
Sent from my SM-A505FN using Tapatalk
Thank youArk wrote:Those purple bullets look like they'll be a pain coming from behind. This is dependently bullet hell.
I do like the behaviors of the attacks. I was imagining the bullets being as gooey as the enemies,
but hey, visibility and contrast are important. I'm enjoying the progress.
Code: Select all
[
{
"name": "weapon-1",
"bullet_preset": "bullet-1",
"commands": [
"int_rotate_cw:45",
"fire",
"step_back_countdown:2:10"
]
}
]
Code: Select all
{
"commands": [
{
"name": "bullet-1",
"commands": [
"set_speed_to:6:1000",
"wait:400",
"spawn_bullets_circle:bullet-2:2:10:36",
"remove"
]
}
],
"presets": [
{
"name": "bullet-1",
"config": "animation_name=bullet-01|scale=1|speed=0.5|damage=1|radius=6|health=1|life_time=1000",
"firing": "animation_name=bullet-firing-01|width=20.0|height=20.0|scale=1.4",
"hitting": "animation_name=bullet-bouncing-01|width=20.0|height=20.0|scale=1.0",
"bouncing": "animation_name=bullet-bouncing-01|width=20.0|height=20.0|scale=1.0",
"extra": "preset_name=bullet-1",
"command_name": "bullet-1"
},
{
"name": "bullet-2",
"config": "animation_name=bullet-03|scale=1|speed=4|damage=1|radius=6|health=1|life_time=1000",
"firing": "animation_name=bullet-firing-03|width=20.0|height=20.0|scale=1.4",
"hitting": "animation_name=bullet-bouncing-03|width=20.0|height=20.0|scale=1.0",
"bouncing": "animation_name=bullet-bouncing-03|width=20.0|height=20.0|scale=1.0",
"extra": "preset_name=",
"command_name": ""
}
]
}
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
I got a chance to try out the demo. Made it to #3 on the leaderboard right behind oab's score at the time of writing. The demo ran fine on my steam deck, though there were occasionally minor framedrops when lots of elements like blood and coins were spawned onscreen.oab wrote:The demo is available for playing.
This demo includes global ranking via `Steam leaderboard.`
I prefer the bg being a darker colour red too – I think it better separates the foreground elements and looks more appealing.oab wrote:![]()
Likewise. Perhaps ideally this shadow effect would not darken enemies, only darkening the background. I think that this could help enemies better stand out behind thick bullet clusters, though that such graphical effect may be more complicated to pull off.SolDirix wrote:Looking good! I like how you added shadows behind the bullets to make them more visible against the background.
The boss health bar is a rather nice inclusion, though I think you could afford to make it a bit more visually noticeable. I think the bar could be a bit taller (thicker); at least as tall as the old melee weapon bar.oab wrote:- Added showing a very long health bar for the boss.
Thank you for the feedback. After I read it, I added support to the gamepad Rumble right away. I will play around with the bullet's shadow layer and the score colour/UI if I can make it look good. It will stay on the release version.Verticen wrote:I got a chance to try out the demo. Made it to #3 on the leaderboard right behind oab's score at the time of writing. The demo ran fine on my steam deck, though there were occasionally minor framedrops when lots of elements like blood and coins were spawned onscreen.oab wrote:The demo is available for playing.
This demo includes global ranking via `Steam leaderboard.`
Player movement felt pretty good and more than quick enough. The vertical screen pan sometimes felt a bit awkward but worked for the most part.
The primary guns are effective enough to be useful, especially for zako. The melee is large, destructive, and satisfying to use. It probably ought to have some sort of sound effects in the future, but otherwise is a thoughtfully designed powerful weapon that players will be heavily incentivized to frequently use.
Game’s visuals are decent and competent, though the style may be unappealing to some audiences. The deliberately ‘gross’ style initially turned me off from the game, but it grew on me somewhat when I played. The juicy, undulating graphics certainly create a cohesive and unique appearance.I prefer the bg being a darker colour red too – I think it better separates the foreground elements and looks more appealing.oab wrote:
Likewise. Perhaps ideally this shadow effect would not darken enemies, only darkening the background. I think that this could help enemies better stand out behind thick bullet clusters, though that such graphical effect may be more complicated to pull off.SolDirix wrote:Looking good! I like how you added shadows behind the bullets to make them more visible against the background.
I have mixed feelings on the score display; Normally I would critique the non-monospace number characters causing the score to ‘bounce’ in length as the score changes, but you could easily make the argument that this length variation deliberately fits the game’s ‘squishy’ stylization at a small sacrifice of readability. The switch from black to white score text is a legibility improvement, though if you’re looking for a coding challenge I would suggest seeing how the score looks like in white but with all preceding (‘left-hand’) zeros darkened.
I would also caution against having the score obscured by game graphics like enemies, however all other elements of the HUD are OK to obscure.The boss health bar is a rather nice inclusion, though I think you could afford to make it a bit more visually noticeable. I think the bar could be a bit taller (thicker); at least as tall as the old melee weapon bar.oab wrote:- Added showing a very long health bar for the boss.
The default screen shake is tame and non-intrusive to gameplay. Also, If you’re designing with controllers in mind, don’t forget to add some simple rumble support options. These could be quickly tied to the same events which trigger screen shakes. Controller rumble isn’t something everyone cares about or even wants, but in many popular game engines it is a quick, easy optional feature to add for enhancement.
Overall game design feels pretty intelligent. I observed that enemies do not spawn behind you on the left side screen which is player-friendly. This project looks to be maturing into a fairly healthy game even if it is taking longer than the dev anticipated.
Sweet to see rumble get squeezed in before release. I think it's a frequently overlooked game feature that often requires little struggle to implement. Be sure not to over-do it and make it gimicky; quick, split-second 'bursts' of rumble is generally all the shake you'll want during gameplay.oab wrote:I added support to the gamepad Rumble right away. I will play around with the bullet's shadow layer and the score colour/UI if I can make it look good. It will stay on the release version.