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#101 Koaske

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Posted 08 July 2012 - 10:23 PM

A project worth continuing, but I believe it needs a lot of changes. Here are my thoughts about the game:

*The first time I was playing, I found it a bit confusing, since you were introducing new stuff at a very fast speed. You give the player a lot of new features right off the bat. Since you're using some new kinds of mechanics, I'd suggest it would be a good idea to give the player some more time to try them out. Variation is definitely a good thing, but having too much new stuff being constantly thrown at you can get confusing.

*The music and the graphics (especially the animations) are awesome. I'm currently listening to the music as I'm writing this ;)

*Level -3 makes a drastic jump in the difficulty compared to -2. Level -2 didn't have that many obstacles that could hurt you, but in the beginning of -3, millions of mudballs start jumping at you, and soon after that you're being shot from the walls. Again, I believe you're introducing a lot of stuff a bit too quickly. Having a bit more control over the jump height might help here (I know you have some, but it's currently impossible to do very low jumps).

*I managed to find a bug where I got stuck and couldn't get out. Jumping would only make the screen nudge:
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#102 TheUltimate

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Posted 12 July 2012 - 03:39 AM

A project worth continuing, but I believe it needs a lot of changes. Here are my thoughts about the game:
(snip)


Thanks for the feedback! :D

I already know that the level design kind of sucks and that the difficulty jumps around in places. The first three levels used to be the entire game, which is why almost everything is introduced there. (It was originally from my first ever game making competition and I had no idea what I was doing at the time. I started from scratch and that’s as far as I got in 72 hours. :P)

Since the last update, I've redone the order of the levels and added several more between existing ones, so the learning curve's more of a slope than a cliff. I agree with what you said about level -3, so I'll move that one a bit farther down. You know, this version’s actually really outdated, now that I think about it... I dunno how much of the topic you've read, but most of the level design changes are mentioned a couple pages back. Essentially how it's going to work is that there will be a couple different pathways you can take, and later on in the game, you'll actually be able to go back and forth through the levels to find stuff and get to areas you couldn't access previously. I'm also getting rid of the level numbering and leaving the names because it's going to be non-linear and picturing everything in a certain order would just make it too confusing.

Glad you like the graphics too. (They're not very good by my standards, but I might just be too hard on myself haha) The next update's actually going to look completely different, with more detail and (hopefully) an actual main character. The game's changed a LOT from the version you played, and there are still several things to do before I release another update, but I hope you'll follow along as I finish this game.

P.S. Do you have a non-rar version of Puffer Snack? I'd really like to try it.
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#103 Koaske

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Posted 12 July 2012 - 11:21 AM

I didn't actually read the rest of the topic before playing the game because I didn't want my comments to be influenced by what other had thought. This way, you'll get totally independent opinions. If others have said that same things as I have about a certain aspect, then that's a good sign that this is an area of the game that requires more work and changes.

I think the game is fun to look at because the animations are so fluid, even if the characters are simply drawn. The character and the slime blobs have very nice animations.

You can download WinRAR here. The reason my game is in a rar file, is because it comes with external music files. Would you have preferred a .zip file? Nice to hear that you're showing interest towards my game too :)
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#104 TheUltimate

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Posted 13 July 2012 - 04:24 AM

"I didn't actually read the rest of the topic before playing the game because I didn't want my comments to be influenced by what other had thought."
I'm glad to see I'm not the only one who does this, though I do occasionally skim a couple posts first. :D

"If others have said that same things as I have about a certain aspect, then that's a good sign that this is an area of the game that requires more work and changes."
Gah, I wish it were that way, but detailed feedback has actually been really scarce for some reason, compared to my other games. All those level design posts were by me because it was my decision to change it. I posted to see what others thought about the changes before I went ahead and overhauled most of it, but I don't think I ended up getting any opinions on it.

"I think the game is fun to look at because the animations are so fluid, even if the characters are simply drawn. The character and the slime blobs have very nice animations."
Thanks. :)

"Would you have preferred a .zip file?"
Definitely. I'd strongly suggest that you have a .zip mirror anyway, cause not everyone is able to open rar files.

