Some quick feedback from what I have played so far:
[B]Space dunks[/B] is pretty fun and the whole artsyle and graphics look really nice. It has some minor issues (how do I even get more health / shooting not feeling too satisfying/etc) but the core gameplay is fun and I'd love to see it improve more and more.
[B]FaceWound[/B] reminds me of those old flash games I used to play while I was bored. It's super fun too, and the stopmotion mechanic is really cool. My suggestion would be working on fullscreen support.
[B]Arcade[/B] has some optimization problems but I imagine it would be pretty fun with a whole room filled with people.
Finally [B]Deuce[/B] looks really pretty, and while I'm not a big fan of sport related videogames, I can see it being fun to other people.
Are these playable on Mac? I switched to the main beta but when I press play on steam it doesnt do anything
Never mind, I found where the executables are and they are all windows :(
Facewound crashes when I try to load my save :frown:
[QUOTE=-Iker-;49071873]Facewound crashes when I try to load my save :frown:[/QUOTE]
Same. I played last night, made it halfway through the rooftop level, went to bed, and found it crashing this morning.
[QUOTE=Zenreon117;49071063]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.[/QUOTE]
I'll be fixing the projectiles->world collision at some point so that'll take care of all those issues :)
Destructible terrain/walls is something we've discussed before and want to get it in at some point too. I think it'll make more sense in the next area/tileset we'll be adding though, so hopefully we'll get chance to try it out there!
Interesting idea with shield and abilities sharing a resource... might be worth a test
Cheers!
[editline]7th November 2015[/editline]
[QUOTE=-Iker-;49071300]
[B]Space dunks[/B] is pretty fun and the whole artsyle and graphics look really nice. It has some minor issues (how do I even get more health / shooting not feeling too satisfying/etc) but the core gameplay is fun and I'd love to see it improve more and more.
[/QUOTE]
Health is gonna be a repair option in town for cash (shields are boosted back with the batteries that drop).
The plan is to do a new blog and build every 2 weeks (ish), so keep checking them out if you want to see it (hopefully) improve :)
[QUOTE=FacepunchAd;49072157]
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Any chance you can chuck an OSx build in?
[QUOTE=FacepunchAd;49072157]
Interesting idea with shield and abilities sharing a resource... might be worth a test
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Only reason I suggest it is because they are the same color :P
What's the deal with The Blob? Is there anything other than running around as a fat guy shooting fire and pellets(?) from your hand?
[QUOTE=squids_eye;49080577]What's the deal with The Blob? Is there anything other than running around as a fat guy shooting fire and pellets(?) from your hand?[/QUOTE]
Haha, yeah, that's pretty much it. Garry added a load of old stuff and that build was just a networking test. There is actually a build with a bit of gameplay in it. I'll see if I can dig it out and upload it.
how does one play bacteriatown?
[QUOTE=garry;49063904]You can get keys from this website now:
[url]http://prototypes.facepunch.com/[/url][/QUOTE]
Will this website gonna refill when new keys are comming out?
[QUOTE=Wunce;49068655]I tried Deuce but my laptop was struggling to run it at decent fps.
[/QUOTE]
Try pressing 1, 2 and 3 when playing and let us know if that helps. 1 Is lowest settings, 3 is highest (at the moment. It should help things!)
[QUOTE=Mattfp;49090367]Try pressing 1, 2 and 3 when playing and let us know if that helps. 1 Is lowest settings, 3 is highest (at the moment. It should help things!)[/QUOTE]
Is there a chance i can try the game also?
[QUOTE=Mattfp;49090367]Try pressing 1, 2 and 3 when playing and let us know if that helps. 1 Is lowest settings, 3 is highest (at the moment. It should help things!)[/QUOTE]
I tried the lowest setting (1) and while there was a notable increase in frame-rate, it was still sub 20.
I've made sure that it is running off my main graphics card and not the integrated graphics.
[QUOTE=Wunce;49094340]I tried the lowest setting (1) and while there was a notable increase in frame-rate, it was still sub 20.
I've made sure that it is running off my main graphics card and not the integrated graphics.[/QUOTE]
Thanks, what quality setting did you select when you launched the game? We're going to look in to what we can do to improve the framerate on devices like yours!
Some of the most common feedback for [b]Deuce[/b] we've received was that it was difficult to know when to time your returns. Pressing too early or too late is going to make you miss, but when is the best time?
