• Facepunch Prototypes
    1,260 replies, posted
[QUOTE=ColossalSoft;49063972]It was either the beginning of 1-2 or the hub. [editline]Check out this secret fucking message[/editline] [media]https://youtu.be/iOnGMeRa-kE[/media] Can still get through these things (so can enemies, apparently). When the spinny laser turrets deploy, it looks like they do a really quick spin before they start spinning normally - this tends to fuck me up a lot so maybe take a look into their deployment. And for added difficulty, you can make them (as well as most turrets, really) change rotation directions randomly. Also the boss is a lot harder now, and that's okay![/QUOTE] Haha! Yeah that's technically not broken, there's just not any collision there to stop you doing that yet. The laser fast spin is because the turret base spins up like that as part of it's activate animation. The lasers actually flash a bunch of times before becoming "active" and dangerous, so you have time to react before it can hurt you. Sadly it does that flashing at the very start of the level at the moment haha. Will fix! Turrets changing direction is another good idea. I already coded it too for something else, so I'll tick that box on the turrets ;)
Any chance of getting mouse + keyboard support for Space Cunts?
[QUOTE=Pelf;49064216]Any chance of getting mouse + keyboard support for Space Cunts?[/QUOTE] I've kind of already done it. But it's a pretty shit experience. Without the fine control of a controller, it's pretty hard to accurately dodge stuff. I might do a bit more work on it and add it just so more people can see the game, but with a massive disclaimer when you change to it saying it's gonna be shit.
[QUOTE=FacepunchAd;49064231]I've kind of already done it. But it's a pretty shit experience. Without the fine control of a controller, it's pretty hard to accurately dodge stuff. I might do a bit more work on it and add it just so more people can see the game, but with a massive disclaimer when you change to it saying it's gonna be shit.[/QUOTE] Oh cool. I can't get past the startup screen though.
[QUOTE=Pelf;49064277]Oh cool. I can't get past the startup screen though.[/QUOTE] Yeah, it's not in yet :)
It's Friday so that means new Deuce build day! I also got around to doing a new [URL="http://www.facepunchstudios.com/2015/11/06/deuce-devblog-8/"]blog [/URL]at last, I really need to get better at doing these. New stuff this week: I've made the AI a bit better but still a ton of work to do here. The AI now tries to perform passing shots but as it's quite brutal I've made it only do it some of the time. I'll eventually have a load of different skill parameters to tune the AI. Owl is now (sort of) playable. There's no icon for him on the select screen but hunt around and you'll find him. His shots are limited at the moment and he can't dive yet. I did a load of work on the collision system, nothing exciting to see yet but it will allow us to have different shaped courts and finally the lava court will split apart as intended. Next week will be about tackling more special move stuff that I didn't get around to this week. Feedback is always welcome, enjoy!
Freaking finally! I've got a key from Garry's website thingy. Expect feedback soon, just got home.
[QUOTE=garry;49063904]You can get keys from this website now: [url]http://prototypes.facepunch.com/[/url][/QUOTE] Holy crap, I just got home, saw this post and... all of the keys are gone already... bummer. :-(
[QUOTE=Cowslanlr;49065882]Holy crap, I just got home, saw this post and... all of the keys are gone already... bummer. :-([/QUOTE] Holy shit, really? There were about 100 keys or so when I took one. That was an hour ago. I want to know how many of those will post feedback here.
[QUOTE=Bugga12;49065923]Holy shit, really? There were about 100 keys or so when I took one. That was an hour ago. I want to know how many of those will post feedback here.[/QUOTE] For sure, I doubt we will ever hear from most of them.
Man, Arcade gets a pretty low framerate for me. 3570k and a 7850 and I'm pulling about 22fps :v:
[QUOTE=Ian_FP;49064821]It's Friday so that means new Deuce build day! I also got around to doing a new [URL="http://www.facepunchstudios.com/2015/11/06/deuce-devblog-8/"]blog [/URL]at last, I really need to get better at doing these. New stuff this week: I've made the AI a bit better but still a ton of work to do here. The AI now tries to perform passing shots but as it's quite brutal I've made it only do it some of the time. I'll eventually have a load of different skill parameters to tune the AI. Owl is now (sort of) playable. There's no icon for him on the select screen but hunt around and you'll find him. His shots are limited at the moment and he can't dive yet. I did a load of work on the collision system, nothing exciting to see yet but it will allow us to have different shaped courts and finally the lava court will split apart as intended. Next week will be about tackling more special move stuff that I didn't get around to this week. Feedback is always welcome, enjoy![/QUOTE] pretty awesome game, at the moment it feels that matches are a little long? maybe its because the AI is basic at the moment, it kinda feels like it's an endurance match to wear them down without making too many mistakes
I've only had time to try out Deuce and from what I can tell - it's a pretty solid thing right now. What's the difference between A X and Y though? It just seems to be a heavy/light swing but I can't really tell.