"Nice to hear that you're showing interest towards my game too."
Well it looks pretty good. Why wouldn't I be interested in trying it?
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#105 wakeskater_X

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Posted 14 July 2012 - 06:35 PM

A project worth continuing, but I believe it needs a lot of changes. Here are my thoughts about the game:

*The first time I was playing, I found it a bit confusing, since you were introducing new stuff at a very fast speed. You give the player a lot of new features right off the bat. Since you're using some new kinds of mechanics, I'd suggest it would be a good idea to give the player some more time to try them out. Variation is definitely a good thing, but having too much new stuff being constantly thrown at you can get confusing.

*The music and the graphics (especially the animations) are awesome. I'm currently listening to the music as I'm writing this ;)

*Level -3 makes a drastic jump in the difficulty compared to -2. Level -2 didn't have that many obstacles that could hurt you, but in the beginning of -3, millions of mudballs start jumping at you, and soon after that you're being shot from the walls. Again, I believe you're introducing a lot of stuff a bit too quickly. Having a bit more control over the jump height might help here (I know you have some, but it's currently impossible to do very low jumps).

*I managed to find a bug where I got stuck and couldn't get out. Jumping would only make the screen nudge:
Posted Image



I got stuck in this exact same spot, maybe check out your masks around this area. Seemed pretty easy to get stuck there too.
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#106 TheUltimate

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Posted 14 July 2012 - 11:23 PM

Hmm... I know you can occasionally get stuck in corners, but I can't seem to reproduce it right now. The masks there are the same as they are in the rest of the game. Did you walk into the corner or jump into it?
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#107 wakeskater_X

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Posted 16 July 2012 - 03:36 PM

Jump into it. Jumping off the platform to get the orb stuff. And you land right in the corner.
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#108 TheUltimate

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Posted 20 July 2012 - 01:47 AM

Jump into it. Jumping off the platform to get the orb stuff. And you land right in the corner.

I'm still unable to replicate that glitch. Maybe I should just go into Julius Dragonslayer's code and borrow your "Unstuck" word.
On another note, would anyone be interested if I posted screenshots / progress updates for the game? I'm going to start doing that since updates are kinda infrequent atm.
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#109 yingyay

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Posted 23 July 2012 - 10:52 PM


Jump into it.  Jumping off the platform to get the orb stuff.  And you land right in the corner.

I'm still unable to replicate that glitch. Maybe I should just go into Julius Dragonslayer's code and borrow your "Unstuck" word.
On another note, would anyone be interested if I posted screenshots / progress updates for the game? I'm going to start doing that since updates are kinda infrequent atm.


Im down with that. Would be a lot easier on you as well.
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#110 TheUltimate

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Posted 09 September 2012 - 11:30 PM

Here's a before and after picture of the graphics! It's pretty subtle, but it makes a world of difference imo. Different areas will have slightly different graphics and some scrolling backgrounds. I'd love to know what you think of the main character.

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#111 ParodyKnaveBob

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Posted 11 September 2012 - 06:56 PM

The extra little details are a nice addition -- and the main character looks pretty great. $:^ J
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#112 ParodyKnaveBob

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Posted 05 November 2012 - 08:12 PM

Okidoky, I played v0.5 and jotted these things down as I played:

text scrolling downward instead of upward
- it's better now that it's broken up into little chunks, but it's still way too easy for the player to miss stuff

"I guess you could just say I'm just too determined to live."
- too determined to live? I think I mentioned before that this is awkward, and I think you answered, but I can't remember the details now - anyway, it's there and it doesn't make sense $:^ ] - ohhh, now I remember, you said it's supposed to be like, "I'm too determined-to-live" as opposed to "I'm too determined to do anything else but live" (like would be expected if it said "too determined to die") - I guess I just have to live with the awkwardness, ha $E^ P

in level 0 & , so many of the "tutorial" elements go off before I can even see the text -- I suggest (somehow) arranging the level(s) in such a way as to not so easily accidentally set off everything (like the first chain reaction? it's easier to attack that than it is the enemy below it, and of course you need to defeat that lower enemy to be able to even read the text about the chain reaction) ... oh, perhaps just my mistake: that first chain reaction thingy, it's only easier to hit if you're doing the "old standby" platform practice of trying to attack while jumping and landing, as opposed to just standing on the ground and firing

