Author Topic: Samantha's Game  (Read 8796 times)

GameDeveloper

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Re: Samantha's Game
« Reply #15 on: 2005-12-06, 09:34:57 PM »
Thanks for the compliments :)!  I'm really glad you both liked it!  It was created as a secret game for my roommate, and therefore, it was kind of hard to make some sound for it.  My other games have sound, but this one doesn't.  It was made to go with my new character, a story I created, and the revealing of a whole new list of games to come out this year[to my roomate, anyway].

I'm glad you both liked it.  I would love to share some more.  I was wondering did any of you like the level design[puzzles, how everything worked out]?  I try to make that really good.  I do realise the games short comming's, and I've already addressed each in most of my other projects.  Like dieng and restarting, saving, clear instructions, etc. 

Thank you either way.

EDIT:
  Thank you for the tips, I realise what you said, but decided to try it the other way.  My fault.

bluemonkmn

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Re: Samantha's Game
« Reply #16 on: 2005-12-07, 07:13:26 AM »
I just got through the whole game myself, but I did have to change the project to restart from a particular level a number of times.  I think the one I redid most was level 13 (with the arrows).  I think I tried that one about 5 or 6 times before I got through it just because I was impatient on figuring out the proper timing to avoid the arrows.

Overall it's quite a nice game.  I think cbass and durnurd are of the same opinion, but the way I would explain our (or at least my) feeling about it is that there's something frustrating/troubling about seeing such a great game with such simple little problems that could be easily fixed, but which do get in the way.  I can see you put a lot of effort into the game -- it has nice clean graphics and design, and the overall implementation is great, but it's hard to appreciate the full glory of it with these simple, but seriously distractions.  Would you be interested in working with us on fixing these problems before posting the project to the list (or would you at least permit someone else to make the fixes and then review/approve the fixed version to be posted as your game)?  I think the biggest one has quite a simple solution: Add a "Restart" function to each level that is activated by button 3 and is global.  The effect would be "Switch to new map".  The function should be set to switch to the current map and reset sprites.  In most cases I think this will effectively restart the level.  You might have to do a couple additional tricks if you have levels that alter the map (I think I saw a couple levels that were probably doing that as I played through the game).  If this is done, then the player can simply press the Shift key (or whatever Button 3 is mapped to) to restart a level when they die or get stuck.

So please don't misunderstand me/us.  I do appreciate the game, even as it is.  It just compels me to help you perfect it so everyone else can fully appreciate the effort you put into it! :)

durnurd

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Re: Samantha's Game
« Reply #17 on: 2005-12-07, 07:42:54 AM »
Oh, and I had no problem playing the game in a different directory than the GameDev executable.  I don't see how that could make a difference unless some something wasn't installed properly on your computer.
Edward Dassmesser

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Re: Samantha's Game
« Reply #18 on: 2005-12-07, 09:04:50 AM »
I'm glad you all liked it.  I had no idea you would let me fix it before you submit it!  Of course I'd love to fix it, in fact it sould take maybe two hours or less, and I'll do all of it.  I know how to put a restart function in, it's just I simply had no time.  I'll take it down right away and fix it.  Hopefully then the project will be ready.

Thank you.

GameDeveloper

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Re: Samantha's Game
« Reply #19 on: 2005-12-07, 11:01:36 AM »
Alright, here is the improved version.  I added a restart function for each stage, and also some more helpful text in there[press space to proceed, press shift to restart, etc.].  I hope it's better now.  If anyone would like to try it out and give feedback on whether it's better, I'd appreciate it! :)  Otherwise, I think it should be ready for the listing.  Unless I screwed up agian somewhere...

Thanks agian for the feedback! 

EDIT: I took this one down.  Look at my next post for the Project.
« Last Edit: 2005-12-07, 02:22:23 PM by GameDeveloper »

durnurd

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Re: Samantha's Game
« Reply #20 on: 2005-12-07, 12:25:29 PM »
I noticed a few more things.  In stage 20, the spikes at the very beginning don't do anything

In stage 22, the crate button that falls from the sky only works when the crate that appears touches it.  It's kind of confusing to me why that would happen (I understand the game mechanics behind it, but it may confuse the player as to why the other crate has to activate it.)  Also, as I understand it, the other crate has to land on the platform and then be pushed off for it to work the way you want to (specifically in stage 25, where I gave up).  This is very difficult to do when the player is moving down and the platform is moving up as is generally the case.

The first map is stage 1 instead of the intro.  Did you do that on purpose?

