Martian Madness (RELEASED in another thread)

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Re: Martian Madness (.exe update 2)

Postby bat78 » Thu Aug 06, 2015 1:46 pm

Exactly, because it may be awesome, but not GIMPsome :(
jk whatever..

Jon, you promised yourself to not make it more complicated than comprehensible, didn't you :*(
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Re: Martian Madness (.exe update 2)

Postby jonathang » Thu Aug 06, 2015 3:40 pm

bat78 wrote:Exactly, because it may be awesome, but not GIMPsome :(
jk whatever..

Jon, you promised yourself to not make it more complicated than comprehensible, didn't you :*(

Why Bat? The secret is very very easy to get my friend. ;)
It's all about perseverance, and a little hint: Outside the actual gameplay. (Very big hint btw).
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Re: Martian Madness (.exe update 2)

Postby bat78 » Thu Aug 06, 2015 4:15 pm

Okay then, I am waiting for the update.
(The one currently presented seems to be an old version)
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Re: Martian Madness (.exe update 2)

Postby jonathang » Fri Aug 07, 2015 6:59 am

bat78 wrote:Okay then, I am waiting for the update.
(The one currently presented seems to be an old version)

It is, the next update will be the complete game. :P
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Re: Martian Madness (.exe update 2)

Postby bat78 » Fri Aug 07, 2015 9:58 am

jonathang wrote:
bat78 wrote:Okay then, I am waiting for the update.
(The one currently presented seems to be an old version)

It is, the next update will be the complete game. :P

Okay that one still have the old bugs with the sticky-wall, inaccurate health meter, no menu, old background etc.
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Re: Martian Madness (.exe update 1!)

Postby jonathang » Sat Aug 08, 2015 4:49 am

bat78 wrote:Bug #2
Not sure what happened, but my ship disappeared at some point ..and I wasn't dead yet.
I was like I WANT MY SHIP BACK WHO TOOK IT SHOULD CONFESS

Started noticing this bug too Bat... I just don't get how this bug happened... But well I'll focus on it now because...

THE GAME IS DONE! :D (For more info check the first post.)
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Re: Martian Madness (.exe update 1!)

Postby Zivouhr » Sat Aug 08, 2015 5:01 am

bat78 wrote:
jonathang wrote:
Zivouhr wrote:Bat78, cool outer space art!

Jonathang, looking forward to you progress on this game. 8)

Thanks for your support Ziv, and yeah Bat's space art is amazing! :D

meh. I blame myself for not being more serious on my first space art art, despite it being made for demonstrative purposes.
..And it isn't even something complicated.

It consists of 3 layers - background, foreground and gfx
the background is black
the foreground has starts, most of them created by a generated noise-based Slur, randomized, 1/1 and then de-saturated. It gives 3D stars effect
the gfx uses custom gradient performed in the color mode of a giant transparent drawing using the chalk brush
Their top and bottom part is designed to be connectible.


I am happy to see that you are truly progressing it!
One of the reasons I check forums more often lately.


Thanks for the info on how you created the art, Bat78. Sounds good.
Jonathang, yes, great to hear the game is nearing it's completion status hopefully soon. 8)
What was the biggest challenge in creating this game, or recent challenge?
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Re: Martian Madness (.exe update 1!)

Postby jonathang » Sat Aug 08, 2015 5:23 am

Zivouhr wrote:Jonathang, yes, great to hear the game is nearing it's completion status hopefully soon. 8)


Thanks Ziv, I'm quite thrilled myself on uploading this! :D

Zivouhr wrote:What was the biggest challenge in creating this game, or recent challenge?

The biggest challenge was thinking about the enemy's sprite and making the background :lol:.
A recent challenge is finding out how a weird bug that causes the ship to disappear occurs. For now I'm going to use the out of vision settings so that the ship could go back to its original position, but I still have to find out how the bug happened. :P
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Re: Martian Madness (.exe update 2)

Postby bat78 » Sat Aug 08, 2015 7:19 am

Yeah, using the OOV Event is a terrible solution.

If you need my help on fixing the bug, we are Jarooda and we should help each other :)
Of course, I am sure you can fix it yourself so it is more like a matter of preferences and your decision.

Soon I will record a video (uploaded in my YouTube channel) of me playing it.
I succeeded to pass the harder version of the first boss on 90% hp xP
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Re: Martian Madness (.exe update 2)

Postby jonathang » Sat Aug 08, 2015 9:10 am

bat78 wrote:Yeah, using the OOV Event is a terrible solution.

