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#1 Cronotek

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Posted 06 March 2008 - 01:42 AM

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:GM044: Introduction

Deathball 2D is a 2v2 sports game, where the objective is to get the ball into the enemy net. A score limit or time limit (or both) can be set, and the player with the higher score at the end will win. There are many game mechanics that allow amazing control over the ball. Deathball 2D features World of Warcraft style talent trees where you can customize your character's strength. Read the in-game help section for more details.



:GM023: Features

2v2 AT ITS FINEST
Each team is given a goalkeeper and a forward. Perform advanced moves and tricks to outsmart and outplay your opponents! Mastering shots, tackles, and volleys will give you the edge over your enemies.

PLAY CO-OP WITH A FRIEND
A friend can take control of the goalkeeper on your team. Practice together and become the ultimate team! You can also practice together in practice mode with some player versus goalkeeper shootout action!

ADVANCED CUSTOMIZATION
WoW-style talent trees give you an incredible level of character customization options, so you can enjoy the game with your personal style. Match options allow you to choose time limit, score limit, A.I. difficulty, and map.

SKILL OVER LUCK
Deathball 2D runs under the philosophy that skill should determine victory, not random luck. You are in full control of your fate!




:GM006: Download

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:GM122: Screenshots

Posted Image Posted Image Posted Image



:GM046: Videos

*NEW* Gameplay Video (v2.1)

Co-op Gameplay Video (v2.0)

Co-op Gameplay Video (v1.4)

Gameplay Video (v1.1)

Edited by Cronotek, 13 March 2012 - 09:58 PM.

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#2 PhiniusMAster

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Posted 07 March 2008 - 02:06 AM

Whoa...why didn't anyone else notice this!? This game looks so awesome!

It's really fun to play even if it is a little hard, I hope you get some more recognition for it!
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#3 Cronotek

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Posted 07 March 2008 - 10:09 PM

Yeah I'm pretty surprised that this community is practically ignoring this game's existence. :)

Anyways I do hope more people do give Deathball 2D a try. If you want to try the game using yoyogames "instant play" feature, heres the link: http://www.yoyogames...ames/show/27825

If anyone has any questions or feedback, please let me know. Thanks!
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#4 CoderBlue

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Posted 11 March 2008 - 11:29 PM

not a lot of games get a good deal of replies

furthermore, the games that should get at least *some* replies don't get them at all.

i like this idea, i remember when you posted an alpha about 6 months ago?
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#5 Digi

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Posted 11 March 2008 - 11:33 PM

Where the heck did my post go? Did the gmc crash midpost?

Anyway, kinda confusing, but a good idea. tournaments or something would be interesting.
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#6 negen99

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Posted 12 March 2008 - 07:46 AM

Hmm ... I suck or this game is way too hard.

The goalie of my team seems to have the instinct to miss every ball thrown at him. The opponent blocks my every shot.

The game is made very well ... but I think it's too difficult but it could just be my skill in sports games. ( I suck at sports games )
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#7 Clarkyboy

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Posted 12 March 2008 - 08:04 AM

the filesize is pretty big, maybe allot of people here are 56k'ers?

Its a very polished and nice looking game, but i do have a few problems as always with it.
when you power up the ball and shoot it it doesn't go the right way, it seems to be inaccurate from where you point the mouse, for some reason.
then the goalie IS a bit hard but its not impossible to get a goal in, although its pretty near.
i think when you move the mouse your direction should turn until your facing the mouse instead of instantly facing the mouse, just because i think it would be a nice touch -_-
the walking is fine but the arena i think is too small also.
really nice job on the whole polish of the engine and the graphics.

for now its 8/10, lets see it get to 10/10! :D

Edited by Clarkyboy, 12 March 2008 - 08:10 AM.

