual players make up the majority of your player base after all and only a small percentage of them will even begin to appreciate some of the subtleties in your game. Sad, but true I'm afraid!
You've done a good job fixing the major bugs, it's given you things to think about if you make more games. You should at least be commended for that. It's very easy to go "Oh fuck you guys!" and then bury your head in the sand.
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railslave
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
Giest118 wrote: This is something I do to have fun in my own time, and I do enjoy it when I'm putting the interface together, making the stages and designing the bullet patterns.
The quaility of the shooting action/patterns ect.. is so well done and researched such that any points docked for anything else are soon made up imo. I find your game highly educational as well, as somebody learning the ropes.
well done!!
"When I get my hands on some money
I'll kiss it's green skin
And I'll ask it's dirty face
"Where the hell have you been?" - Michael Gira (Swans)
I'll kiss it's green skin
And I'll ask it's dirty face
"Where the hell have you been?" - Michael Gira (Swans)
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
Sweet! We managed to suck you in to development! ^.^Cagar wrote:Just saying: I've been messing around with the game using GM, I've already done lot of changes (with the help of giest) and you might see TW3R: Cagar Label in the future.
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DrInfy
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
One thing I've noticed is that when people actually bother making suggestions is that they're at least interested in what you're doing. When no one is complaining, they either never tried your game because it didn't seem interesting enough or they've seen your game as too hopeless to even give any feedback. So in fact when someone complains, it is probably the second highest compliment you're going to get.n0rtygames wrote: People only make suggestions, because they care.
Sometimes, it might seem to an outsider that there's a pissing contest going on. But all developers want to make a game better than the last one or their closest competitor - that's entirely healthy.
Even if you didn't want them, I'm still giving you a compliment: I think I would have preferred an abstract style of some sort for enemy ships to match the game name and using stolen songs from famous shmups doesn't really help anything. Other than that I found the game to be decently fun to play.
Saviors, a modern vertical shoot 'em up.
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
So in short Giest, your game is full of stolen sound, rubbish graphics and you should be ashamed of yourself for making a thread telling people how to make games when you don't want to fix up your own game!
*rage*
Make DoPonyPachi 2 please.
*rage*
Make DoPonyPachi 2 please.
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
I guess it was just a bit annoying to me that I only got some of this feedback AFTER the game was actually finished and released? I did kind of release a beta and a v0.8 version specifically so I could get more feedback to make the game better before actually "finishing" it.
But you know what they say.
"Fuck it."
Once again, I do appreciate the feedback. I'll take it into account for any future games I might make. :V
But you know what they say.
"Fuck it."
Once again, I do appreciate the feedback. I'll take it into account for any future games I might make. :V
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n0rtygames
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
I remember BareKnuckleRoo once said to me that there's very few people who actually want to play betas in any real anger. Most people are interested in the final product... I was sending out a few private builds.
I got the same sort of thing. "Hey, nice game bro" and that's pretty much it until release... when you start to get the REAL feedback..
I got the same sort of thing. "Hey, nice game bro" and that's pretty much it until release... when you start to get the REAL feedback..
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Udderdude
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
It's true, hard to find serious testers and most of the people testing your game will be other devs who have spare time.
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mystran
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
I guess that's why people rave about "release early, release often" and some even offer the "buy in alpha/beta for reduced price" model (where in theory everyone wins twice(!) since dev gets cash-flow but also feedback, and customers get better product cheaper).n0rtygames wrote:I remember BareKnuckleRoo once said to me that there's very few people who actually want to play betas in any real anger. Most people are interested in the final product... I was sending out a few private builds.
I got the same sort of thing. "Hey, nice game bro" and that's pretty much it until release... when you start to get the REAL feedback..
Anyway, don't know how applicable this is for games (since they are somewhat "consumable" products), but for "other fields of software" I've personally come to accept a model where I often just pick one of the "reasonably finished beta" versions and call it the "release version" (or 1.0). I do have some "trusted" people (known to send useful feedback regularly) that I spam with various development versions, but in general almost everything "public" is a "release." Sometimes I might do that even with some features missing (as long as nobody can notice, hehe) and usually with the expectation that I'm probably going to do another version (or several) shortly after. Besides, most people always seem quite happy when you update something "released" where as "beta" versions often attract more unreasonable feature request or simply "can't you release it already" type feedback.