I will patiently await another chance for a key, it's crazy how quickly the 100 went.
[QUOTE=Dalto11;49066412]I will patiently await another chance for a key, it's crazy how quickly the 100 went.[/QUOTE] Word! I just hope I am actually around the next they drop.
Games posted about so far look interesting! I hope I am around to grab any new keys and dabble with them.
[QUOTE=Bugga12;49065923]Holy shit, really? There were about 100 keys or so when I took one. That was an hour ago. I want to know how many of those will post feedback here.[/QUOTE] I did get one of the keys. Space Blunts is great, on the lowest settings it doesn't run too great though. Regardless, this I definitely like the most. Feels very arcadey and I really like that. Bummed me there was not M/KB support but I happen to have a usb controller on hand. I feel like I would've done better if I was able to aim with a mouse. I kinda suck at it though so I haven't even made it to the first mini boss yet. I don't think the rate of fire bonus is quite appreciable though. Perhaps if the original rate of fire was slower it might've been more noticeable. Perhaps each "rank" can give a RoF increase of 1/r where "r" is the number of ranks assuming there will be a finite number of ranks? Or maybe it's already done like that and I didn't quite notice.
[t]http://puu.sh/lck5R.jpg[/t] This barrel's just a little too high. Also the mine things don't seem to deal any damage - at least not to me.
How am I supposed to do anything in Deuce? The delay in the swing is killing me. Only time I was doing ok was with jetpack girl, and even then I wasn't doing that good. Needs a tutorial mode where there's some form of hint given on when you have to press the swing button.
[QUOTE=Cows Rule;49066683]I did get one of the keys. Space Blunts is great, on the lowest settings it doesn't run too great though. Regardless, this I definitely like the most. Feels very arcadey and I really like that. Bummed me there was not M/KB support but I happen to have a usb controller on hand. I feel like I would've done better if I was able to aim with a mouse. I kinda suck at it though so I haven't even made it to the first mini boss yet. I don't think the rate of fire bonus is quite appreciable though. Perhaps if the original rate of fire was slower it might've been more noticeable. Perhaps each "rank" can give a RoF increase of 1/r where "r" is the number of ranks assuming there will be a finite number of ranks? Or maybe it's already done like that and I didn't quite notice.[/QUOTE] Awesome! Cool that you liked it. The fire rate upgrade, actually none of the upgrades, are working yet :)
Can't wait to try out some of the games. Let's hope that some keys will be submitted to the site at a time where i'm actually at my computer for once :v:
[QUOTE=Daemon White;49067331]How am I supposed to do anything in Deuce? The delay in the swing is killing me. Only time I was doing ok was with jetpack girl, and even then I wasn't doing that good. Needs a tutorial mode where there's some form of hint given on when you have to press the swing button.[/QUOTE] Thanks for trying the game. I'd be interested to know what kind of framerate you're getting - you can show that by pressing the ' key (backquote). I've found the responsiveness really drop when the framerate is low so I need to do some work there. Tutorial mode is a great idea, I'll try and get something in the next build.
[QUOTE=Daemon White;49067331]How am I supposed to do anything in Deuce? The delay in the swing is killing me. Only time I was doing ok was with jetpack girl, and even then I wasn't doing that good. Needs a tutorial mode where there's some form of hint given on when you have to press the swing button.[/QUOTE] you have to press really early not to miss, but it becomes easier once you realise your character has a lot of reach so you don't have to get as close [editline]7th November 2015[/editline] [QUOTE=Ian_FP;49068369]Thanks for trying the game. I'd be interested to know what kind of framerate you're getting - you can show that by pressing the ' key (backquote). I've found the responsiveness really drop when the framerate is low so I need to do some work there. Tutorial mode is a great idea, I'll try and get something in the next build.[/QUOTE] this doesn't work for me
I tried Deuce but my laptop was struggling to run it at decent fps. [b]Space Punts [/b] This has some great potential. The movement & aesthetic are already solid, however the shooting isn't satisfying. I think that adding some knock-back to the player and enemies when they fire/get hit would help give the shooting some oomph. Some minor niggles - the boomerang needs a threshold on the angle when it bounces from one enemy to another. At the moment if you hit the front enemy of a pack, the boomerang will continue through and hit the enemy's followers. This behaviour is a bit more like chain-lightning rather than a boomerang. For the boss, the hitboxes for the boss' projectiles might be a bit too big. The boss itself flashes too much during the battle, which was giving me a minor headache. Overall I enjoyed myself, so I'm looking forward to future updates.
