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Re: Awesome Man Demo/Dev thread

PostPosted: Thu Jul 14, 2011 1:14 pm
by Game A Gogo
My dog? I'm a cat person!

Re: Awesome Man Demo/Dev thread

PostPosted: Thu Jul 14, 2011 6:26 pm
by jimmynewguy
Game A Gogo wrote:I'm a cat person!

Canadians these days! I've actually been there once, never saw people though... should have called you to hang out!

Imperialjester wrote:hey since the screen size would fit a pocket pc screen can you make a pocket pc version? or if you dont know how i could do it.

I might think about it. Just not too appealing at the moment. No offense to you :)

JamesLeonardo32 wrote:How about enemies with a big, Magnetic Eye?

I actually like that idea, but it doesn't fit with the rest of the enemies too well... I'll think of a way to fit it in. Maybe a boss that has a really big eye... aha! Got an idea.

Re: Awesome Man Demo/Dev thread

PostPosted: Thu Jul 14, 2011 8:12 pm
by GrimmDingo
Found some time to Play it this eve, and really liked it so far, and yeah no crits on the dog it looks perfectly effective in motion especially at the speed that dog pounces you lol, and i really dig the blood particles,

some c&c
the demo level's design is haphazard was testing out the movement mechanics and quickly noticed those outta reach platforms, hope you're actual game levels have practical platform placement, you should always avoid having things that imply interaction and in fact aren't, or are out of the players reach, it could easily give the player micro disappointments everytime they try, and soon they may start avoiding exploration for that reason, so yeah you really wanna avoid that, if you wanna fill empty space find a more constructive way of doing so props and obvious background or non interactable elements. Keep it up definitly looks to be an interesting game

Re: Awesome Man Demo/Dev thread

PostPosted: Thu Jul 14, 2011 9:29 pm
by jimmynewguy
Yea the reason you can't get to those points is because I wanted feed back but a large section of the game is out of order right now so I literally changed that room and cut it off from the rest of the game by putting up some blocks...sorry about that. I hope people do explore in the full version because there are (and will be more) "secrets" added.

Re: Awesome Man Demo/Dev thread

PostPosted: Thu Jul 14, 2011 11:37 pm
by SuperSonic
Just a thought, could you make another version that spawns infinite enemy's (Like black ops zombies). It just gets a little boring having to restart the game every time you want some action :roll:

But I really like this. The movement is super smooth and the dog is fun to fight :P

Re: Awesome Man Demo/Dev thread

PostPosted: Fri Jul 15, 2011 12:43 am
by jimmynewguy
Here Super Sonic, I did update the collision system and fighting collisions a little too. Along with slightly more intelligent AI. So it's worth the little demo update. This will probably be the last demo though, this game isn't going to be a 10 hour play through or anything :lol:

I just made windows version of this one since there were no linux downloads, and only fullscreen... Sorry for anyone that's a nuisance too! Just use wine :P

EDIT: Weird fact, the .ged and source files is 500kb but the demo is 1.5mb

Re: Awesome Man Demo/Dev thread

PostPosted: Fri Jul 15, 2011 2:04 am
by SuperSonic
Wahooo! this is great. You should keep this and make it a bonus that you unlock once you complete the real game :D

Re: Awesome Man Demo/Dev thread

PostPosted: Mon Jul 25, 2011 4:33 pm
by jimmynewguy
He's not dead yet...