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#81 Gmakermaniac!!!

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Posted 28 July 2004 - 03:11 AM

You know whay I hate(not on list yet)?
  • Horrable music
  • music that dosn't match the mood of your game (like the moonlight sonata in a space shooter)
  • Obvious evedance of rushed work
:D
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#82 CobraA1

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Posted 28 July 2004 - 05:59 AM

Heh, an old topic - right after we switched from EZBoard, heh, that seems so long ago.

I'm a bit softer these days as far as the whole installers debate goes, because it's pretty much useless to convince anybody here to try to be professional, but I still pretty much agree with everything I said earlier.
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#83 Chentz.cfg

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Posted 28 July 2004 - 08:05 AM

Anyway, some things that annoy me:
-- Cheap stock BGM MIDIs that sound like a raggae musician on weed.

You ever heard one? Do they sound different from reggae musicians that are not on weed? 'Cause reggae is generally nice, and it's not what is usually heard in GM games.
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#84 Mixahman

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Posted 28 July 2004 - 08:34 AM

1-Bugs in Games!
2-Small Views
3-When Esc button is not an exit, it's something else within the game.
4-Different sprites from different eras. NES meets N64
5-Crappy controls like WASD, ctrl, alt, space bar or numpad keys
6-Jerky movements
7-Mouse aiming on platformers
8-Multiple buttons for simple actions that one button can do
9-Sound levels are different between midis.
10-Low sampled sfx that could break my speakers
11-Mp3's within a GM game that make loading time a *****
12-Big file exe for a demo with hardly any gameplay
13-Installers for demos
14-Small demos with nothing at all
15-Releasing the same damn demo over and over with minimal progress
16-Different game bg music on other games.
example - Castlevania meets GTA
17-Releasing a buggy game :wistle
18-Windows Message pop-up for talking dialogs
19-Clones not made by me :D
20-No story in the game!!!!!!
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#85 Trotim

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Posted 28 July 2004 - 08:57 AM

7-Mouse aiming on platformers

Ehh...? How are we supposed to do aiming in platformers then? With W and S? :D

Also 1 and 17 are the same.
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#86 Gecko

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Posted 28 July 2004 - 11:21 AM

bleh


4-Different sprites from different eras. NES meets N64
That was in Hardhat II, and wasnt too bad...

5-Crappy controls like WASD, ctrl, alt, space bar or numpad keys
How else do you shoot or other stuff if not with ctrl alt or space?!

7-Mouse aiming on platformers
Well its better than just shooting in a straight line.
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#87 Diffusion Studios

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Posted 21 October 2004 - 10:34 PM

5-Crappy controls like WASD, ctrl, alt, space bar or numpad keys
How else do you shoot or other stuff if not with ctrl alt or space?!

surely not with a letter? You know, a key that does not make a loud, annoying sound when you press it?

7-Mouse aiming on platformers
Well its better than just shooting in a straight line.

really, it depends on the game...

Edited by Diffusion Studios, 21 October 2004 - 10:34 PM.

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#88 Carnivac

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Posted 21 October 2004 - 11:11 PM

5-Crappy controls like WASD, ctrl, alt, space bar or numpad keys
How else do you shoot or other stuff if not with ctrl alt or space?!

surely not with a letter? You know, a key that does not make a loud, annoying sound when you press it?

7-Mouse aiming on platformers
Well its better than just shooting in a straight line.

really, it depends on the game...

<{POST_SNAPBACK}>



Hell yeah I despise mouse aiming in platformers. Go play a decent platform shooter and most ya'll find manage to shoot in most directions without needing the damn mouse. Plus then you can have two or more players on the same machine which is far more fun than using a mouse all by yer lonesome or with some guy ya can't even see.

