|
TooMuchAbstraction posted:
Yeah if you are in doubt about the potential impact an animation might have, throw me a PM here or add me on discord: Serth hashtag one two two four and I'll be happy to look it over. Most of the damage done by any flashing or highly color/light contrasted animation will be when it takes me by surprise. So as long as a I get a spoilered link and a "Not Safe for Serth" tag along with it, I'll be fine. I'm also a very very talky person, so I can assure you that I will be giving a very detailed response (and no it won't just be six pages of "gently caress gently caress gently caress gently caress"). If I can help someone avoid an actual full blown seizure by taking one for the team and feeling some mild-moderate discomfort for 20minutes-10 hours then that is something I am willing to do. Neither payment nor crediting needed. I like to help.
|
# ¿ Mar 6, 2021 23:16 |
|
|
# ¿ May 22, 2024 03:19 |
|
TooMuchAbstraction posted:That's more or less how it works currently; you have to hold the special and then press a direction. Welp. That's certainly smarter than the way I've done it. I hold down a direction key and try to hit the booster keys as fast as I can to avoid getting too much out of expected position. In the end I have no clue where I'm gonna end up anyways, the important part was that I don't stick around where I am when I notice the incoming fire.
|
# ¿ Mar 23, 2021 10:12 |
|
TooMuchAbstraction posted:This is the primary reason why my approach to game art is to be hilariously sloppy and then wait until one of my testers calls me out on something before I put in the effort to do it properly. I also only noticed it because I was streaming it and was showing off the skybox and the background, and then I suddenly had a perfect example to point out to the spectators when I was trying to describe what I meant when I said I was a game tester.
|
# ¿ Apr 12, 2021 11:41 |
|
Dirty posted:I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well. Do let us know when we can start shovelling money in your general direction for this. I'm hoping you'll be putting it up on steam...tomorrow? tomorrow would be good.
|
# ¿ Apr 16, 2021 12:06 |
|
Dirty posted:
Wishlisted! Do let me know if you need someone to do unscripted impulsive testing for free.
|
# ¿ Apr 16, 2021 20:07 |
|
TooMuchAbstraction posted:This is my Panama map: Get there before a rival task force of landing ships drop off their own troops (three way shootout) so punch your way through the defenders that are focusing on you, do that quick enough to intercept the enemy landing ships that are sneaking in behind the original defenders. optionally, the more landing ships you can clear out, the more of the coastal batteries will be on your side for the boss fight.
|
# ¿ May 4, 2021 08:00 |
|
TooMuchAbstraction posted:Thanks for the feedback on my cinematic, folks! I made a few minor tweaks, including making the ship pivot about its rear instead of the middle. Ultimately this is a very unrealistic kind of turn for a ship of this size to make, so I'm not sure how to make it properly "realistic", but I hope it passes the smell test now. Here you go, some inspirational footage of a heavy ship turning. https://www.youtube.com/watch?v=qd5MqjvhW9c
|
# ¿ May 7, 2021 20:24 |
|
Your Computer posted:
Could I get you to slow down the blinking lights effect on the shoot again ghost? Its annoying my epilepsy the tiniest bit with the speed it blinks at currently (once it is up to max speed is where i have the problem) Usually that rate of blinking lights isn't a problem at all for me, so Its probably the colors it flashes between that makes me more susceptible to it. slowing down the effect a little bit should fix it just fine.
|
# ¿ May 22, 2021 13:37 |
|
Your Computer posted:Of course! Much appreciated!
|
# ¿ May 23, 2021 07:30 |
|
Is this a hobby for you or a serious attempt at generating an income? If it is a hobby, then don't bother with the patreon and just do what you do to have a better time of life. If its an attempt to actually make money, then yes....yes this is actually a job. It can be an enjoyable job, but its still work you do that you expect/hope/dream of getting paid for in the end.
|
# ¿ May 23, 2021 22:27 |
|
There is a little bit of odd shading going on where the railing meets the door frame. Other than that the building looks fine. I am wondering about the dimensions of the bench though. how high would that thing be if you put it on its side and leaned it up against the yellow building? It seems a teensy bit too big for my expectations, but it could just be a cultural thing, me being from Denmark and all that. Edit: The odd shading is only apparent on the first of the two images you've posted, so the high up, head on point of view where the door frame manages to lightly shade both railings a bit.