I actually used to call stuff "beta" first, but generally found out that simply calling it a release, you get better feedback and otherwise it doesn't really matter that much (at least on PC the overhead of releasing a few updates is pretty low). Now I label things "beta" only if I actually expect random crashes or other show-stopper bugs (say I've been unable to test on some "known to be problematic" configuration, and I suspect it might not work) and specifically want the "seems to work" type answers... or if something is obviously a prototype that needs more work to be usable.
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emphatic
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
You go, Cagar! 
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas

Doesn't appear to matter what version of this game I play, once stage 5 hits, I start to suck ass. Would've gotten much further in if I'd gotten to the second loop with any kind of decent resources. :V
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Meseki
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
Stage 1 is certainly a bit more reasonable on Cagar Label, though I'm not sure if it was because of an increased amount of bullet-cancelling enemies or because of the changes to bombing and Hypers. I did make it to Stage 3 boss on this version, where I normally only get to around late Stage 2 (boss?) on the original.
However, it probably shouldn't have the same scoreboard as the original version (save it in a different file, maybe?); I'd never be able to keep track of any scores on the original version if I played more often. Just today, I got ~49 million on Cagar Label (on my third credit), and then ~12 million on the original.
However, it probably shouldn't have the same scoreboard as the original version (save it in a different file, maybe?); I'd never be able to keep track of any scores on the original version if I played more often. Just today, I got ~49 million on Cagar Label (on my third credit), and then ~12 million on the original.
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
Will bring that up with Cagar when next I see him. I know exactly what bit of code would need to be changed for that.Meseki wrote:Stage 1 is certainly a bit more reasonable on Cagar Label, though I'm not sure if it was because of an increased amount of bullet-cancelling enemies or because of the changes to bombing and Hypers. I did make it to Stage 3 boss on this version, where I normally only get to around late Stage 2 (boss?) on the original.
However, it probably shouldn't have the same scoreboard as the original version (save it in a different file, maybe?); I'd never be able to keep track of any scores on the original version if I played more often. Just today, I got ~49 million on Cagar Label (on my third credit), and then ~12 million on the original.
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nasty_wolverine
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
@cagar
when you move up and down, you can see artifacts in the lasers.
you can fix this, by fixing the laser sprites positions in relation to the ship vertical and horizontal (horizontal seems to be fixed)
On general I felt that cagarlabel was a bit tougher than vanilla TW3R...
when you move up and down, you can see artifacts in the lasers.
you can fix this, by fixing the laser sprites positions in relation to the ship vertical and horizontal (horizontal seems to be fixed)
On general I felt that cagarlabel was a bit tougher than vanilla TW3R...
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
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BPzeBanshee
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
You just noticed? It was in the original version too.nasty_wolverine wrote:@cagar
when you move up and down, you can see artifacts in the lasers.
you can fix this, by fixing the laser sprites positions in relation to the ship vertical and horizontal (horizontal seems to be fixed)
I actually thought Cagar's take was easier. I could get to Stage 4 whereas I generally die on 2 in Giest's version. Bit much purple/glow, although the graphics do generally help it look a bit better I think.
Cagar, how about some music replacement? You were the one who brought it up in the first place, now's your chance to do something about it.
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nasty_wolverine
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
I am sure musicians on this forum can whip up something... turn it into community label of some sorts...Cagar wrote:I've been looking for free music in 3 hour sessions a couple of times, but can't find anything good. It's much harder than you'd expect
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
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emphatic
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
How long are the stages, 2 minutes or shorter?Cagar wrote:I've been looking for free music in 3 hour sessions a couple of times, but can't find anything good. It's much harder than you'd expect
How long (on average) are the boss fights?
What type of electronic music do you hate and just can't stand so volunteers won't waste their precious time?
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Giest118
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Re: Trigonometry Wars 3 Redux: The Revengeoning (v1.0 releas
If it helps, there's really only five "problem songs." They are:
> Stage1
> Stage4
> Boss
> TrueLastBoss2A
> TrueLastBoss2B
The rest is all public domain.
> Stage1
> Stage4
> Boss
> TrueLastBoss2A
> TrueLastBoss2B
The rest is all public domain.