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PointStar (namechange:The gravity of a situation)

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Post by blivvy Thu Aug 22, 2013 4:17 am

We will be all like "Yeah, we totally know the dude who made that game". Cool 
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Post by Wonko the Sane Thu Aug 22, 2013 7:49 am

And "See that thing right there, yeah, that was my idea." even though we didn't really contribute at all Cool
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Post by masterchief Tue Aug 27, 2013 9:33 am

Wonko the Sane wrote:And "See that thing right there, yeah, that was my idea." even though we didn't really contribute at all Cool
lol I could actually still use some good ideas though :p
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Post by Wonko the Sane Tue Aug 27, 2013 10:17 pm

Well, where are you struggling, I'm sure we've got tons of ideas we can throw at your wall to see what sticks.
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Post by blivvy Wed Aug 28, 2013 11:13 am

Well you could totally add some spacecraft sections. Ya know something along the lines of the r-type games. They say variety is the spice of life after all Smile
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Post by masterchief Wed Aug 28, 2013 2:03 pm

Well I want to keep it a platformer really. I already have lots of things to interact with like
lazers going on and off,
doors switched open/closed with a lever,
bombs,
health packs,
gravity changer,
spikes,
 quicktime events, for example something falling on your head and you need to quickly tap to remove yourself from under the falling object or die.
savepoints,
vacuum of space wich makes you lose oxygen,
refill oxygen,
Jumppads

But i've got the feeling like something is missing.

Also The robot I made. I have no idea what he should do >.<

I tried to ad a grapplinghook but that just didn't look right in this game. So I deleted it.
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Post by Theicecreaman Wed Aug 28, 2013 2:55 pm

Maybe something that makes you small / makes you big? idk
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Post by blivvy Wed Aug 28, 2013 3:22 pm

Are there gonna be any enemies in the game? Maybe the little robot could distract or stun them for a few seconds.

And maybe it could activate switches or pick up objects that are out if reach, if that's possible.
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Post by masterchief Wed Aug 28, 2013 3:27 pm

blivvy wrote:Are there gonna be any enemies in the game? Maybe the little robot could distract or stun them for a few seconds.

And maybe it could activate switches or pick up objects that are out if reach, if that's possible.
Ok this i could work with. I was thinking of making a robot spider wich jumps towards you. If it could keep it distract it like you said you have the ability to get beside it.
I like this!

theicecreaman wrote:Maybe something that makes you small / makes you big? idk
Hmm don't know. My game is made with an array containing each square that registers as a collission.
If I would ad another big array for smaller blocks I think it would be to mutch for iOS devices.
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Post by Wonko the Sane Wed Aug 28, 2013 11:58 pm

That little robot following you around should add some wit to the game.  Certain events can trigger different speech bubbles.  For example, running back to to a closed door three times when you're trying to solve a puzzle and figure out how to open it could trigger some kind of sarcastic response "Bzzrrt, I feel like we've been here before..."

Humor is a key element in a good game. Wink 

It could also offer tips that may or may not be misleading.  "I think I see something down that hole..." then you jump down it "Ah, deadly spikes, that's all it was."

Maybe also state super obvious or overly logical things.  Or it could offer aide when you really need it most but fail miserably to follow through.  "Allow me to open that door for you!"  "...bbzrrt, I apologize, my autonomous self-regulating keyless access system appears to be malfunctioning.  I'm running a diagnostic, it will be a few moments."  Then sometime later, perhaps just after you successfully open the door or whatever it is, "Diagnostic complete!  My autonomous self-regulating keyless access system is now functioning! ... But it appears you not longer need my assistance."  It can do a little sad beepy noise there or something.  Like a high digital pitch followed by a low one.

In fact, it could make all kinds of little beepy noises that replicate emotions or reflect your mood in the game.  Some kind of success sequence when you reach major milestones, frustrated noises when you keep returning to the same area, and so forth.

At the very beginning of the game, it could be your tutorial.  Make up some kind of story to go with it.  "Hello, I am autonomous self-regulating digital intelligence unit number 42.  You are my assigned human and, following your mandatory memory wipe, it is my duty to prepare you for the unspeakable danger that lies ahead.  Please pay attention."  Follow that type of thing with standard tutorial things but with random bits of humor.  "See that spikey thing?  ... Yes, that spikey thing ... I don't think you see the spikey thing I'm referring to.  (and so on until you touch the spikey thing) DON'T TOUCH THE SPIKEY THING!"
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Post by blivvy Thu Aug 29, 2013 7:32 am

I think you may have found what the game was missing. Or Wonko did at least Very Happy
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Post by masterchief Fri Sep 06, 2013 5:30 pm

reminds me of some r2d2 scenes. Smile
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Post by Wonko the Sane Fri Sep 06, 2013 11:09 pm

Yep Very Happy
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Post by masterchief Thu Sep 26, 2013 10:02 am

So i'm going to implement wonko's idea for the droid. Didn't had the time as of yet. Because i'm developping my own portfolio. It's time for me to find a job. Most likely that I will do graphic design.

