Anyone try this dream yet? The control looks really good here, looks very authentic for Crash. I think the level design is too big without clear indication where you're supposed to go, but this dreams look great
Off the top of my head there are plenty but they are all WIPAnyone have a list going of games that aren't in progress and feel "complete"? (takes more than a couple hours to finish, multiple levels, etc)? Something like Marbelous, for example.
Anyone try this dream yet? The control looks really good here, looks very authentic for Crash. I think the level design is too big without clear indication where you're supposed to go, but this dreams look great
The asset shouldn't be public / remixable. And yes it's all about making items that you can only get as a prize for doing something in your game.
A set of Keyframes on a timeline. They even let you previsualize the path of the item you're moving when you're editing the keyframes, that's super useful. And I don't remember the name of the parameter, but the second slider on the keyframe (50% by default) let you customize how smoth the arcs will be (from a straight angle to a nice curve).SlurmMacKenzie for castaway how did you do the flying glowy balls? They fly in lovely arcs
Nah i didn't find it boring, the atmosphere and environmental storytelling was strong enough to keep me engaged the whole way through. Honestly a 45% completion rate seems strong to me.Thanks! I hope the exploration part is not too boring, but I also hope that in the end it's worth it. I'm a bit sad to see that less than 45% of players saw the ending scene. That's why there are no puzzle during the exploration, I wanted as many players as possible to see all of the dream.
A set of Keyframes on a timeline. They even let you previsualize the path of the item you're moving when you're editing the keyframes, that's super useful. And I don't remember the name of the parameter, but the second slider on the keyframe (50% by default) let you customize how smoth the arcs will be (from a straight angle to a nice curve).
After spending WAYYYYYY too much time getting the logic right, I finally published my in-game journal menu with support for different chapters and audio logs for each chapter. Planning to do a narrative-driven game where some of the puzzles stem from consulting the in-game journal, so this was a pretty important thing to get right.
Plz excusing my voice acting, I'm not a professional!
I think it's a difficulty thing, honestly. The game is fun but it's just really really hard! You could easily boost the completion rate by adding in some mid-level checkpoints or something.Anyway about what i was saying last time i posted. i'm a little depressed with how late levels are played. To be precise, my second world has 2 levels. The general game has been played by lots of new people in the last days, more than 1000, and liked by a third of them, but, the level 2-1 stayed at 13 people and the 2-2 has still 4 players lol. So yeah.. Can you imagine, if i do a level 2-3 it will have 2 players i guess. What about a world 3 ? .. I really wonder if there is a point in doing something with too much content for now.
After spending WAYYYYYY too much time getting the logic right, I finally published my in-game journal menu with support for different chapters and audio logs for each chapter. Planning to do a narrative-driven game where some of the puzzles stem from consulting the in-game journal, so this was a pretty important thing to get right.
Plz excusing my voice acting, I'm not a professional!
I think it's a difficulty thing, honestly. The game is fun but it's just really really hard! You could easily boost the completion rate by adding in some mid-level checkpoints or something.
well yeah i don't know, i can try that. Putting check points in super short level seems ridiculous to me lol but who knows. It's like having a check point every 2 jumps or something :) i'll try at that point cause i can't continue working on the game if people won't play the rest anyway.
well yeah i don't know, i can try that. Putting check points in super short level seems ridiculous to me lol but who knows. It's like having a check point every 2 jumps or something :) i'll try at that point cause i can't continue working on the game if people won't play the rest anyway.
I wonder if you might find some success in refocusing the difficulty so that completing levels is significantly easier, with the speedrunning/stars there to reward the hardcore players.
If its more a time challenge perhaps you could add a level select so people can try each individually? You may be more likely to get plays spread out across all levels and might encourage repeat play rather than have people give up if they hit a stumbling block on one level?
Orioto thansk for the mention in the credits! I enjoy a bit of problem solving and your 2D art over recent years has warmed my heart so many times, it was the least I could do.
Aight, a few more questions for anyone with the time:
- Will this game require a PS+ subscription?
- Will it be possible to download dreams and play them offline?
- Will this game have an offline mode at all? Will story mode content be playable offline?
- Any word on a possible release date?
Aaaw thx!
Speaking about logic.. :p I got an idea and i gueesss it's not too hard and i could do it myself maybe with some clues.
_Let's say i want pick ups you know, in my platformer. But i want them to switch between 2 states. A bonus one, and a killing one, in rythm. What would be the best way to do that ?
Create the two pickups in the same position, and create a key frame for each toggling its visibility and collision on/off. Create a timeline (set to loop) and put the two key frames on it one after the other. I think that should work. There's probably an easier/better way to do it though.
Yeah, I'm working through the tutorials now but the controls are really frustrating.
Depending on your game but I was watching a video about Nintendo's design philosophy from game makers toolkit months back. It might help.Add me to trouble balancing difficulty group.
It is just so eye-opening to see someone else play your game. I thought my controls we're pretty straight forward, but now I realize they can be overbearing for players. I need to work on introducing each mechanic individually, but in a way where players aren't bored immediately out the gate and switch to something else.
Depending on your game but I was watching a video about Nintendo's design philosophy from game makers toolkit months back. It might help.
https://www.youtube.com/user/McBacon1337
Great, thx i will try that!
OMG it works it's so fucking easy :p Keyframes are real useful!
I just have to understand how the score works now :p
Experimented with my idea. i'll have to see how to map the score by studying the score gadgets in little jumps lol. And i'd like to have some multiplier so hm..
Difficulty is to give it the needed sound feedback, but it's going to be boring pretty quick if too agressive and i have to put a music on top of it. I used some percussion but not sure that's ideal.
Also my world 2 finally had some new players. Maybe it's the check points! (Maybe it's people from here :p)
Not sure to understand. Do you need help/advice on what sounds to use?
I now also get the slow alert often. this normal? im only at 4% 4% 3% in a scene
For now i'm using that method but i'll need help if it's a problem in the level, to put music on top for exemple. Music will have to match the rythm anyway i guess but then for the whole game it would be boring maybe. I couldn't find a better way for now. Using notes crescendo is obviously worse for an eventual music on top. The thing is it has to be all the time in the level so it has to be audible all the time for the rythm, but also not annoying. I can still use an advice of course :p
For now i optimized it (it's super important that it unconsciously shows the player when the blue period ends)
Also i created my character for that future game. If i have that percussion based music, why not some vanillawarish setting! I understood some of the keyframe linked to animation phase o, i could make the jump more fluid by moving the hat!
"I'm just worried that I lose my fifteen minutes of fame"What do you think about publishing works in progress? Currently I have tons of passages that will simply lead to endless falls. But I'd like to get some feedback on the game. I'm just worried that I lose my fifteen minutes of fame and then won't see people return to the finished version.