We felt that this is probably a result of the system being too inflexible on when you can actually press a hit button and return the ball, so what we've done is opened it up and allowed much greater lenience when you press a hit button. We've done this with two things:
Firstly, when the ball is [B]in front[/B] of you, your character can speed up their hit animation better to react to a late-timed shot. So if you're hanging by the net, or running to get in to position, you will be able to press a hit button and successfully return the ball way later than you could before.
Secondly, when the ball is [B]behind[/B] you, your character can now push-back behind them to return the ball up to a certain amount. This is for when you've miss-timed your shot or the ball is travelling super fast and you press hit when the ball is pretty-much level with your character but you still miss it. Now you will hit the ball whilst pushing-back a distance, depending on what character you are using (eventually).
You can see this in the first shot I return in this video...
[vid]https://s3-eu-west-1.amazonaws.com/files.facepunch.com/ian/2015/November/11/response.mp4[/vid]
These changes will be in the Friday build so I'll post again when the changes are live!
[QUOTE=onebit;49096565]make the character pull back their arm as the ball nears them?[/QUOTE]
The ball travels so fast, for a player to react you'd need to pull the character's arm back over 3 metres in some situations. for most characters this is going to be a very subtle effect, but something to help it feel more responsive. For some characters this will hopefully be part of their play-style.
FYI, still feel free to use this thread if you want, but I set up a subreddit for prototypes, in the hope that we'll attract more feedback from people who aren't on Facepunch.
[url]https://www.reddit.com/r/facepunchprototypes/[/url]
[QUOTE=garry;49101095]FYI, still feel free to use this thread if you want, but I set up a subreddit for prototypes, in the hope that we'll attract more feedback from people who aren't on Facepunch.
[url]https://www.reddit.com/r/facepunchprototypes/[/url][/QUOTE]
Should every user create a thread for all their feedback or are you creating a thread for each game where each user will post?
Finally got one, thanks garry/whoever set up the prototype key page!
[img]http://horobox.co.uk/u/thehatter_1447347164.jpg[/img]
I have school but I'll play everything and post something here or on the subreddit later
[QUOTE=garry;49101095]FYI, still feel free to use this thread if you want, but I set up a subreddit for prototypes, in the hope that we'll attract more feedback from people who aren't on Facepunch.
[url]https://www.reddit.com/r/facepunchprototypes/[/url][/QUOTE]
Would be nice to have a changelog in there as well, saves people coming to this thread and having to search through pages.
[QUOTE=leontodd;49101473]Would be nice to have a changelog in there as well, saves people coming to this thread and having to search through pages.[/QUOTE]
additional idea is a text file in the depot root
just don't check the net at all even
append changes to the top
sign with date/alias/game, any external links
keep it brief?
more detailed log in the game folder?
whatever works
Just tried Space Usurper
Holy shit everything about this is amazing :v:
Only comment I can think of is slightly better visual feedback that you're at the edge of the map
[QUOTE=garry;49101095]FYI, still feel free to use this thread if you want, but I set up a subreddit for prototypes, in the hope that we'll attract more feedback from people who aren't on Facepunch.
[url]https://www.reddit.com/r/facepunchprototypes/[/url][/QUOTE]
I finally managed to snag a key!
Thank you, Garry, and all of the other wonderful Facepunch developers for making these available.
I am looking forward to trying out all of the Prototypes and leaving some feedback for y'all.
God damn it, I got excited and went to get a key, but I forgot my copy of Garry's Mod was on an old account I lost access to long ago. :frown:
[QUOTE=Holy Altnir;49102756]God damn it, I got excited and went to get a key, but I forgot my copy of Garry's Mod was on an old account I lost access to long ago. :frown:[/QUOTE]
I don't think you need a facepunch game, be it gmod or rust, to claim a key
[QUOTE=NitronikALT;49102795]I don't think you need a facepunch game, be it gmod or rust, to claim a key[/QUOTE]
You do iirc.
[QUOTE=Bugga12;49102805]You do iirc.[/QUOTE]
Welp, didn't know that
You need one if you want to get a key through that key site.
While I was waiting for the prototypes to download, I decided to make myself [URL="https://imgur.com/a/MKvef"]some custom Steam images for the program[/URL]. I also made icons but then I remembered you couldn't add icons to non-shortcuts.
Comes in 5 colors; standard red, Steam green, Twitter blue, Twitter red, and Garry red; as well as two slightly different styles.
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