in level -3, after the (first?) checkpoint and the chain reaction blocks, I was walking along, when suddenly I got forced into a floor far, far away: the view shifted and shifted until finally it stopped on me, standing in the floor, not able to jump out or walk (but look up and duck are fine)

in level -3, I believe by being under a door when it closes, it can trap you: I colorized the switch next to the thing on the wall that shoots projectiles; then, I went under the red door; well, the thing shot the switch back to gray, and I could no longer move when the door slammed shut; I didn't test further because the game is cranking my computer at 100% in this level, and it makes the music VERY ANNOYINGLY break up and repeat all over the place (to where my family was verbally thanking when I finally shut it off)
- and I've seen others say that at some point, the difficulty all of a sudden goes through the roof after the tutorials -- and that you replied you intend to fix that, yay $:^ ]

I'm pretty sure I didn't play past that level due to time being spent getting through sudden difficulty and bug stuff together.

I hope this helps in your endeavors! $:^ ]
(or endeavours, if you prefer)

Regards! $:^ P
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#113 TheUltimate

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Posted 06 November 2012 - 03:50 AM

Ack! You played v.0.5, the outdated, badly designed version that still contains large parts of the original 72-hour game? Thanks for the review, but there's a reason I haven't bumped this topic in a while...
Anyway, replies to your post:

- it's better now that it's broken up into little chunks, but it's still way too easy for the player to miss stuff"

Good point. I'll make the text stationary while the scenery scrolls upward.

- too determined to live? I think I mentioned before that this is awkward, and I think you answered, but I can't remember the details now - anyway, it's there and it doesn't make sense $:^ ] - ohhh, now I remember, you said it's supposed to be like, "I'm too determined-to-live" as opposed to "I'm too determined to do anything else but live" (like would be expected if it said "too determined to die") - I guess I just have to live with the awkwardness, ha $E^ P

It's more "I'm too determined to persevere and be optimistic in this dreary, depressing world without colour" than "I'm too determined to not die." The awkwardness was actually a bad attempt at inserting the theme verbatim, because I didn't know if many people would understand that live->liveliness->colour. I still haven't changed it after all this time. :P

in level 0 & , so many of the "tutorial" elements go off before I can even see the text -- I suggest (somehow) arranging the level(s) in such a way as to not so easily accidentally set off everything (like the first chain reaction? it's easier to attack that than it is the enemy below it, and of course you need to defeat that lower enemy to be able to even read the text about the chain reaction) ... oh, perhaps just my mistake: that first chain reaction thingy, it's only easier to hit if you're doing the "old standby" platform practice of trying to attack while jumping and landing, as opposed to just standing on the ground and firing

Really? I never noticed that. I thought everyone would read the text first instead of just shooting everything. Then again, enemies ARE to the left of the text, so... That's another thing I'll take a look at.

in level -3, after the (first?) checkpoint and the chain reaction blocks, I was walking along, when suddenly I got forced into a floor far, far away: the view shifted and shifted until finally it stopped on me, standing in the floor, not able to jump out or walk (but look up and duck are fine)

That's... never happened to me before. Did this happen suddenly or were you doing something?

in level -3, I believe by being under a door when it closes, it can trap you: I colorized the switch next to the thing on the wall that shoots projectiles; then, I went under the red door; well, the thing shot the switch back to gray, and I could no longer move when the door slammed shut

I thought I fixed that. Ah well, back to testing it again...

I didn't test further because the game is cranking my computer at 100% in this level, and it makes the music VERY ANNOYINGLY break up and repeat all over the place (to where my family was verbally thanking when I finally shut it off)

That's strange. When did that start happening? Also, how well does your computer run games?

- and I've seen others say that at some point, the difficulty all of a sudden goes through the roof after the tutorials -- and that you replied you intend to fix that, yay $:^ ]

I've definitely fixed that. Those first three levels used to be the entire game, hence the difficulty spike and everything being introduced there.

I'm pretty sure I didn't play past that level due to time being spent getting through sudden difficulty and bug stuff together.

Aww, you missed the best parts of the game! It gets a lot better and changes quite a bit after level -5.

