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Author Topic: OmniLudiCon  (Read 13964 times)

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Zaratustra

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OmniLudiCon
« on: July 15, 2008, 05:48:44 PM »

A very early version is up.

http://zarat.us/tra/hidden/omniludicon.html

I wanted to get saving implemented properly so I don't miss people's ideas, but it appears to be buggy sometimes. Take screenshots of your levels before submitting and verifying if they uploaded properly, both for posterity and so I can find out what went wrong. In particular, I think putting apostrophes and such in the level name is bad.

'Play single' and 'Make New' are the only buttons that work on the main screen, one for playing and one for editing.

Post here with bugs and element interactions that do not work as they should, as well as elements you'd like to see.

Kayin

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Re: OmniLudiCon
« Reply #1 on: July 15, 2008, 09:16:32 PM »

Awesome, though the screen size seems just small enough to prevent interesting stages. :(
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Kazz

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Re: OmniLudiCon
« Reply #2 on: July 15, 2008, 09:51:34 PM »

Once again, Zaratustra shows us all that he is the only person in the community worth a damn.
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Niku

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Re: OmniLudiCon
« Reply #3 on: July 15, 2008, 09:52:25 PM »

Well, this is really going to be Zario Ware in the end.  Bite sized chunks meant to be played in a row with a single set of lives.  Or so is the impression I get!

I like it quite a bit.

Barrels sometimes will go through steel walls on the edges of the screen.
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Brentai

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Re: OmniLudiCon
« Reply #4 on: July 15, 2008, 10:11:05 PM »

If you try to spawn things like blocks or bricks, the player will pass right through them.

Also, a don't-spawn-until-prize-is-collected thing would be neat.

(I'm trying to do like a bridge switch thing.)
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Kazz

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Re: OmniLudiCon
« Reply #5 on: July 15, 2008, 10:29:49 PM »

I'd love to see a boomerang, a power pellet, and a screen-clearing bomb as far as weapons.

An enemy that fires bullets would also be keen.  Also, an Pac-Man ghost enemy that can follow the player without dying if it hits a wall.  (But only at right angles?)

Evil Balls bouncing diagonally can get caught between a pair of corners and bounce back and forth endlessly.  Maybe a slightly random-angled nudge in another direction if this pattern is detected?

The paddle and the car are sluggish.  Probably intentional, given the screen space.

I'd like a Nice Ball that doesn't count as a player as far as losing a life.

Also, enemies that drop items when you kill them.

All of that is probably stuff you've planned for.  Just getting it out there.
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Brentai

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Re: OmniLudiCon
« Reply #6 on: July 15, 2008, 10:35:15 PM »

The seeker shot either doesn't work, or I don't understand what it does.  What it's doing right now is placing a bullet that just sits there.  Which in effect works like a land mine.  Which is cool!
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Niku

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Re: OmniLudiCon
« Reply #7 on: July 15, 2008, 10:50:52 PM »

Oh yeah, and the list of games looks broken.
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Brentai

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Re: OmniLudiCon
« Reply #8 on: July 15, 2008, 11:10:57 PM »

DESTROY ALL [MR.BEE] appears as DESTROY ALL [MR.BAT] for some reason.

Barrels start off rolling in the opposite direction of what they appear to be rolling in in the editor.

Not a bug, but I think it's amusing that the only way to score in Ball Slapper is to break the floor.
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Brentai

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Re: OmniLudiCon
« Reply #9 on: July 16, 2008, 12:45:23 AM »

I've got at least two more games to do before I'm satisfied and it's time to go to bed.

Fuck you Zara.

Fuck you.
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Niku

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Re: OmniLudiCon
« Reply #10 on: July 16, 2008, 07:53:17 AM »

lacks drawings of penises

nevermind
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Brentai

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Re: OmniLudiCon
« Reply #11 on: July 16, 2008, 09:15:54 AM »

My complaint has been filed.
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Zaratustra

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Re: OmniLudiCon
« Reply #12 on: July 16, 2008, 09:16:07 AM »

fixed bugs

* menu masking
* DESTROY ALL [MR.BEE] appears as DESTROY ALL [MR.BAT] for some reason.
* Barrels start off rolling in the opposite direction of what they appear to be rolling in in the editor.
* Not a bug, but I think it's amusing that the only way to score in Ball Slapper is to break the floor.
Enemies killed by Nice Ball will count towards score.
* Barrels sometimes will go through steel walls on the edges of the screen.
* If you try to spawn things like blocks or bricks, the player will pass right through them.
* Also, a don't-spawn-until-prize-is-collected thing would be neat.
  Spawn on prize acquiring doesn't spawn a initial creature.
* The paddle and the car are sluggish.  Probably intentional, given the screen space.
Paddle and F-One given a boost. Paddle has a bit less friction and F-One has a bit more boost.

Additionally:
Enemies with weapons give twice as many points when beaten.

Kazz

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Re: OmniLudiCon
« Reply #13 on: July 16, 2008, 12:00:14 PM »

"Dodgeball" is a very confusing game.

Also, Kevan's arkanoid clone is so unfun that it gave me cancer of the smile.
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Niku

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Re: OmniLudiCon
« Reply #14 on: July 16, 2008, 12:08:57 PM »

Also, Kevan's arkanoid clone is so unfun that it gave me cancer of the smile.

MASH X FASTER!  FASTER!
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Niku

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Re: OmniLudiCon
« Reply #15 on: July 16, 2008, 12:10:24 PM »

also i really like we are legion, climbing slayer, AND EVERYTHING I DID EVER

(zara can you change hunt for food's point goal to 10,000 i think i made it too hard)
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Niku

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Re: OmniLudiCon
« Reply #16 on: July 16, 2008, 01:46:54 PM »

Brent made foosball.

Clever.
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Brentai

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Re: OmniLudiCon
« Reply #17 on: July 16, 2008, 02:17:46 PM »

Fucking bitch to balance, too.
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Brentai

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Re: OmniLudiCon
« Reply #18 on: July 16, 2008, 02:46:21 PM »

Hum.  Clicking Submit too many times too fast gives you that weird flipping-background thing.
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sei

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Re: OmniLudiCon
« Reply #19 on: July 16, 2008, 03:17:10 PM »

Awesome idea.

Bugs/suggestions:

Left/back arrow in edit mode doesn't do anything.

Are the knife after-images intentional?  If not, can they decay a little faster?  (See: hunt for food.)

Is there any way to make hit-box detection a little more intelligent (e.g., relative to the pixels actually being drawn, rather than the square border in which they're allowed to be)?  (See: invaders clone)

Any plans to allow multiple stages in one game[let]?  (Sorry if this is already in and I missed it.)

While falling, if Bimmy clips the edge of a horizontally moving green block, he can walk/stand on a line level with the bottom of the moving block.

It would be nice if we could rotate platforms (and make one-way passages).

Green arrow blocks can push items through steel blocks.  Maybe it would be more intuitive for the green arrow to turn around once it's pushed something (inanimate, like a gold chalice) all the way against an object.
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