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Acid  :)


#8 MJGamesInc

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Posted 13 March 2008 - 07:13 AM

its been 3 years sence Ive been here.. does GML still not have good online multiplayer suport even with this new verison I just paid for LOL...?? i would love this game multiplayer
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#9 Cronotek

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Posted 28 March 2008 - 11:12 PM

Hey guys, thanks for all the comments! I'll try to answer your questions the best I can:

"when you power up the ball and shoot it it doesn't go the right way, it seems to be inaccurate from where you point the mouse, for some reason."
If you charge it all the way, it will overcharge and go off in a random direction. Try to release the shot as close to the end of the bar without hitting the end. :P

"then the goalie IS a bit hard but its not impossible to get a goal in, although its pretty near."
I admit the goalies have gotten very tough to score on. In earlier versions of the game, goalies were very weak and would let in garbage shots, so I had to make some changes. I plan to be releasing a new version of the game with the enemy goalkeeper scaling down depending on the difficulty.

"The game is made very well ... but I think it's too difficult but it could just be my skill in sports games. ( I suck at sports games )"
Yeah the game is definitely difficult at the start, until you master some of the advanced techniques (such as volleying). To help players, I will be making an in-depth Tutorial mode in the next version! :(

"its been 3 years sence Ive been here.. does GML still not have good online multiplayer suport even with this new verison I just paid for LOL...?? i would love this game multiplayer"
Some of you may know that the game originally was planned to have online multiplayer. However, I had to cancel this feature due to the difficulty of online coding, and the lack of built-in multiplayer features. If Game Maker gets more multiplayer support in the future, expect a version with online play!


Thanks again for your comments!

- Cronotek
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#10 Cronotek

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Posted 05 April 2008 - 10:39 PM

New Version! (v1.1)

Hey everyone! I have finished version 1.1 of Deathball 2D which includes popular requests such as reducing AI difficulty. There is now a tutorial mode to easily teach you how to play. Please try it out if you are having problems playing in Botmatch. Any feedback would be awesome!
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#11 Omans

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Posted 06 April 2008 - 10:48 AM

New Version! (v1.1)

Hey everyone! I have finished version 1.1 of Deathball 2D which includes popular requests such as reducing AI difficulty. There is now a tutorial mode to easily teach you how to play. Please try it out if you are having problems playing in Botmatch. Any feedback would be awesome!


Wow!! Incredible. :) This is REALLY, REALLY fun. PLEASE PLEASE PLEASE bring this game online...please?!

Edited by Omans, 06 April 2008 - 10:58 AM.

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#12 Thor The Thunderboy

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Posted 06 April 2008 - 12:22 PM

DLing, looks AWESOME!I'll review it after I play it.


OMG That was fun and addictive!Graphics were awesome,and talent tree was great too...just wondering do you have/need permission to use the WoW icons in Talent Tree?I give a 9.5/10,it NEEDS online play,then its TOTALLY AWESOME!!! :)
It should have more attention!

Edited by Thor The Thunderboy, 06 April 2008 - 12:55 PM.

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#13 chichmonkey

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Posted 06 April 2008 - 01:34 PM

Have you played Mario Strikers Charged?
I like the concepts of the game, like the gun and health.
There need to be more people on your team, and you need to be able to switch between them(automatically if you pass to them)
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#14 Cronotek

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Posted 07 April 2008 - 08:51 PM

Have you played Mario Strikers Charged?
I like the concepts of the game, like the gun and health.
There need to be more people on your team, and you need to be able to switch between them(automatically if you pass to them)


Yeah I actually own Mario Strikers Charged. :) It's a really fun game, but Deathball 2D is supposed to be very different. In Strikers, every goal was based on luck whereas in Deathball 2D, goals require skill.

Also while Online mode is currently canceled, there is still a possibility that it will be added in the future if I can find an easy method. If online is ever added, I'll be sure to let everyone know!
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#15 Cronotek

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Posted 13 April 2008 - 10:43 AM

Hey everyone, I have just finished creating a gameplay video for Deathball 2D! Check it out if you're interested in seeing the gameplay:
http://www.youtube.c...h?v=ZhpTTf7-3sg

Let me know what you think! Thanks :)
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#16 Cronotek

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Posted 19 April 2008 - 06:04 AM

New Version! (v1.2)

Not like anyone cares, but version 1.2 has been released. This version includes many AI difficulty fixes. If you felt the game was too difficult in the past, make sure to check this version out!

NOTES:

- The easy and normal AI had its shot and volley power decreased.

- Slightly reduced the movement speed of the enemy AI.

- The easy AI goalkeeper is now slower and has less reaction speed.