|
# ¿ Jun 2, 2021 08:13 |
|
TooMuchAbstraction posted:Some stats on the first day of the Steam Next Fest, because I have them handy and think they're interesting: 911 downloads, 162 unique players, median time played 13 minutes (way higher than I expected, to be honest). A net 233 wishlists yesterday, representing 24% of all of my wishlists since the Steam page went live in early January. I'm just shy of 1000 wishlists now, which is...nowhere near enough considering how much I've spent on this game, but it's a heck of a lot better than it was two days ago! Keep in mind that its Thursday, so a lot of people may be waiting to play until the weekends (I got a friend working night shifts who downloaded it, but says he won't be able to really play it until monday). cracking a million downloads on day one would have been very nice, but your game is gonna be growing playerbase over time.
|
# ¿ Jun 17, 2021 20:06 |
|
TooMuchAbstraction posted:I bought an asset that you can hook up to a Trello using their API, so players just hit F7 in-game, fill out a quick form, and it uploads their comments, the game's log file, and a screenshot as a new Trello card. You definitely want something along those lines if you want to get feedback. Make it as frictionless as possible or they won't bother. Can confirm that I've been motivated to give feedback for many many games, but absolutely not motivated to jump through hoops and hurdles to register on an obscure forum with an authentication system that requires a human being to press a button so the system will send me an authentication link and so on and on and on. If it's as simple as a ingame button click and it sends the feedback directly, then great. If its an obscure process to get a forum account so I can make a new thread about the issue (in three days when my account can actually make new threads), then gently caress it. Dev obviously didn't care enough about the feedback for me to bother.
|
# ¿ Jun 23, 2021 16:02 |
|
dhamster posted:I basically put in a small but prominently located tooltip that shows up if you click the mouse during the input phase. I had put in a similar tip if players are taking a long time to take their turn, which would indicate to me that they don't understand how the turn system works. Here's what it looks like when both tips are onscreen: Dang that top line of the tooltip is difficult to read. Small font combined with white text overlapping partially white background and some black lines thrown into the mix just to make sure you take extra seconds parsing the font? having the tooltips be part of the difficulty curve is less than ideal. I think it took me like 6 attempts before my brain would accept that the words I'd read were correct.
|
# ¿ Jun 28, 2021 09:42 |
|
TomR posted:I'm making a game for a game jam. It's a Tetris like game but the play area wraps around. Anyone want to give it a shot and let me know what I'm missing? https://atomr.itch.io/hyperblocks Good game from the gameplay perspective and general feel of the game. Only managed to play it six minutes before my epilepsy couldn't handle the many different moving colors and lights anymore (this is alot better than the usual instant punch to the face that some games invoke). Its a slow and gradual sense of unease and very slowly escalating nausea that results from the background moving around like that. If you could add in an option to simply freeze the entire background lighting shift, I'd certainly play it more. E: bleh yeah definitely still feeling the ripples of that visual input. good game, not for epileptics at present. E2: half an hour since my original post and my head has almost stopped spinning. If you want me to provide you with more detailed feedback as you work on a fix for it, hit me up on discord Serth#1224 or send me a PM here. SerthVarnee fucked around with this message at 11:52 on Jun 30, 2021 |
# ¿ Jun 30, 2021 11:18 |
|
TomR posted:I published my game. https://atomr.itch.io/hyperblocks Holy poo poo that made a world of difference! Thank you very much for implementing that fix. Previous version I played it 6 minutes and had to stop due to starting to seriously worry about my health. This version I managed to play it for 22.5 minutes and only stopped because the game ended in game over. This is now an awesome game that I feel like I'll need to throw some money at you so I can keep playing it off and on.
|
# ¿ Jul 3, 2021 20:42 |
|
eonblue174 posted:Hi folks! Can I have some opinions on my HUD options? the only part of that video that I didn't like was the blue flickering at the start of it (from 2 seconds in to 3 seconds in roughly.) That felt out of place and didn't really win you anything from being there. The rest looked great. Oh wait you said HUD... Err sure, its looks good, although I can't tell the numbers of the two bars in the bottom left at a glance. Have to stare at it for a second to read the green on green. Also I got no clue what the thing in the bottom right is displaying with those seemingly random white lights.
|
# ¿ Jul 5, 2021 20:08 |
|
FuzzySlippers posted:Playing around with some ways of doing fog of war and backgrounds. When the game switches to isometric combat there are spaces in view which have nothing there in addition to which is hidden. All Black is good in the sense that it focuses the player's attention on the battle and makes it easier to notice special terrain features (small shiny stuff that can be interacted with, treasure chests, odd looking tile that totally isn't a trap. That sort of thing) Colorful background is good in the sense that brings the dungeon into a the game world instead of a wholly disconnected instance. All colorful: no, just no. I'm not sure if it is my ADD or my epilepsy, but I can't get that image to A) sit the gently caress still B) give me the information I need to understand what is happening in the game.