Also, I noticed that you have seperate sprite classes defined for each crate in the levels.  This isn't really nececssary specifically in stage 25 (the one I looked at).  You could just have 1 sprite class that all the crates have, since they all act exactly the same, and similarly, you could have simply 1 sprite template and create three sprite definitions using three different paths.
Edward Dassmesser

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Re: Samantha's Game
« Reply #21 on: 2005-12-07, 12:50:15 PM »
Well, I see a few of the minor problems you are talking about.  I fixed them, except for the pushed the crates off of the platforms.  I can't change that, it's part of the game design and it's going to stay that way.  Thanks for the feedback!  I didn't notice it starting on level 1!  I fixed it though.  Good thing you caught that.  Well, you gave up agian?  I suppose it's alright, since it is just the last level and beyond that is just more text.  I'm sorry you couldn't do the final puzzle, or if I just simply made broken and kind of ridiculous.  Others I had test it seemed to do it just fine, but thats ok.  I believe it should be listed now, since the main problem was fixed.

Thanks for the feedback Durnurd!  The final project is right in this post.


EDIT
:  Whoa, wait a minute Durnurd.  When you played level 22, did the (blue)button that fell from the sky fall on top of the first crate?  That's why only the second can press it, I thought the first crate would always be exactly where the button drops, but I have another Idea so it always happens.  I'll just create the button near the first crate and offset it's path way up so it only appears near it, and so it can drop on it.  Sorry it was confusing, and I'm guessing this is why you had trouble understanding.
It's fixed now.
« Last Edit: 2005-12-07, 01:09:31 PM by GameDeveloper »

bluemonkmn

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Re: Samantha's Game
« Reply #22 on: 2005-12-07, 03:53:23 PM »
Oops, I wish I had gotten a chance to mention my suggestion before you made both revisions.  The one thing I had to say was that some of the platforms were having trouble catching the sprite falling onto them sometimes I think.  In the past this has been due to the fact that the platform was set to "Follow Exact Path".  There's an "irregularity" in GameDev that causes those type of platforms not to catch things as well as platforms that are set to "Follow Approximate Path" or whatever.  I could explain the gritty details of why, but I won't bother unless someone really wants to know.  Suffice it to say, approximate paths work better for platforms.  Did you notice this problem when you were playing/testing?  Are your platforms set to Follow Path Exactly?  I'm at work at the moment, so I can't be playing games, but I'll check back later when I have time.

GameDeveloper

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Re: Samantha's Game
« Reply #23 on: 2005-12-07, 03:58:48 PM »
That's a great suggestion.  Do you mind holding off on the listing while I fix the paths?  Yes, I did encounter certain problems with the platforms, and I'll try to fix it right away.  Thanks for mentioning!.

EDIT:  On second thought, after playing it through agian, the platforms seemed fine to me... I even got my brother, mother and father to all try and they thought it was fine...  If you see any problems in any level then just tell me, and I could fix it.  Right now, however, it seems just fine to me.
« Last Edit: 2005-12-07, 05:05:44 PM by GameDeveloper »

durnurd

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Re: Samantha's Game
« Reply #24 on: 2005-12-07, 04:29:57 PM »
On level 22, if you move the crate out of the way first, the button lands on the ground.
Edward Dassmesser

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Re: Samantha's Game
« Reply #25 on: 2005-12-07, 04:34:49 PM »
In response to the post above this one, no, not in the newer version.  I set it so the puzzle will work now.  I thought I said that in my last post, sorry.

bluemonkmn

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Re: Samantha's Game
« Reply #26 on: 2005-12-07, 08:57:49 PM »
after playing it through agian, the platforms seemed fine to me... I even got my brother, mother and father to all try and they thought it was fine...

GameDeveloper

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Re: Samantha's Game
« Reply #27 on: 2005-12-07, 08:59:40 PM »
No problem, and thank you for playing!  I hope you liked it! :)

bluemonkmn

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Re: Samantha's Game
« Reply #28 on: 2005-12-07, 10:37:49 PM »
OK, the game and review are posted.  I hope we can get more games from you in the future!  Judging from this project, I think you could come of with some really fun games if you continued to work and expand a game for a longer time.  The graphics and designs are pretty good -- just need more of them spread out in a single game... maybe one with a map screen.

GameDeveloper

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Re: Samantha's Game
« Reply #29 on: 2005-12-07, 11:02:53 PM »
Shoot!  Only two stars!  I was hoping it would garner a 3 star rating at least :(...oh well... you bring up good points.  I have another game I'd like to submit, but this time I'm going to take my time to tweak it and make it better.  So I'll make a new thread about it.  Thank you for playing/reviewing :)!