FJF Part 31
46:46
2 ай бұрын
FJF Part 30
1:00:51
2 ай бұрын
FJF Part 29
1:01:39
2 ай бұрын
FJF Part 28
51:20
2 ай бұрын
FJF Part 27
42:03
2 ай бұрын
FJF Part 26
1:06:38
2 ай бұрын
FJF Part 25
32:29
2 ай бұрын
Пікірлер
@simplystew
@simplystew Жыл бұрын
Great show our friend, hope you and the family are well
@YTDeepshock
@YTDeepshock Жыл бұрын
Thanks. I'm doing sound. I live alone but family of mine are fine.
@simplystew
@simplystew Жыл бұрын
great video our friend, love your content
@YTDeepshock
@YTDeepshock Жыл бұрын
Thanks TDT
@abb12341
@abb12341 2 жыл бұрын
Both goalkeepers were class in this game
@abb12341
@abb12341 2 жыл бұрын
Great stuff!
@YTDeepshock
@YTDeepshock 2 жыл бұрын
Thanks!
@pizzamanhfx8357
@pizzamanhfx8357 2 жыл бұрын
LETS GOOOOOOOOOOOOOOOOOOOOOOOOOO
@UniverseDevon
@UniverseDevon 3 жыл бұрын
did you make this game?
@YTDeepshock
@YTDeepshock 3 жыл бұрын
Yes.
@UniverseDevon
@UniverseDevon 3 жыл бұрын
@@YTDeepshock thats awesome!
@YTDeepshock
@YTDeepshock 3 жыл бұрын
The way this is done will be subject to change based on feedback and analysis, but the general idea will be preserved. The goal is to make it gradually get wilder, but not so wild that it's confusing in a way that's detrimental to play.
@Subtleflashbang
@Subtleflashbang 4 жыл бұрын
Shit I don't even remember playing this game.
@Xonatron
@Xonatron 4 жыл бұрын
What language/framework/engine is this coded in?
@YTDeepshock
@YTDeepshock 4 жыл бұрын
Stencyl
@Xonatron
@Xonatron 4 жыл бұрын
@@YTDeepshock Thank you!
@arseniy
@arseniy 5 жыл бұрын
Try to play Cho Ren Sha 68K, that game is probably is easy enough for the original author. This is very hard game for a player. You should avoid to make the game so hard. Or at least keep it for additional difficulty, like Hardcore difficulty. Also Cho Ren Sha has rotation of enemies and particle based explosions which I mentioned. As well as deceleration when enemies come into screen.
@arseniy
@arseniy 5 жыл бұрын
So as I said in Discord there is lack of fun factor. So for example you throw enemies just very fast at player. Instead you could make them fly with smooth speed but have more health. Or find some other way to make the enemies to have more fun-based behavior. Moving that fast it looks more like glitchy movement. The red birds that fly from out of screen and stand on one place and shoot, they could have smooth deceleration instead of stopping suddenly. And maybe make their animation slower. And maybe make them slowly rotate after player and shoot the direction they rotated. I would also make them shoot 3 spread bullets with less speed. Those birds look much stronger than the one bullet shot. Avoid the sharp sudden moves. You maybe think - "well if it's not fast then it's too easy". This is because you got used to the game so much. All the things are too easy for you and you try to make them so you personally feel them challenging. This is mistake because you know your game to every little aspect. And the real players are not.
@arseniy
@arseniy 6 жыл бұрын
How would player supposed to read that while playing?
@YTDeepshock
@YTDeepshock 6 жыл бұрын
I'm planning on cleaning up the UI further and implementing some changes to how things look after building 2-F content. I assume you're talking about the text box. One option for me is to hard-limit text boxes in air stages to complete lulls in the stages and stop all activity while one is active, like I would on the ground, with button presses to advance the dialogue before play can continue (or enter to skip).
@arseniy
@arseniy 6 жыл бұрын
Yes I talk about that
@YTDeepshock
@YTDeepshock 6 жыл бұрын
I'm going to try having it so that play stops while a textbox is going in air stages, and reposition those text box triggers based on this new change. I'll put up a video when I'm done that, to make clear how it looks and feels, and to see if anyone thinks it harms the flow. Alternately, I could have completely empty spots where Seraphine can fly while text is going on, with no activity whatsoever. I will clearly try to shorten these for the sake of the flow of the game.
@arseniy
@arseniy 6 жыл бұрын
Are the numbers over bullets is debug mode?
@YTDeepshock
@YTDeepshock 6 жыл бұрын
A debug trace I temporarily set.
@arseniy
@arseniy 6 жыл бұрын
Is this huge laser shoots at random positions? Or always the same places?
@YTDeepshock
@YTDeepshock 6 жыл бұрын
For the time being, random positions with telegraphing in the form of the smaller vertical line. It can be adjusted if necessary.
@arseniy
@arseniy 7 жыл бұрын
that shield in the begining is shaking like crazy. Is it intentional?
@YTDeepshock
@YTDeepshock 7 жыл бұрын
It wasn't part of the plan, but if it's a problem I can force it to stabilize. There's still some time before I lock in the demo.
@arseniy
@arseniy 7 жыл бұрын
Maybe ask people opinion about it. I would prefer it to not shake. And if motion neded there can be 50% alpha pulsation maybe. Can be also a little scale +- pulsation additionally if necessary.
@YTDeepshock
@YTDeepshock 7 жыл бұрын
I'll definitely ask people about it, both online and at the Halifax Game Collective in a few days.
@dlhbstudios
@dlhbstudios 7 жыл бұрын
Looking more and more polished. Great Job :D
@arseniy
@arseniy 8 жыл бұрын
Is this boss shooting when he is out of screen?
@YTDeepshock
@YTDeepshock 8 жыл бұрын
Yes.
@YTDeepshock
@YTDeepshock 8 жыл бұрын
Not all things are behaving properly during "timescale = 0" moments. This will change as I finish developing this stage. All that's left is changing it to reflect the defeat of the boss (less ice everywhere, thawing obstructive ice, remaining bug hunting)
@stillalivegames6540
@stillalivegames6540 8 жыл бұрын
Looking a lot better! Keep it up!