|
# ¿ Jul 9, 2021 08:09 |
|
FuzzySlippers posted:Thanks for the comments! Gotta say, I vastly prefer the areas that are obscured to actually be blacked out. Could always have a button you could toggle to enable "map mode" which then gives you the greyed out of fog of war effect on places you've discovered and left sight of.
|
# ¿ Jul 11, 2021 10:59 |
|
Might also be worth responding to the tweet that requested the feature in the first place and ask them what types of changes they'd need to be able to play. Who knows, you might get another specialist tester out of it.
|
# ¿ Jul 21, 2021 07:49 |
|
dhamster posted:Still kinda at a loss on how to find more testers so I paid thirty united states dollars for a very "intricate" and "high effort" banner ad to run on the something awful forums. Should show up pretty soon What do you need tested? send me a PM and I can give it a go. Standard fee is one (1) pizza if you make more than 1 million $ on the game in a year. Bonus if you deliver the pizza in person.
|
# ¿ Jul 26, 2021 08:59 |
|
Yeah this is good stuff. Original while still being obvious at what it displays.
|
# ¿ Aug 9, 2021 08:33 |
|
Coldrice posted:Sorry to gif dump again! HI! All of this looks great except for two things: The bullet digging gif is a very visceral change in tone and is likely the cause for all the reactions you are getting for that. As an epileptic I'd really like it if you could extend the length of the flashing animations a little bit. A slower, more drawnout flash is alot easier on my broken brain than a super quick flash, even if it is the same animation just slowed down a bit.
|
# ¿ Aug 19, 2021 08:44 |
|
Coldrice posted:I think I'm just going to have an option to disable any "objectionable content" in the game. Anything bloody or gory (which is minorly here or there). I find it kinda silly, and I think others will too so I'd like to leave it in if I can. I generally prefer having the effects be modified to not be a problem in the first case, but I certainly appreciate the "just turn it off entirely" option. If you want, I'd be most willing to work with you on each flashing animation (by providing feedback as you go through incremental minor changes until it no longer registers as a problem). Anytime you want it reviewed by someone with "safe" epilepsy, just hit me up through PMs here or you can add me on discord: Serth hashtag one two two four. I do this sort of epilepsy consultancy on a volunteer basis just to make my own and others' lives easier when gaming, so no need to worry about pay or compensation.
|
# ¿ Aug 20, 2021 11:01 |
|
eonblue174 posted:https://twitter.com/IndeedRyan/status/1428676262659346433?s=19 If players always take cover, use this unit to flank them. If you have several of these units flanking you at the same time, they could link up with a gradually intensifying beam corresponding to the number of units currently linked up. The more intense the beam, the more damage the big laser does.
|
# ¿ Aug 20, 2021 14:35 |
|
phoning home causes the next supply drop of loot boxes to be replaced with mimics. Suddenly the loot box is using the ammo it contains against you. Killing it causes the remaining ammo inside it to blow up, dealing its combined damage to the surrounding units (this includes you). Mimics enjoy hugging players and shooting in an attention seeking manner. The closer they get the more attention grabbing their fire.
|
# ¿ Aug 24, 2021 21:41 |
|
I have no idea what the text says in the buttons on the left where the text is dark purple. Completely illegible on that background.
|
# ¿ Sep 14, 2021 09:33 |
|
Remember to put in an exception for the first save being made in a campaign (TMA forgot to do this, much to my amusement)
|
# ¿ Oct 9, 2021 18:01 |
|
Well that was a fun little game, also my right hand is burning like I had been playing Diablo 1 again. Only thing I noticed that stood out was balls being able to be bounced upwards hard enough to drop down outside of the funnel. Oh and the mission where you have to secure a couple of the purple orbs threw me for a loop until I scrolled down and confirmed that you meant the special bumper orbs.
|
# ¿ Nov 28, 2021 19:44 |
|
It was my pleasure really. The game was fun and addicting enough for me to feel sad when I finished the last mission, but still satisfied that the game lasted just long enough for me to hit that "I really need to do other things today as well" feeling as well as "goddamn my hand is starting to hurt from all this clicking". I wasn't really a fan of the music even though it felt quite fitting to the game itself, but that's just a matter of personal taste in music. I was a bit frustrated by the amount of chaotic movement going on above the top of the screen though, especially after one or two orbs had managed to go high enough to come dropping down on the wrong side of the funnel walls. I don't mind them being able to escape up top, but seeing it as it happens instead of having to react as they are plummeting at terminal velocity would be a major improvement. At the same time I felt like I had plenty of stuff to worry about already in the business area of the screen, so I'm not sure how much effort should go into actually increasing the visible area.