But I did found some time to make this little effect!

http://www.indiedb.com/games/pointstar/images/pointstar-earthquake-simulation
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Post by Theicecreaman Thu Sep 26, 2013 10:39 am

Looks great!

Just one thing: for the "jump" floor panel on the second slide, can you make that animation a little bit more fluid? He seems to high-jump onto that ledge really quickly. Other than that, it looks awesome. I'll totally buy it when it's out.
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Post by Wonko the Sane Thu Sep 26, 2013 8:33 pm

Oh nice little earthquake.  Glad you like my idea for the droid! Very Happy  I don't see the awkward jump Ice is talking about though.  If you mean that ledge to the far right, it seems quick because he bumps his head on the ceiling.  I think it looks fine?  He obviously just has leg muscles that are far too strong for his puny body Laughing

And Chief, good luck with the job hunt, let us know how things turn out!
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Post by masterchief Sat Sep 28, 2013 2:58 pm

Well the gif makes everything look clunky. Might have to do with that. Since the real game has more fps and is kinda fluid.


Wonko wrote:And Chief, good luck with the job hunt, let us know how things turn out!
Willdo! Very Happy
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Post by masterchief Tue Oct 01, 2013 4:54 pm

Awyea! Found what caused the break error when i tried to compile it with the newest compiler.
Now the game will run smoother on all machines. It runs in the newest verion of AIR atm.
This also means that the game is rendered better and that it uses hardware accelerated components.

Next gen platformer lol!
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Post by Wonko the Sane Tue Oct 01, 2013 9:35 pm

Adobe AIR? Haven't seen much that requires that outside of a time tracker we use at work. I try to avoid Adobe products as a general rule on my personal computer. They're always such a hassle. How's it worked out for you, using that for your game? And how does that translate to mobile devices?
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Post by masterchief Wed Oct 02, 2013 6:31 am

Wonko the Sane wrote:Adobe AIR?  Haven't seen much that requires that outside of a time tracker we use at work.  I try to avoid Adobe products as a general rule on my personal computer.  They're always such a hassle.  How's it worked out for you, using that for your game?  And how does that translate to mobile devices?
I'm only using the compile plugin for it though. It works great actually. Especially on mobile devices.
Very easy. Just need a provisioning profile. Throw that in the correct map and compile.
I did had to change the controlls to buttons on the screen. But thats easy to change.

Although I can't go to highend with my games on mobile.
I tried to implement this raycasting system for light effects. It literally runned at 5fps. But thats mostly due my crappy cellphone.
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Post by masterchief Wed Oct 02, 2013 2:07 pm

So I already might have a job. This one company has called me 3 times now. Just to be sure I will do the interview.
Dafaq! Looks like the really need a graphic designer quick!

In the meantime my website is almost done. Still need to write a decent about me and some optimizations.

www.aerens.be
You probably won't be able to read most of it. I'm considering making an english version to!
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Post by Theicecreaman Thu Oct 03, 2013 12:46 pm

Google Translate helped quite a bit. Pretty fancy-looking site there, man! Good job. Let us know when you're all done!
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Post by masterchief Thu Oct 03, 2013 4:34 pm

Theicecreaman wrote:Google Translate helped quite a bit.  Pretty fancy-looking site there, man!  Good job.  Let us know when you're all done!
I'm still making a mobile stylesheet for the website though.
Did you like the rotating cube menu in the 3d stylesheet?

Meanwhile: CREEPY CRAWLEEERS!!!
PointStar (namechange:The gravity of a situation) - Page 2 Carwler
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Post by Wonko the Sane Thu Oct 03, 2013 8:09 pm

Constructive criticism follows:

The "stylish stylesheet" is the most modern looking to me.  If I may make a suggestion though, get rid of the little scrolly window inside the window.  Very not mobile friendly and generally just an "old design" type of thing right now.  It should all scroll with the main page rather than scrolling separate from it.

And the cubey guy is pretty slick.  I would get rid of the flash main nav bar on your default style sheet though.  Nobody is creating websites using flash anymore, especially not for nav bars.  It's another thing that's considered "old design" these days.  The entire internet has transitioned away from flash and towards doing that stuff entirely in HTML5/CSS3 or even not at all.

Also, you can totally iOS7'ify those "program knowledge" buttoney guys. They'd look great with a flat, modern design.

My last suggestion would be to put more of your photography up there!  You have some great work that you should showcase.

/end constructive criticism


So, that's great that companies are eager to snatch you up.  If there's a real need for graphic designers where you are, then you're in a good spot to be choosey with the company you want to work for.  Make sure you ask them questions too in your interviews.  Consider it a chance for you to really interview them, not just them interviewing you.  Maybe ask to observe some of their people for an hour or so while they work to see if it's the type of atmosphere you would enjoy working at.  The goal is to find someplace you really love!
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