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View Full Version : how hard is this game?



mario_hater
February 20th, 2007, 11:25 AM
i have recently made this game (http://www.freewebs.com/pdandtcos/secretpage.htm), and when i asked my friends to play it, they could only get up to about level 4 out of 24 levels. Do you think the game is too hard?

unchew
February 20th, 2007, 11:31 AM
The things that follow you stay too close to you since the first level, one little stop and you get eaten.

duncanhall
February 20th, 2007, 11:42 AM
Yeah, it's pretty damn difficult. Once one of the little yellow guys starts following you, its too difficult to shake him off. Also, I think there is too much randomness involved - for instance, I'm guessing each yellow enemy is positioned at random as on one of the levels I spawned on top of one and was dead before I got a chance to move.

Dazzer
February 20th, 2007, 01:32 PM
omfg pain in the ***!!!!

okay its hard. but not impossible

firstly

1) exploitable AI. in the first few levels, there is a bug where if a enemy is chasing you, but bangs into a wall, and upon banging, it goes out of its chase-range, it will continue along its momentum.

2) terrible hit testing. Almost impossible to do some levels which require near pinpoint accuracy

3) collsions. Pieman has a terrible tendency to ... err... bounce off walls. Is that a design feature? Another pain in the ***, since you can't correct your direction properly.

To your credit I liked the variety of puzzles.
Time limits were interesting, as it forced the player to keep moving, therefore eliminating point 1 above to a minimal level

The darkness levels were cool too. But in doing that you also took away the ability to see the number of pies, and time limit/health.

Anyway, as proof, i present to you Level 25

http://img256.imageshack.us/img256/4999/painmy3.th.jpg (http://img256.imageshack.us/my.php?image=painmy3.jpg)

Lemuel
February 20th, 2007, 03:00 PM
I got to level 5 but Pieman freaked out when he saw the room crowded with so many whatchamacallits

Holmesc
February 23rd, 2007, 11:41 PM
Ummm, I can't see a link or anything. It's never been a problem for me here before, but...

REEFˇ
February 23rd, 2007, 11:46 PM
got up to 7. its not that its hard, its just annoying that they follow THAT close and dont let you go. kind of makes me want to stop playing.

Dazzer
February 24th, 2007, 12:55 AM
speed is everything. don't stop :)

keke
February 24th, 2007, 11:01 PM
meh i got to level 9.
not that hard... but i doubt anyone is gonna do 24 levels...

ajcates
February 24th, 2007, 11:07 PM
sweet game

glosrfc
February 25th, 2007, 05:10 AM
It did get frustrating...using the cursor keys isn't ideal and the pieman was difficult to control. Most of the time I ended up with him spinning around before he was eaten by one of those yellow sheep things. It would be neat if the randomisation was tidied up so that a) you don't start a level with a sheep already sitting on top of you and b) that the sheep were placed just far enough away from the pies that you could plot a route through the maze without disturbing any. Again, it was frustrating when you enter a level to find a sheep sitting on every pie.

The dark rooms were neat. Reminded me of that seen from Pitch Black when the guy tries flame-throwing...and then sees that he's surrounded by millions of those flesh-eating creatures. Funnily enough, I felt like him, and suffered the same fate, as soon as I moved.

There are some problems as mentioned above...hit testing, the wall bouncing, as well as the health bar being in the middle of the action. I thought it was a wall at first. And making it vanish in the dark scenes isn't helpful although it didn't really matter that much once one of the sheep started savaging me. So I think the health bar goes down a bit too quickly - by the time anyone looks at it, their health is all gone anyway.

Nice idea for a game though.

mario_hater
February 25th, 2007, 07:33 AM
i think i've fixed most of the bugs but i don't know what to do about the bouncing wall thing. I was thinking about doing something with getBounds but i don't really know how to use it. I can do the if(wall.hitTest(player.getBounds(_root).xMax,playe r._y,true)), but i dont know what to put inside that code. Does anyone else know?

SacrificialLamb
February 25th, 2007, 04:03 PM
Try something like this so the player only moves if they don't hit some thing so they are not oveing back when they do
players_next_x_move = move moint code here – "player._x="
players_next_y_move = move moint code here – "player._y="
if(wall.hitTest(player.getBounds((player._x+ players_next_x_move), (player._y+ players_next_y_move),true))
player._y = players_next_y_
player._x = players_next_x_move

mario_hater
February 27th, 2007, 01:00 PM
i don't understand. What's the move moint code here?

SacrificialLamb
February 27th, 2007, 01:42 PM
"movement code here" sorry I was in a rush and did not spell-check
like the code i posted here
http://www.kirupa.com/forum/showpost.php?p=2072933&postcount=12
how i give a number to xspeed then have the hittest then the moving code

this._y += fall;
this._x += xspeed;

mario_hater
February 27th, 2007, 03:27 PM
do you mean something like this:

if (wallName.hitTest(player.getBounds(_root).xMax+pla yer.xspeed, player._y, true)) {
player.speed = 0;
}
if (wallName.hitTest(player.getBounds(_root).xMin+pla yer.xspeed, player._y, true)) {
player.xspeed = 0;
}
if (wallName.hitTest(player._x, player.getBounds(_root).yMax-player.yspeed, true)) {
player.yspeed = 0;
}
if (wallName.hitTest(player._x, player.getBounds(_root).yMin-player.yspeed, true)) {
player.yspeed = 0;
}

Lord Rahl
February 27th, 2007, 04:28 PM
Nice game, only one thing I noticed that could be fixed was that sometimes enemies spawn on you when you enter a level. But i'm sure you already fixed that. Nice work though. :beer:

SacrificialLamb
February 28th, 2007, 01:28 AM
yes some what