- Talent tree icons now light up when the mouse is over it, and there is a sound when a talent point is spent.

- After a goal is scored, the celebration mode is now shorter, causing the next round to start quicker. This should make the game feel faster paced.

- There is now a cool looking trail behind the player and the ball during the celebration mode after a goal.

- There is now an enemy goalkeeper in practice mode. When a goal is scored, the ball will be reset to its starting position. You can set the difficulty of the enemy goalkeeper in the match settings.

- Increased shot charge rate by 5%

- Increased global shot and volley power by 1%

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#17 Omans

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Posted 19 April 2008 - 06:07 AM

New Version! (v1.2)

Not like anyone cares, but version 1.2 has been released.


:/ I think it's pretty amazing. And I'm sure lots of people care. It looks like you put lots of work into this.
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#18 Shadeplay23

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Posted 20 April 2008 - 01:49 AM

This game is simply amazing. It is extremely hard, though, but the sound, graphics, and everything are perfect, and everything fits in the theme. Congratulations, Cronotek, you've done a GREAT job on this.

Overall: 9.5/10
Graphics:9/10
Music: 9/10
Sound: 10/10
Gameplay: 9/10
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#19 Sprites Toolbox

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Posted 20 April 2008 - 08:35 AM

Great game!

(But why you use World of Warcraft's icons for the talents?)
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#20 Overman

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Posted 20 April 2008 - 07:35 PM

WOW extraordinary here's what all the critics are saying!!:

- "Revolutionary"

- "A MASTERPIECE"

- "A MUST-have"

Download now!

#21 Sporknife

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Posted 20 April 2008 - 07:47 PM

Whoa. this is awesome. how did I not see this before! 9.5/10, if not 10/10 just for the graphics and interface! I would (and i'm pretty stingy) pay about 10$ for this if it went online and you could lvl up and stuff
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#22 Cronotek

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Posted 21 April 2008 - 07:22 AM

Woah, I was about to give up on this community because of the lack of feedback but it's great that more people are noticing the game!

@Shadeplay23
Thanks so much for the review, I really appreciate it! By the way, were you playing version 1.2? The difficulty has been greatly reduced in 1.2, and I don't really see how I can make it any easier without making the easy AI a free win. Also, did you take the tutorial and place all your talent points?

@Sprites Toolbox
I decided to use World of Warcraft style talents because WoW is very popular and those who are comfortable with WoW talent trees would be instantly comfortable with Deathball 2D's talent tree. I apologize if you don't like the feature. I implemented it to add depth and customization options to the game.

@Sporknife
Thanks for your comments! I'm always looking for ways to improve the game, but online is a feature that is simply too difficult for me to implement at the moment. If I can find a simple method for adding online, I will do it for sure. Also, Deathball 2D will remain free always. =)
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#23 Omans

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Posted 22 April 2008 - 08:26 AM

Hey, I watched your tutorial video and I was wondering how you controlled the ball so well. Sorry if this is a stupid question, but I usually just skim through instructions and stuff to get to the gameplay... is there a talent that makes what you were doing possible? I usually use the glowly black one that makes the ball go super fast cuz that one seems the coolest. Oh, and I really think you should add either online multiplayer or some type of season/tournament mode where you have to face different teams until you reach the finals. And I know I've said this already...but great game!!!
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#24 Cronotek

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Posted 23 April 2008 - 05:19 AM

Omans, I use a talent build that improves volleying in every way. You can check out the build I use here: http://img87.imagesh...dscreen3cq2.jpg

Volley Mastery is the talent that gives me so much control over the ball. While holding right mouse button, it will deflect the ball in your direction which allows for easy volleying. As for online, I have stated before that I am searching for a solution such as a 39dll lib or something. If an easy and effective method is made available, I will work on adding online to Deathball 2D right away!
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#25 Sprites Toolbox

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Posted 24 April 2008 - 02:12 PM

No actually I love this game! Also these icons go really well, its just that they are already Blizzard's ::lmao::.
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#26 Cronotek

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Posted 25 April 2008 - 11:22 AM

No actually I love this game! Also these icons go really well, its just that they are already Blizzard's :P.