If you need my help on fixing the bug, we are Jarooda and we should help each other :)
Of course, I am sure you can fix it yourself so it is more like a matter of preferences and your decision.

Soon I will record a video (uploaded in my YouTube channel) of me playing it.
I succeeded to pass the harder version of the first boss on 90% hp xP

Niiice! But I'm not sure about the final version, it's going to be EVEN HARDER!!! Though some enemies will be easier.
And woo thanks for the support Bat! ;)
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Re: Martian Madness (.exe update 2)

Postby bat78 » Sat Aug 08, 2015 9:47 am

jonathang wrote:
bat78 wrote:Yeah, using the OOV Event is a terrible solution.

If you need my help on fixing the bug, we are Jarooda and we should help each other :)
Of course, I am sure you can fix it yourself so it is more like a matter of preferences and your decision.

Soon I will record a video (uploaded in my YouTube channel) of me playing it.
I succeeded to pass the harder version of the first boss on 90% hp xP

Niiice! But I'm not sure about the final version, it's going to be EVEN HARDER!!! Though some enemies will be easier.
And woo thanks for the support Bat! ;)


My support is nothing compared to my advice: Don't make it too difficult for playing.
No seriously, please, true game developer must make difference between challenging and annoyingly hard.
Some people think "Geometry Dash" is hard, but I think it is challenging, so people are kinda lazy these days and hasty to be good.
A perfect game would gain difficulty with an exponential factor, if it is in 5 levels especially, while the last level is harder.
4% 8% 16% 32% 128%
Based on last exponential increment
or I have information for new fashioned way for determining difficulty:
2% 8% 24% 32% 64%
Based on the formula for primitively-relative strength.
diagram00.png

As you can see from the diagram, the difficulty growth suffers from 3 abrupt changes (the median strength) and 2 straight lines (the general strength).
Best way to make user feel good, despite the difficulty.
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Re: Martian Madness (.exe update 2)

Postby jonathang » Sat Aug 08, 2015 7:35 pm

bat78 wrote:My support is nothing compared to my advice: Don't make it too difficult for playing.
No seriously, please, true game developer must make difference between challenging and annoyingly hard.

I know that Bat and thanks a lot for the warning! ;)
Well agile ship movement makes the game way too easy before making it harder. I finished level 1 with 1021 HP with agile movement and the previous difficulty, and level 2 with even more HP remaining. (no seriously, 1060ish), so don't worry, I'll make it harder, but not too hard! :lol:
bat78 wrote:A perfect game would gain difficulty with an exponential factor, if it is in 5 levels especially, while the last level is harder.
4% 8% 16% 32% 128%
Based on last exponential increment
or I have information for new fashioned way for determining difficulty:
2% 8% 24% 32% 64%


I think mine follows this kind of formula:
3% 15% 40% 65% 180%
Uh oh! I hope it's not too hard! I'm worried now. :oops:

GAME IS RELEASED IN ANOTHER THREAD! It's not the FINAL release however because I want to know how hard it is so if it's too hard, I'll reduce the difficulty, and maybe bugs, yeah there might be more bugs I haven't unearthed. So, feedback please! :D
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Re: Martian Madness (RELEASED in another thread)

Postby bat78 » Sat Aug 08, 2015 9:18 pm

It seems hard. :( But averagely hard.
Based on your diagram's outlets.

I will see now based on my skills, by trying out the released one :)
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Re: Martian Madness (RELEASED in another thread)

Postby Zivouhr » Sun Aug 09, 2015 1:36 am

Congratulations on the release of Martian Madness. Is there a way to reduce the bullet count from enemies? Game looks promising.
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Re: Martian Madness (RELEASED in another thread)

Postby jonathang » Sun Aug 09, 2015 3:24 am

bat78 wrote:It seems hard. :( But averagely hard.
Based on your diagram's outlets.

I will see now based on my skills, by trying out the released one :)


Sweet! Can't wait for the feedback. And those %ages are based on my opinion on difficulty and score goal so I'm not sure if those apply to other players. :P
Zivouhr wrote:Congratulations on the release of Martian Madness. Is there a way to reduce the bullet count from enemies? Game looks promising.


Thanks Ziv! :D
If you could avoid the bullets quite well you can clear level 1-4 with about two thirds of health remaining, but I'll check the feedback first. ;)
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