|
# ¿ Nov 28, 2021 21:37 |
|
Hammer Bro. posted:Yeah I noticed that with a couple in-person friends so I've adjusted the wording on the first hint and added a "Click Orbs Do Things" subtitle on the main screen. I stuck with the soundtrack that had the....trumpet? icon. The other two were tried and quickly discarded as simply not my music style. The trumpet one was mostly fine for me, it just had segments I didn't really care for at all. So like 30-40% of the time, newly launched orbs of any given type would launch straight into each other, sending at least one of them bouncing upwards and leaving the screen for a little while. This wasn't something I really paid attention to until I spotted an ice orb dropping straight down in the far left side of the whole screen. After that I started to constantly glance at the top of the screen to attempt to judge whether that was about to happen again.
|
# ¿ Nov 30, 2021 12:13 |
|
TooMuchAbstraction posted:Ironically, this is something that looks better in gameplay, because I made a script that can position splash particles where the leg intersects the water. But that script doesn't work in cinematics for various reasons. So if you add another 3-5 legs, you've got yourself a second alien unit right there. the combat cuddlefish hovermech.
|
# ¿ Nov 30, 2021 22:18 |
|
TooMuchAbstraction posted:My game features torpedoes as a weapon type, of course. They work sort of like a shotgun: you fire a spread of them at a ship (or a group of ships), and when they hit they deal tremendous damage. Projectiles are slow, and the launchers are heavy, have limited ammo, and don't fire very fast...but they can really thin out an enemy fleet or help you take down a specific high-value target. Oftentimes, many of the projectiles will miss, either because you fired from far away or because the target slipped between shots in the spread. Introduce a super dodgy enemy that soaks up just enough homing torpedoes that the player doesn't feel like they have that many to spare on regular enemies. You already have the strafing active abilitiy and drifter ability, so why not make an enemy that utilizes them?
|
# ¿ Dec 11, 2021 14:43 |
|
TooMuchAbstraction posted:
Well the shells don't travel all that slowly, so a hard counter to the slower torpedoes would not necessarily be as big of a counter to guns. besides, the amount of shells coming out of the guns compared to the rather limited number of torpedoes would also make the counter feel like much less of an issue for team big/more guns.
|
# ¿ Dec 12, 2021 12:55 |
|
nurmie posted:sooooo, hopefully this is ok to post here but i took part in a game jam (7dfps, specifically) and somehow managed to make a game that i actually do kinda like (first time this has happened, on my third gamejam) I'm gonna give it a go! Will let you know if you kill my epileptic rear end (super appreciate the Important note that was the first thing I spotted as I clicked the link). Edit: Okay I see what you mean with the flashing lights. Not too bad actually, though if they could be softened a bit I would be very happy about that. I also found myself amused by my character starting to rubberband as I completed the tutorial and got the post mission screen. Okay so I'm working my way through level 1 and I'm getting the hang of possessing enemies to use as meatshields. I'm down to two guys left, possess one of them, look up at the last guy, shoot at him, miss and watch him jump forever upwards out through the ceiling while shooting his shotgun down towards me. This is a wonderful game. SerthVarnee fucked around with this message at 22:34 on Dec 15, 2021 |
# ¿ Dec 15, 2021 22:12 |
|
Yeah I'm up for doing whatever testing and feedback you need whenever. Just hit me up here or on Discord where I can be found as Serth#1224. YES! won the second mission my first try! Goddamn that second wave was not nice of you. Definitely looking forward to being able to throw money at you for this in the future (assuming you'll be making it into a fully fledged game). SerthVarnee fucked around with this message at 22:41 on Dec 15, 2021 |
# ¿ Dec 15, 2021 22:36 |
|
Dieting Hippo posted:I gave the tutorial a quick shot, this is fun! I had a good strategy going of posessing enemies then quickly dropping their gun, unposessing, then repeating with each other enemy. Oh man I didn't even think of doing that!
|
# ¿ Dec 15, 2021 22:55 |
|
Oh. Oh no. Oh nonono, I have other things I need to do every day you know. Do you know what this sort of game could do to my available spare time? So where do we throw money at you and when can we have it?
|
# ¿ Jan 21, 2022 12:58 |
|
KillHour posted:loving HELL, just putting a barely-functional prototype to play with game mechanics took me two long rear end days of coding. Those people who can end up with something playable in a few hours are crazy. It certainly looks interesting so far. I'm looking forward to seeing what you end up making with it.
|
# ¿ Jan 23, 2022 15:54 |
|
|
# ¿ May 22, 2024 03:19 |
|
KillHour posted:I finally figured out the magic settings in OBS to record this fractal without it just turning into a jumbled mess. It also took YouTube an ungodly amount of time to transcode. you'll want to put a massive "Do not be epileptic when using this program" sticker on that game. Don't get me wrong, it looks great. Its also not doing my health any favors.
|
# ¿ Jan 28, 2022 20:20 |