Awesome, I'm glad you like it! :skull:
I'll think about possibly creating icons from scratch in a later version, but for now they're staying. It's not like I'm selling the game anyways, it's just here for everyone to have some fun with.


Also, version 1.3 is coming along very smoothly so expect it soon! It will include many improvements and new features including:
- you can now disable goalkeepers
- a 2nd player can now control the goalkeeper!
- added a new type of shot to help everyone to set up scoring chances B)
- various other improvements and fixes

Version 1.3 will most likely be the last version, unless popularity for the game somehow increases and there are lots of requests to improve things. I hope everyone is enjoying the game, and please remember to post feedback here! :)
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#27 Cronotek

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Posted 29 April 2008 - 07:29 AM

New Version! (v1.3)

It's here! Version 1.3 is the largest update since the release of Deathball 2D! The biggest change is the ability to have a friend help your team by taking control of your goalkeeper. A new stats system will keep track of your shots on goal and save percentage, so you can see who is contributing to the team the most. Please let me know what you think! Version notes below:

Deathball 2D v1.3
Version Notes
=================


GENERAL:

- Added a 2-player co-op option! A second player can now take control of the goalkeeper on the red team. Read the in-game help file for more details.

- Added a new type of shot. Pressing the right mouse button while carrying the ball will launch an instant, medium-low powered shot. This shot is unaffected by shot interruption effects! However, this shot only gains 30% from the effect of shot power bonuses.

- Added an entry for "Instant Shot" in the game help section.

- Redesigned the in-game HUD and added a shot counter and a save percent display to it.

- You can now set the blue goalkeeper in practice mode to be under the control of a 2nd player. You will be unable to enter the enemy goal crease in this mode, to be fair to the goalkeeper.

- Goalkeepers can now be disabled. Warning, playing without keepers will result in very high scoring games!

- The in-game HUD will now display the Goalkeeper settings.

- Reduced the collision radius of the ball and goalkeepers. This will make scoring goals easier.

- Added a section for "Match Settings" in the game help section.

- Added a fanfare for when a goal is scored.

- Reduced the fireworks effect during celebration mode to reduce possible frame lag on lower end computers.

- Increased global shot power by 1%.

- Altered the in-game crosshairs.



TALENTS:

Unstable Energy - The shot and volley power bonus has been decreased from 20% to 15%.


BUG FIXES:

- Touchdown goals are now properly recognized in Practice Mode.
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#28 swoodplaya

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Posted 29 April 2008 - 01:23 PM

I got a chance to play this yesterday when I saw it on the YoYoGames page, and it is actually quite fun !

I really enjoyed the volleying aspect to it, since I feel that the charge shot isn't all that polished yet.

And I was only able to score one goal because their goalie blocked everything I threw at him. >.>

Great job though ! 8/10

:unsure:
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#29 Cronotek

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Posted 30 April 2008 - 08:41 PM

Thanks for the feedback, swoodplaya! What made you feel that the charged shot isn't polished?

Also because of the talent tree, you can customize your character to ignore charged shots and focus on volleys. Try making a build with volley mastery, such as the one I use: http://img246.images...db2dscr3kb7.jpg

Make sure to check out version 1.3, as it has tons of awesome additions such as 2-Player Co-op!
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#30 erthgy

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Posted 01 May 2008 - 08:33 PM

The game needs weapons, maybe you could integrate grenades and stuff like that with keyboard keys, and switch the current left click option with the right mouse button, and see how that works.

Also try improving on the AI, no offense, but it was sort of stupid...

The RPG elements need to stay though so keep them there.
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#31 Cronotek

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Posted 02 May 2008 - 10:38 PM

Thanks for the suggestions, erthgy. As this is a sports game, I don't really see where weapons would fit in. You should try the Harmonic Resonance Gun talent though, it's kind of like a weapon.

Also what's wrong with the AI? On higher difficulties, they will play very well and give you plenty of challenge. If you have suggestions to make the AI better, please let me know! :D
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#32 Dude_sWeden

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Posted 03 May 2008 - 01:24 AM

Great game! Its was realy intense and it kept me playing for a while! And nice graphics (but it lagged on the "special" arenas, options for effects?).


