Melee Shoot Kaboom! Cancelled.

Talk about making games.

Do you want a shooter game, a beat em up game or both?

A shooter game.
1
50%
A beat em up game.
0
No votes
Both.
1
50%
 
Total votes : 2

Re: Melee Shoot Kaboom! Official development thread.

Postby Zivouhr » Mon Nov 10, 2014 4:29 am

As with most things in life, practice and focus allow us to get better.

In Melee Shoot Kaboom, can the player choose the map to fight on? How many fighters in the game total do you have planned? What have been some of the challenges creating this style of game?
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Re: Melee Shoot Kaboom! Official development thread.

Postby knucklecrunchgames » Mon Nov 10, 2014 6:06 pm

Zivouhr wrote: In Melee Shoot Kaboom, can the player choose the map to fight on? How many fighters in the game total do you have planned? What have been some of the challenges creating this style of game?


Yes you can choose whatever stage you want.
I have a rough figure in my head of 20 characters.
So the biggest challenges were making lives and opening the ged. Sometimes I would avoid it because of the hard work.
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Re: Melee Shoot Kaboom! Official development thread.

Postby Zivouhr » Tue Nov 11, 2014 6:00 am

20 characters, sounds good. Each one offering a unique play style or option will be even better.
A lot of energy needed to keep a project going, agreed. 8)
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Re: Melee Shoot Kaboom! Official development thread.

Postby knucklecrunchgames » Tue Nov 11, 2014 6:20 pm

Zivouhr wrote:20 characters, sounds good. Each one offering a unique play style or option will be even better.


Yeah about a unique style, I think I will a special ability to all the characters. :)
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby knucklecrunchgames » Sat Nov 29, 2014 11:58 am

New news on the first post and the Pre-Alpha demo is finally released! Go on and try it for yourself. :)
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby knucklecrunchgames » Sun Nov 30, 2014 11:35 pm

I am now going to post the news in the reply instead of the first post

News.

30/11/2014: Working on a new character.

Hello guys. I just wanted to tell you I am now working on all the characters of the game. Here is one screenshot. I won't reveal too much about this character though.

Image
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby lcl » Mon Dec 01, 2014 9:57 am

I just tried you game.

I have to say that I was positively surprised. You have learnt a lot, this game shows big improvement over some of your previous games!
I understand that the demo is just a pre-alpha, and thus a lot things are yet to be done and bugs fixed.

One bug I found was that it's possible to select all four characters for a single match. That obviously creates multiple other bugs with the winning ceremony etc. :P

Also, I think the controlling is a little weird as you can't move to any other direction before you've released other buttons.
I mean, if you're pressing left, you can't start moving up before letting go of the left arrow and then pressing up again, so you have to even release the up key and press it again in order to make the character move up.
(That was one very bad explanation, but I hope it gets the point across..)

One thing you should consider is to balance the different attacks so that quicker attacks deal less damage and slower attack more damage.
Because currently there's simply no sense in doing anything else but holding down the button for the fastest attack, and the slower ones only dealing the same +1 damage are useless.
Balancing the damages is really essential so that every attack has their pros and cons, like this:

Attack 1
- Fast (that's a pro)
- Deals only little damage (that's a con)

Attack 2
- Slow (that's a con)
- Deals much damage (that's a pro)

If any attack has only cons it will never be used, and if an attack has only pros it renders all other attacks useless.
So, balancing, balancing... :)

Also, the current health system is just weird. Why call it HP if the more you have means the closer you are to dying?
Either make it so that every player starts with 70 and then it decreases, or call it damage instead of HP. 70 also seems a bit weird value to choose, normally games operate on percents, so things like HP are based on values 0-100 (1 HP = 1%) or 0-10 (where every 1 HP can be considered as 10%).

Then just a minor thing, but it's kinda funny how the loading text animates backwards, I mean, the three dots disappear instead of appearing one by one :D


I hope you consider my feedback valuable. I know this was a pre-alpha, so this should not be considered as the actual product. And because I knew that, I assumed it would be good to tell you what things may need more work and how you could make this game better for the actual release.

Good job so far, keep working and improving the game! 8)

Also, one more question/suggestion.
Are you going to add enemy AI so that one can play against computer instead of another human player?
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby MrJolteon » Mon Dec 01, 2014 1:48 pm

What I think about this game
Using only the ten hundred most used words

Good things:
Computer drawings:
  • No 'Fixedsys'
  • Your computer drawings are better than before
Sound
  • I've heard worse
  • Does not fill my ears with red water
Not seen things that let you play the game:
  • I can pick between running it in a window or cover the whole light box
Bad things:
Computer drawings:
  • Still do no look like they pop out of the light box
  • We have talked about this, Mr Edwards
  • You picked a bad word look
Sound
Not seen things that let you play the game:
  • Must stop pressing the walk key to turn
  • Can hold one attack key to fast kill the other person
  • The keys to press are confusing, you must tell people what they are, or change them
  • Bad 'health system' that goes from nothing to ten times seven and not from one hundred to nothing
  • Attacks need 'balancing'
Points:
ImageImageImageImageImage - Two out of five - you are probably having a very bad time and will not go to space today
Last edited by MrJolteon on Mon Dec 01, 2014 7:56 pm, edited 1 time in total.
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby knucklecrunchgames » Mon Dec 01, 2014 5:21 pm

lcl wrote:I just tried you game.

