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1
on: September 04, 2010, 01:05:15 pm
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Started by iKoKuronosu - Last post by iKoKuronosu
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You know too many interesting women.  I love this so much I'm scared to do more to it, but then it'll never be finished ;_;
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2
on: September 03, 2010, 02:03:56 pm
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Started by Galenmereth - Last post by Galenmereth
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I think you might want a second control scheme though, since I do agree that now people have the choice to (or most likely will) use a keyboard, holding down the jump button for hover might work best. A "Keyboard scheme" and "Classic scheme" or something like that.
I agree with you, and although I have planned all along for people to configure the controls themselves, an additional option for the hover thing might be a good idea as well. Thanks for the input 
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3
on: September 03, 2010, 01:22:34 pm
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Started by Galenmereth - Last post by Jay
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It's just how it works on controllers (particular ones without efficient shoulder button design). You only have one thumb, so holding down one face button and having to press another one can become an ordeal.
This is different from arcade stick or keyboard control schemes, however, since they deemphasize the thumb and make use of multiple fingers simultaneously easy and very simple (additionally, there's no risk of dropping the controller due to inadequate support, because keyboards and arcade sticks are rested on a surface).
The design choice behind the second press hover's basically perfect for a NES controller, seeing how it's just a box, meaning there's no good way to hold it other than with force between your thumbs and fingers, and it lacks shoulder buttons.
I think you might want a second control scheme though, since I do agree that now people have the choice to (or most likely will) use a keyboard, holding down the jump button for hover might work best. A "Keyboard scheme" and "Classic scheme" or something like that.
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4
on: September 03, 2010, 10:31:05 am
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Started by Galenmereth - Last post by Galenmereth
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This isn't the nes game Gargoyles quest then?
It's a re-creation of Gargoyle's Quest 2, which was on the NES. I gather you asked because the NES was not controlled by a keyboard, which is true, but the control scheme is seperate from the input, i.e, the controller. So, no, space was not used to jump and consequently, by being pressed a second time, hover, in the NES version, but I doubt many people have USB compatible NES controllers lying around.
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5
on: September 03, 2010, 09:34:01 am
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Started by Galenmereth - Last post by Oblivion Shinma
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This is in line with the original control scheme though,
This isn't the nes game Gargoyles quest then?
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6
on: September 02, 2010, 05:55:47 pm
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Started by Galenmereth - Last post by Galenmereth
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Having to press the space bar to hover is sort of awkward. It feels more natural to hold the space bar down to hover.
This is in line with the original control scheme though, which albeit at first awkward, once you need to hover, turn in the air and shoot, it ends up being better than holding down the jump button. Not only that, but you can cancel hover and re-activate it more effectively like that. I'll take it into consideration though. When I'm done with the first level and the challenges in it, I'll let you know so you can test it out in a practical environment 
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7
on: September 02, 2010, 04:38:53 pm
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Started by Galenmereth - Last post by squidflakes
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Having to press the space bar to hover is sort of awkward. It feels more natural to hold the space bar down to hover.
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8
on: September 02, 2010, 03:17:51 pm
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Started by Galenmereth - Last post by Oblivion Shinma
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Gargoyles quest. One of those games I never got to play when I was little and havn't gotten around to playing after being able to download it.
I applaud your endevour but I think I'll wait till there's a bit more game to play. Maybe I'll pick up one of the originals before you release the next version.
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9
on: September 02, 2010, 10:00:42 am
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Started by Galenmereth - Last post by Noseless
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Regarding the controls, do you feel the wall "climb" and jumping feels good? Does it have a nice flow?
As a noob to the game the controls do feel good. I don't think they need adjusting unless you'll implement some new "moves" that may affect the others. At least I felt I was in control, after the first ten-ish seconds that it took to figure out the climbing and hovering. 
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10
on: September 02, 2010, 04:41:45 am
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Started by Galenmereth - Last post by Galenmereth
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I guess I might not have been clear enough, but it's a very early work in progress, so the level isn't complete  Falling off the edges shouldn't be possible either, but I haven't prioritized that yet. A title screen will be implemented of course, and you won't actually meet an enemy that early in the game. Regarding the controls, do you feel the wall "climb" and jumping feels good? Does it have a nice flow? Thanks for the feedback 
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