Some suggestions:

The weapon is not pointing at the mouse. And I'm looking at the player to see where I aim, so it gets frustrating... I find it hard to look at the mouse to aim. Maybe you should change the mouse cursor, to maybe two lines pointing away from the player at the mouse position? That way when looking at the mouse it will be easier to know where the player is. Do you get what I mean?

I also didnt' like that the AI is to precise (like the movement). The AI was able to look back in a one step (like hitting me) and then looking forward again (and repeating that), maybe limit the AIs direction change?

I newer liked holding the ball and shooting, when I held the ball I always wanted to throw it away. I think that you will like more drop the ball infront of you if you dont load it so much. And I also think that you should make some acceleration. That way you have some greater chance if you try to run away from the AI. Then like holding the ball will get more usefull.


Just some constructive criticism. It was nice and I'm looking forward for a new update! :D

Edited by Dude_sWeden, 03 May 2008 - 01:26 AM.

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#33 Cronotek

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Posted 03 May 2008 - 11:57 AM

Thanks so much for the awesome feedback, Dude_sWeden! Your post is easily the most helpful feedback I've ever received for Deathball 2D so far! :D

The weapon is not pointing at the mouse. And I'm looking at the player to see where I aim, so it gets frustrating... I find it hard to look at the mouse to aim. Maybe you should change the mouse cursor, to maybe two lines pointing away from the player at the mouse position? That way when looking at the mouse it will be easier to know where the player is. Do you get what I mean?

Woah I can't believe I didn't notice the player sprite not facing the mouse! I'll be fixing it in 1.4 for sure. I like your idea for the mouse crosshair, I'll make a nice looking aiming arrow to show you where the player is (while you're looking at the crosshair). :whistle:

I also didnt' like that the AI is to precise (like the movement). The AI was able to look back in a one step (like hitting me) and then looking forward again (and repeating that), maybe limit the AIs direction change?

Yeah I see what you mean. One of my friends told me about the AI instantly hitting you away but I was too lazy to fix it. :mellow: It will be done in 1.4, don't worry.

I newer liked holding the ball and shooting, when I held the ball I always wanted to throw it away. I think that you will like more drop the ball infront of you if you dont load it so much. And I also think that you should make some acceleration. That way you have some greater chance if you try to run away from the AI. Then like holding the ball will get more usefull.

I had a hard time understanding this last part, but I'm assuming that you don't like shots. I'm the same way! Try doing what I do: Get rid of the ball by right click (Instant Shot), then hit the enemy away, then set yourself up for a volley. Also, the Volley Mastery talent is extremely awesome for a volley centered play style.

If you want to focus on shots though, there are many talents to improve them. I have found that with the right talents, you can easily get powerful shots off most of the time. However, I will be improving shot power in 1.4 to help a bit.


Thanks again for the awesome post! :whistle:
I hope version 1.4 will be much more fun for you! Expect it in 3-7 days or so.
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#34 Dude_sWeden

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Posted 03 May 2008 - 03:15 PM

Thanks so much for the awesome feedback, Dude_sWeden! Your post is easily the most helpful feedback I've ever received for Deathball 2D so far! -_-

I'm glad you appreciate it!


I newer liked holding the ball and shooting, when I held the ball I always wanted to throw it away. I think that you will like more drop the ball infront of you if you dont load it so much. And I also think that you should make some acceleration. That way you have some greater chance if you try to run away from the AI. Then like holding the ball will get more usefull.

I had a hard time understanding this last part, but I'm assuming that you don't like shots. I'm the same way! Try doing what I do: Get rid of the ball by right click (Instant Shot), then hit the enemy away, then set yourself up for a volley. Also, the Volley Mastery talent is extremely awesome for a volley centered play style.

If you want to focus on shots though, there are many talents to improve them. I have found that with the right talents, you can easily get powerful shots off most of the time. However, I will be improving shot power in 1.4 to help a bit.


Thanks again for the awesome post! ;)
I hope version 1.4 will be much more fun for you! Expect it in 3-7 days or so.