Just played some facewound, it was good fun but it was difficult to tell what a weapon upgrade would really give you before you bought it - the deagle was much like the starting pistol but with less ammo, maybe some slidebar type stats so you can see the difference before you buy? I also kept losing the crosshairs against the backdrop and occasionally had difference visually identifying a solid lump of foreground from a nonsolid backdrop building.
[QUOTE=Wunce;49068655]I tried Deuce but my laptop was struggling to run it at decent fps. [b]Space Punts [/b] This has some great potential. The movement & aesthetic are already solid, however the shooting isn't satisfying. I think that adding some knock-back to the player and enemies when they fire/get hit would help give the shooting some oomph. Some minor niggles - the boomerang needs a threshold on the angle when it bounces from one enemy to another. At the moment if you hit the front enemy of a pack, the boomerang will continue through and hit the enemy's followers. This behaviour is a bit more like chain-lightning rather than a boomerang. For the boss, the hitboxes for the boss' projectiles might be a bit too big. The boss itself flashes too much during the battle, which was giving me a minor headache. Overall I enjoyed myself, so I'm looking forward to future updates.[/QUOTE] Hi! Yeah I agree, there's tons more we want to do to emphasise the hit feedback and generally make the shooting feel more satisfying. The big one is animation. One thing I'm really keen to push is the character/personality of all the enemies and the player ship. We totally want custom animations for when stuff gets shot, like I really want the player's "arms" to wave around whilst yelping in pain. That sort of stuff. Anything to get extra feedback and personality/humour in. Thai wants to do an animation pass on everything at some point, but it's a case of priorities at the moment, so we're trying to get more playable content in and stuff to do. Definitely gonna be more work done on this area though. I'll double check the boss projectile hitboxes. Just checked the boss flashing. Yeah that's a lot more flashy than it used to be :) Made me feel kinda sick too. I toned it down once but looks like it needs sorting again. Glad you liked!
Someone has asked if there is going to be Local Multiplayer in Deuce. There is already support for this, if one player starts a game and waits on the character select screen another player can join by pressing 'A' on their controller or 'S' if using the keyboard. There will also be online multiplayer too, I've done some work on this already and hope to have that in a build in the near future.
[QUOTE=FacepunchAd;49068801]Hi! Yeah I agree, there's tons more we want to do to emphasise the hit feedback and generally make the shooting feel more satisfying. The big one is animation. One thing I'm really keen to push is the character/personality of all the enemies and the player ship. We totally want custom animations for when stuff gets shot, like I really want the player's "arms" to wave around whilst yelping in pain. That sort of stuff. Anything to get extra feedback and personality/humour in. Thai wants to do an animation pass on everything at some point, but it's a case of priorities at the moment, so we're trying to get more playable content in and stuff to do. Definitely gonna be more work done on this area though. I'll double check the boss projectile hitboxes. Just checked the boss flashing. Yeah that's a lot more flashy than it used to be :) Made me feel kinda sick too. I toned it down once but looks like it needs sorting again. Glad you liked![/QUOTE] It'd also be nice on Space Grunts if there was some sort of slight delay before a room starts so I can get out of the entrance, cause I went into a room and a laser turret immediately spawned causing me to take damage followed up by getting trapped in a corner at the start by a flamethrower and two of the ball guys. Other than that the game itself is pretty fun
[QUOTE=Ian_FP;49068369]Thanks for trying the game. I'd be interested to know what kind of framerate you're getting - you can show that by pressing the ' key (backquote). I've found the responsiveness really drop when the framerate is low so I need to do some work there. Tutorial mode is a great idea, I'll try and get something in the next build.[/QUOTE] Framerate is ~55-60 on fantastic / beautiful settings. Playing as Lion-el since it feels like he has the biggest build-up to a swing next to igor. There were times where it looked like he hit it, but the ball didn't get hit. Sometimes it doesn't seem like there was an effort to go to the ball but sometimes it does. When is it ideal to press the button to hit the ball? It feels hit and miss on when you should press the button mainly because of your location on the field compared to the ball being dynamic and the varied types of swings you and the AI can use.
Space Grunts is really fun. Other than what has already been said, I can shoot enemies through walls sometimes. It would be nice if you added into the random generator the occasional destroyable wall. That way you could potentially make it make sense that you can get through a wall. Alternatively you could make the bullets leave a plasma burn type effect to indicate that they are actually melting through the walls. As for the shield: I think that a good balance would be to make it recharge slowly (If you are at full health), and using you abilities consumes one of the shield bars. You could make batteries more plentiful if you want people to play the game while using lots of abilities.
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