I hope this helps in your endeavors! $:^ ]
(or endeavours, if you prefer)

Haha, it sure does! Thanks again for the detailed feedback! You're very helpful!

Edited by TheUltimate, 06 November 2012 - 03:55 AM.

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#114 ParodyKnaveBob

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Posted 14 January 2013 - 10:29 PM

Oh! Whoops, sorry, I forgot that I hadn't replied to this post!


in level -3, after the (first?) checkpoint and the chain reaction blocks, I was walking along, when suddenly I got forced into a floor far, far away: the view shifted and shifted until finally it stopped on me, standing in the floor, not able to jump out or walk (but look up and duck are fine)

That's... never happened to me before. Did this happen suddenly or were you doing something?

It's been awhile, but to my recollection, I wasn't doing anything spectacular. Walking maybe. Then blam, sudden teleport across the level into stuckness.


in level -3, I believe by being under a door when it closes, it can trap you: I colorized the switch next to the thing on the wall that shoots projectiles; then, I went under the red door; well, the thing shot the switch back to gray, and I could no longer move when the door slammed shut

I thought I fixed that. Ah well, back to testing it again...

Perhaps you fixed it in 0.6 already, instead of the 0.5 that I was playing?


I didn't test further because the game is cranking my computer at 100% in this level, and it makes the music VERY ANNOYINGLY break up and repeat all over the place (to where my family was verbally thanking when I finally shut it off)

That's strange. When did that start happening? Also, how well does your computer run games?

I don't know how many of my GMC Jam reviews to which you listened, but there were several entries that would trudge along on my machine so slowly, I had to deem them either 1. too frustrating to get my vote or much playtime or 2. disappointingly and completely unplayable. I remember Doodledoo and Fourth Dimension being frustratingly slow, and TrueValhalla's randomly generated rogue adventure entry (to which I was looking forward) being utterly unplayable (1-2 FPS!! the whole time!!), but I couldn't tell you any others off the top of my head. However, I can play Iji, Ark 22, Hyper Princess Pitch, Crime Life, and Crime Life 2 with minimal (many times no) slowdown; Flash games operate similarly for me (where big ones will lag for me if I have a bunch of other stuff also running), and even emulating the behemoth Mother 3 ROM with the sprite-welding variable-width-font patch (I purchased the game! I own the rights to play it!) has very little sound statickiness, and that's in the parts that are known for being difficult on CPUs (although the expected sound latency is still there, messing up the battle timing like for 'most everyone else). Sure, I'm running Vista with only 2GB of RAM and a single 2GHz CPU, but it clearly doesn't choke on everything. Therefore, I generally consider GameMaker slowdowns to be more of the programmers' issues than my computer's issues.


I'm pretty sure I didn't play past that level due to time being spent getting through sudden difficulty and bug stuff together.

Aww, you missed the best parts of the game! It gets a lot better and changes quite a bit after level -5.

Hmmmm. I might try more later of 0.5, but I'm currently more inclined to wait until the 0.6 release.


I hope this helps in your endeavors! $:^ ]
(or endeavours, if you prefer)

Haha, it sure does! Thanks again for the detailed feedback! You're very helpful!

Cool, you're welcome! $:^ J

Edited by ParodyKnaveBob, 14 January 2013 - 10:33 PM.

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#115 TheUltimate

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Posted 01 May 2013 - 12:03 AM

Wow, sorry for the wait, Bob, I thought I replied to you already!

 

I haven't changed the code for the doors since v.0.4 or v.0.3; it's unlikely that it will have fixed itself.

 

When I get the chance, I'll take a look what's causing the lag. It'll be hard for me to test since the game runs perfectly on my computer, but I suppose I can set room_speed to 999 and see where it slows down the most.

 

You'll be in for a bit of a wait for v.0.6 since I'm changing a LOT of stuff. I've decided to do something a little different than what I've previously posted. Every level is going to be completely separate like it was in the original game, because constantly going back and forth between the different parts of each sector doesn't make sense story-wise since there's no colour energy to take the elevators. (I might end up changing it again, but it seems to be headed in that direction) I'll come back to Colour My World after I update my other games, since they're farther along and I have a better idea what I want to do with them. You'd be better off following Julius Dragonslayer or Origami if you want to see some progress in the near future. :P


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