Yea, I had not tested improving the shot talents and It was a bit easier now when I improved them! But what I meant by the first part was that "if I get rid of the ball" (either by right clicking or by left clicking and releasing it right away) the ball gets to far away (think of in soccer when you have the ball, you don't wanna kick it away to far if you are running with it). But I'm not sure if its will help the gameplay, but I think so.
And by the acceleration I meant that the players should have some more acceleration (not running at instant maxspeed). The movement will get smoother. Then the control of the player and the aim is more userfrendly, because the player is not as "jerky", its smoother.
And if you have acceleration then it will maby be easier to run away from the AI, because with acceleration you can get some advantage if the AI is not running in the same direction, the AI needs to "turn around" (situations like in soccer when a free man is running against the opponents goal can occur easier). And then also opposite can occur. The game becomes more dynamic and hopefully more players will appreciate the shots.

And I saw one more thing now to improve the dynamics of the game. I think that when you volly a ball you should take the speed of the ball into account. Because right now if I volly the ball there is no differens by making a volly when the ball has no speed and when the ball is at high speed. Maby something like "ball.speed=ball.speed*0.25+volley_speed_add" when hitting the ball, now the ball will keep 1/4 of its previous speed. You can probably apply things like this in other places.

If the game is more dynamic then there will be more variations, like right now you need to act in some specifics manners to goal.

Much text so I will summary: I meant adding acceleration (I dont know how much maby low acc or high, test it!) for players and adding something like the code I gave you.

I hope it's not too much and that it's not to hard to do this. And if you dont feel that it will fit in the game you don't need to implement it. :)

Keep on doing great! ;)
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#35 Shadeplay23

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Posted 03 May 2008 - 06:33 PM

@Shadeplay23
Thanks so much for the review, I really appreciate it! By the way, were you playing version 1.2? The difficulty has been greatly reduced in 1.2, and I don't really see how I can make it any easier without making the easy AI a free win. Also, did you take the tutorial and place all your talent points?

Yes I did. I have version 1.2.
But now I'm getting better at it, so I guess nevermind. -_-
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#36 frosty10001

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Posted 03 May 2008 - 07:15 PM

Heres a review:

Graphics: 9.5/10
Sounds: 9.6/10
GamePlay: 9.7/10

Total Score: 9.6/10

Improvement Suggestions:
Maybe 3v3 matches

Comments:
Nice game you have there. It kept me playing for long, I got used to it too. The 3v3 match is my only suggestion.
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#37 Maxinston

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Posted 03 May 2008 - 08:04 PM

You're topic name looked like Deathworm 2 thats the only reason i'm here -_-, no but seriously you're game is pretty cool
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#38 Cronotek

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Posted 04 May 2008 - 09:27 PM

Woah, lots of comments! I'm glad people are starting to notice the game :(

@Dude_sWeden

Yea, I had not tested improving the shot talents and It was a bit easier now when I improved them! But what I meant by the first part was that "if I get rid of the ball" (either by right clicking or by left clicking and releasing it right away) the ball gets to far away (think of in soccer when you have the ball, you don't wanna kick it away to far if you are running with it). But I'm not sure if its will help the gameplay, but I think so.

Shot power will be increased in 1.4 so it should be easier to score with shots. As for being able to drop the ball right in front of you, that would make it imbalanced. There would be no point to shots if you could instantly drop the ball in front of you and then volley it. What I do is shoot it at the wall so that the rebound comes right back at me. While it's coming to me, I have time to push the enemy away so that I can get a clear volley when it gets to me. Try that out and let me know what you think :D

And by the acceleration I meant that the players should have some more acceleration (not running at instant maxspeed). The movement will get smoother. Then the control of the player and the aim is more userfrendly, because the player is not as "jerky", its smoother.

I see what you mean about acceleration but I feel that it would reduce the control you have over the player. Like in Unreal Tournament, you're at max speed at all times which gives you tons of control of your character. With acceleration, tackling would be overpowered because you would have no chance to get back into position.

And I saw one more thing now to improve the dynamics of the game. I think that when you volly a ball you should take the speed of the ball into account. Because right now if I volly the ball there is no differens by making a volly when the ball has no speed and when the ball is at high speed. Maby something like "ball.speed=ball.speed*0.25+volley_speed_add" when hitting the ball, now the ball will keep 1/4 of its previous speed. You can probably apply things like this in other places.

This is a pretty good idea! You seem to have a lot of awesome ideas :GM009:
I'll see what I can do to add some momentum to the volleys without unbalancing it.


