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[beta-ish] Flying Text Lv 1
http://ian.janasnyder.com/flyingText.htm
I'm about to go completely silent on progress in ft, so before I do, I want to make sure I've got a halfway decent game
To play level 1: level editor > tab on the left > test lvl1
controls:
arrow: move
tap space: interact w/ objects
hold space: freeze time
click on objects: info about object
This is pretty much the last chance you'll get to tell me to fix something before the final game, so if you think of something, anything that can be done better, please let me know.
Also, if anyone has any optimization tips for visuals I want to hear them (using mx04)
Last edited by Captain_404; 01-10-2008 at 09:48 PM.
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ism
very cool. stylish indeed and i liked a lot of the game mechanics. i think the storytelling (good story) needs some work though. i was forever clicking before i got to the game
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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FK founder & general loiterer
I couldnt move at all... he flapped his wings or tilted his legs....?
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 Originally Posted by Captain_404
To play level 1: level editor > tab on the left > test lvl1
Sorry, it's kind of tedious to get to...
I'll implement something a bit more obvious soon I think.
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FK founder & general loiterer
AHH I was blind and now I see
plague is the spelling you are after
There were a LOT of clicks needed to get anywhere
also on slopes I expected to slide down due to gravity.
I like the text style though, very original, and the story line... very trippy.
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I am in love with your graphics. Your character: I like the way he moves 
I find stories more interesting when you start out knowing almost nothing and it's left up to your mind a little bit. I really like the text meteor effects, but I know when I'm performing a prose or poetry selection for a speech competition, it's more effective to the audience if I just start out with something really captivating, then do my introduction (about the selection) then continue on. But still, you've got my vote [if you're running for president.]
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@ Blink
much thanks, I'll definitely put some work into the cutscenes to shorten them a bit.
@ Flashkit
thanks on the spelling, thought I had gotten it wrong...
I've gotten quite a bit of length complaints...I'll work on that when I get the chance.
The slopes have been a constant annoyance to me as well, just a little thing I need to buckle down and figure out.
And thanks, the story is something I've worked on lot. Many revisions.
@ Terminator
Thanks man.
I'm not exactly sure what you getting at with your second paragraph though...
To everyone who disliked the cutscene length (pretty much everyone) would it be better if I took out the clicks and made it progress automatically or is it just the large amount of text you don't like?
I've been planning on adding music and syncing the cutscenes with said tunes for a while now (which would involve removing the ability of click-to-progress), just haven't gotten around to it.
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FK founder & general loiterer
I would suggest on the cutscenes less clicks - lots less clicks...with more text displayed at once, you might want to look at distilling the text into its briefest form (Easier said then done though I know!). Then combine that with an auto display.. and wicked.
Also I thought the font choice for the cutscene text looked "poor" in comparision to the wicked font you are using for the actual game design.
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Interesting game. I also thought the cut-scene text was kinda too normal. Why dont you use the game text for the cutscene text? Good work by the way!
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Thanks Mark, helps to know.
@ Cortana & Flashkit
I would, but the font I'm using doesn't have any punctuation or lower case letters. I'll look into getting a better font though...
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When you know are.
I'm lovin the style. Great intro. What the game needs is a good soundtrack.
A bug I encountered... in the first elevator, I went inside it and it took me outside of the wall, just above the elevator. This was after I died.
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