By the way... Wasn't this an old topic?
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#89 ZDM

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Posted 22 October 2004 - 12:14 AM

why is variable jumping more realistic, if you crouch longer before you jump will you jump higher?NO
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#90 Diffusion Studios

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Posted 22 October 2004 - 12:32 AM

It was in the pinned topic. Exactly right relinquished. Running jump is much more realistic.
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#91 Carnivac

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Posted 22 October 2004 - 01:33 AM

Uh variable jumping gives you more control on the height of yer jump, simple lil control thats been the standard in most quality platformers for last 20 years. Can you only jump to one specific height in real life or something? Can't ya make lil jumps, or medium jumps...?
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#92 ZDM

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Posted 22 October 2004 - 02:21 AM

yeah but i mean dang its not realistic, and this variable jumping charges up your medium jumps, not your little ones, so you do more than average jumps which isn't realistic, go crouch for 3 hours and jump and make sure to bring your pc with you and tell me when you reach the moon
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#93 Diffusion Studios

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Posted 22 October 2004 - 02:45 AM

once again, running jump is more realistic and it allows you to control the height of your jump.
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#94 malrak

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Posted 22 October 2004 - 03:10 AM

I don't think I've ever played a platformer with mouse aiming. Unless you count 3rd Person Shooting platformers, I suppose.

Oddly, the idea of a 2D sidescroller like Contra that has mouse aiming gets quite a few neat game-design thoughts rolling around my head. Could anyone name a few platform games, commercial or non, that uses mouse aiming?
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#95 Diffusion Studios

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Posted 22 October 2004 - 03:13 AM

There was one on the GM site called Matrix dude a while ago...Dunno if it's still there...
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#96 Carnivac

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Posted 22 October 2004 - 08:28 AM

I don't think I've ever played a platformer with mouse aiming.  Unless you count 3rd Person Shooting platformers, I suppose.

Oddly, the idea of a 2D sidescroller like Contra that has mouse aiming gets quite a few neat game-design thoughts rolling around my head.  Could anyone name a few platform games, commercial or non, that uses mouse aiming?

<{POST_SNAPBACK}>



Abuse used it for one...

Freakin piece of crap control system.
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#97 Carnivac

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Posted 22 October 2004 - 08:33 AM

yeah but i mean dang its not realistic, and this variable jumping charges up your medium jumps, not your little ones, so you do more than average jumps which isn't realistic, go crouch for 3 hours and jump and make sure to bring your pc with you and tell me when you reach the moon

<{POST_SNAPBACK}>



Do you actually understand what variable jumping is???

Go play a decent platformer like Super Mario Bros. It's when ya tap the button ya do a lil jump and if ya press it harder ya do bigger jumps? How is that not realistic? You're using more effort to do bigger jumps.

I have no idea what the hell you think it is. Sounds more the the charge jumps Mario does in Super Mario Bros 2 where ya do crouch to charge up a jump. That ain't variable jumping.
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#98 RealKilljoy

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Posted 22 October 2004 - 04:12 PM

ill keep ALL of this stuff in mind for meh games :-P, i dont get annoyed much unless its not fun :-P thats all that matters right?

p.s. wats wrong with WASD?
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#99 CreatureSpeaker

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Posted 22 October 2004 - 04:50 PM

Hmm, this is an old post. ::lmao::


Ha, I can't believe some of you are trying to make platformers and you don't even know what variable height jumping is. Your homework assignment: Go play Mario Brothers on the NES, which came out in 1985, and notice how when you hold down the jump button longer you JUMP higher. A platformer which does not have variable height jumping is not a good platformer. ;)

I disagree with not having mouse aiming though. Mouse aiming is used all the time in FPS's and it works just fine for platform games. I am not saying you HAVE to include mouse aiming, but in certain kinds of platform games (like the one I am making in Multimedia Fusion) it can work very well.
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#100 blompcube

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Posted 22 October 2004 - 06:22 PM

Game that are just about graphics and no gameplay are annoiying. ::lmao::

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too right. that's why all the games i have made are either TERRIBLE graphics, or i have nicked other people's tilesets and stuff.
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