Thank you again for your helpful feedback! I was actually planning to stop at version 1.3 until your first post. You've been so helpful that I just had to make a 1.4 :GM009:


@Shadeplay23

Awesome! Glad to hear you're getting the hang of shots. You should try out version 1.4 when it's ready because it will include shot power improvements! :(


@frosty10001

Thanks for the review! :GM023:

3v3 matches were something I was considering earlier, but it just seems like a ton of work. Not to mention, it would greatly overcrowd the small maps. I just don't see 3v3 working, sorry. =/


@pepolshet

Haha, thanks! :P
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#39 erthgy

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Posted 05 May 2008 - 12:21 AM

Also what's wrong with the AI?

It seemed sort of simple that all it did was follow the ball's y co ordinance (thankfully, the x coordinates were locked though ::lmao::).

Of course, I am very sorry to say that I didn't play the whole game, but if you look at any of the new Mario sports games for the Wii, you will notice that there is a bit more than just two players on each team. The reason I thought weapons would fit is like in Gears of War... You could get up close and wack-em up, (out of your way, of course) or just use different powers and bullet types (rocket launcher, sniper) perhaps these could be implemented on the ball object, and only some weapons effect the enemy (or you). That would make the AI a bit more complicated :).
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"I'M BAAAACK WHATCHA GONNA DO NOW?"

#40 Cronotek

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Posted 05 May 2008 - 11:29 PM

Erthgy, I admit that the AI does simply follow the ball even though it's not the most direct route, but I just don't see it being a big problem. All 4 AI difficulties seem very balanced, and I've actually mostly got complaints that the AI is too strong! =P

Also I just can't see weapons working in a sports game, you know what I mean? Weapons would work for a Top-Down Shooter obviously, but this is a Top-Down Sports game. I also apologize for the lack of players on each team. It would take a lot of work to add more, and would probably take away from the control that you have over the game.

If you have any other suggestions to improve the gameplay, please post them and I'll see what I can do!

Edited by Cronotek, 05 May 2008 - 11:33 PM.

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#41 Cronotek

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Posted 07 May 2008 - 05:57 AM

Hey everyone, I have created a second gameplay video for Deathball 2D! This one shows the new 2 player co-op feature! Check it out here:
http://www.youtube.c...h?v=cAPm1Q99VBY

The footage is from an early build of version 1.4 so note that the final 1.4 (coming soon) will have more changes.
Enjoy!
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#42 Cronotek

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Posted 10 May 2008 - 02:34 AM

New Version! (v1.4)

Version 1.4 is here! Dude_sWeden, please check out the new aiming features and let me know if they still need improvement. =)

Deathball 2D v1.4
Version Notes
=================


GENERAL:

- Player shot power has been increased.

- Added a slight delay before the AI hits you away when you get close.

- Improved the in-game crosshairs. An arrow pointing towards the player's position is now on the crosshair.

- Added a new AI difficulty: Insane. Avoid at all costs.

- Reduced health regeneration rate by 20%.

- Made some AI improvements with volleying off walls. They are now better at preventing your self-passes off the wall.

- Increased global shot power by 1%.

- Reduced the duration of the slow effect when you fire a weak shot.

- Increased the duration of the immobilize effect after a death.

- Brutal AI is slightly tougher.

- Improved the player sprites.



TALENTS:

Endurance - Reduced maximum health bonus per point from 15 to 10.


BUG FIXES:

- Fixed the player direction sprite to line up with the crosshair position.

- Fixed a bug where the right mouse button flag would get stuck, causing the ball to go through the player even when he/she isn't pressing the right mouse button.

- Fixed a bug where the enemy AI would sometimes score on its own net.

- Fixed a problem where the enemy AI could sometimes get stuck on the blue goalkeeper.

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#43 Omans

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Posted 11 May 2008 - 10:14 AM

Hey, I sent you a pm about possibly implementing a shootout mode for 1.5 (will there be a 1.5?). Just wondering if you think that's a good idea. I know I would have lots of fun with that, especially with the added multi player mode.

(edit) PS: if there isn't a 1.5 I will hunt you down and kill you...lol jk :P but srsly, make a 1.5

Edited by Omans, 11 May 2008 - 10:18 AM.

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#44 Cronotek

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Posted 13 May 2008 - 12:13 AM

A shootout mode seems like a neat idea! If there will be a 1.5, I will definitely add it. No promises though!
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#45 Pear

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Posted 13 May 2008 - 01:58 AM

Looks cool!
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#46 Dude_sWeden

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Posted 13 May 2008 - 04:26 PM

Hi, I where going to reply some days ago, but I haven't... Great to see that I helped you to continue!

Yea the new aiming is good. But I where thinking of two more separated lines (so they are not so tight togheter, increase the distance between them). But I don't know how you want it, its preaty good now.

Good that its improved now, but its kinda hard to see whats new. Because most of the updates is a change of numbers to make it more balanced. But good that you improve the AI!

I tested the practice mode and it seamed to me that you can't use your talens in there? I also tried to see if the ball keept some speed when vollying, you have not done anything like that?

It's still intense but I had hard to see the new stuff (I tested the new AI difficultys but it was to hard for me).
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- Dude_sWeden

#47 Cronotek

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Posted 14 May 2008 - 10:47 PM

Yea the new aiming is good. But I where thinking of two more separated lines (so they are not so tight togheter, increase the distance between them). But I don't know how you want it, its preaty good now.

The way it is now, the lines actually help you aim your shot very precisely. I think it's pretty easy to see where your character is even if you're looking at the cursor most of the time. I will see what I can do to improve it to your liking though.

Good that its improved now, but its kinda hard to see whats new. Because most of the updates is a change of numbers to make it more balanced. But good that you improve the AI!

Well I fixed a few exploits that my friend discovered, so you probably can't see these improvements unless you used those exploits before =p.

I tested the practice mode and it seamed to me that you can't use your talens in there? I also tried to see if the ball keept some speed when vollying, you have not done anything like that?

Talents do work in practice mode, but not tutorial mode. What were you trying to test? Also yeah, the thing where volleys would keep speed didn't work too well. It caused a lot of imbalances, especially to the Volley Mastery spec, where it's all about slowing the ball down to get proper position. Sorry =/

It's still intense but I had hard to see the new stuff (I tested the new AI difficultys but it was to hard for me).

The new AI is just there for players who have absolutely mastered the game. I'm sorry that the 1.4 version didn't improve much for you. I wanted to get it released quickly so that you can enjoy the game with the fixed player sprite and new aiming arrow. I also didn't have anything big planned because 1.3 was originally going to be the final version until your wonderful post =D
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#48 Cronotek

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Posted 27 May 2008 - 08:16 AM

Just a little update, version 1.5 is currently underway! So far it includes a windowed mode option and a few other changes. I would like to add a few more things before I launch 1.5, so please post ideas and suggestions! I'll be sure to read them and see if I can include them.

Thanks for reading, and I hope to see some suggestions!
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#49 Cronotek

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Posted 03 June 2008 - 01:00 AM

New Version! (v1.5)

Version 1.5 has been released! New features include windowed mode, a new talent, and various shot improvements. Full details below:

Deathball 2D v1.5
Version Notes
=================


GENERAL:

- The game can now be played in Windowed mode. The option is found on the main menu.

- Tutorial level 1 has been altered.

- Reduced shot interrupt duration by approximately 15%.

- Player shot power has been very slightly reduced.

- Player shot charge rate has been increased.


TALENTS:

Recoil Dampener - Now reduces shot interruption duration by 25% instead of 35%. However, the shot interrupt duration with this talent remains the same due to the reduction in the base shot interrupt duration.

Energy Absorption - Removed.

Energy Focus *NEW* - Replaces Energy Absorption's position on the talent tree. Description: "Increases the power of your Instant Shots by 3/6/9/12/15% while you are not being interrupted."


BUG FIXES:

- Shot power bonuses were receiving a larger increase than intended, and it has been corrected.

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#50 Hektik

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Posted 21 June 2008 - 01:30 PM

One word, awesome.

This game is so addictive and challenging that it keeps me coming back for more.

Two suggestions:
  • make it playable online
  • add tournaments that unlock new things when you beat them
Keep it up, don't let this game die!

Edited by Hektik, 20 January 2009 - 05:31 AM.

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