I have to say that I was positively surprised. You have learnt a lot, this game shows big improvement over some of your previous games!
I understand that the demo is just a pre-alpha, and thus a lot things are yet to be done and bugs fixed.

One bug I found was that it's possible to select all four characters for a single match. That obviously creates multiple other bugs with the winning ceremony etc. :P

Also, I think the controlling is a little weird as you can't move to any other direction before you've released other buttons.
I mean, if you're pressing left, you can't start moving up before letting go of the left arrow and then pressing up again, so you have to even release the up key and press it again in order to make the character move up.
(That was one very bad explanation, but I hope it gets the point across..)

One thing you should consider is to balance the different attacks so that quicker attacks deal less damage and slower attack more damage.
Because currently there's simply no sense in doing anything else but holding down the button for the fastest attack, and the slower ones only dealing the same +1 damage are useless.
Balancing the damages is really essential so that every attack has their pros and cons, like this:

Attack 1
- Fast (that's a pro)
- Deals only little damage (that's a con)

Attack 2
- Slow (that's a con)
- Deals much damage (that's a pro)

If any attack has only cons it will never be used, and if an attack has only pros it renders all other attacks useless.
So, balancing, balancing... :)

Also, the current health system is just weird. Why call it HP if the more you have means the closer you are to dying?
Either make it so that every player starts with 70 and then it decreases, or call it damage instead of HP. 70 also seems a bit weird value to choose, normally games operate on percents, so things like HP are based on values 0-100 (1 HP = 1%) or 0-10 (where every 1 HP can be considered as 10%).

Then just a minor thing, but it's kinda funny how the loading text animates backwards, I mean, the three dots disappear instead of appearing one by one


I hope you consider my feedback valuable. I know this was a pre-alpha, so this should not be considered as the actual product. And because I knew that, I assumed it would be good to tell you what things may need more work and how you could make this game better for the actual release.

Good job so far, keep working and improving the game!

Also, one more question/suggestion.
Are you going to add enemy AI so that one can play against computer instead of another human player?


Thanks for playing lcl.

lcl wrote:Also, I think the controlling is a little weird as you can't move to any other direction before you've released other buttons.
I mean, if you're pressing left, you can't start moving up before letting go of the left arrow and then pressing up again, so you have to even release the up key and press it again in order to make the character move up.
(That was one very bad explanation, but I hope it gets the point across..)


Yes. I don't like the movement either. I only put it in is because it stops moonwalk glitches. But yes, I will change that.

lcl wrote:One thing you should consider is to balance the different attacks so that quicker attacks deal less damage and slower attack more damage.
Because currently there's simply no sense in doing anything else but holding down the button for the fastest attack, and the slower ones only dealing the same +1 damage are useless.
Balancing the damages is really essential so that every attack has their pros and cons, like this:

Attack 1
- Fast (that's a pro)
- Deals only little damage (that's a con)

Attack 2
- Slow (that's a con)
- Deals much damage (that's a pro)

If any attack has only cons it will never be used, and if an attack has only pros it renders all other attacks useless.
So, balancing, balancing...


Ah yes. I will be adding balanced attacks. Thanks for pointing that out lcl

lcl wrote:One bug I found was that it's possible to select all four characters for a single match. That obviously creates multiple other bugs with the winning ceremony etc.


A bug found! Thanks lcl. I just tried it out and I am currently fixing that one now

lcl wrote:Also, the current health system is just weird. Why call it HP if the more you have means the closer you are to dying?
Either make it so that every player starts with 70 and then it decreases, or call it damage instead of HP. 70 also seems a bit weird value to choose, normally games operate on percents, so things like HP are based on values 0-100 (1 HP = 1%) or 0-10 (where every 1 HP can be considered as 10%).

Then just a minor thing, but it's kinda funny how the loading text animates backwards, I mean, the three dots disappear instead of appearing one by one


Hmm, I didn't think that would bother anyone but yeah. Instead of calling it HP, I will call it Damage. Thanks for that

I like the loading text animating backwards. It's different from other loaders.

lcl wrote:Good job so far, keep working and improving the game!

Thanks for the encouragement lcl :D

lcl wrote:Also, one more question/suggestion.
Are you going to add enemy AI so that one can play against computer instead of another human player?


Yes. There will be a solo mode, in the full game.
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby bat78 » Mon Dec 01, 2014 8:01 pm

This is your worst attempt of all worst attempts of inventing a "game".
I was all scared to press the download button but hey, of course I won't unless I wan't to harm myself, my ears, my eyes and in fact any single sense of mine.
Thank God there is no download button. It seems God have mercy.

If your target shot is to put us in infinite terror, one more game like that and your goal might be achieved.
I need to take a breath now.

*moments later*
Hi again, knckie did I forgot to mention that your stealing skills seems improved. Now you not only steal from external sources but now, you also steal style from internal sources. And to make it clear, since you didn't understand, look at this: viewtopic.php?f=4&t=13321
See something similar? Lets test your vision.

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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby knucklecrunchgames » Mon Dec 01, 2014 10:35 pm

bat78 wrote:This is your worst attempt of all worst attempts of inventing a "game".
I was all scared to press the download button but hey, of course I won't unless I wan't to harm myself, my ears, my eyes and in fact any single sense of mine.
Thank God there is no download button. It seems God have mercy.

If your target shot is to put us in infinite terror, one more game like that and your goal might be achieved.
I need to take a breath now.

*moments later*
Hi again, knckie did I forgot to mention that your stealing skills seems improved. Now you not only steal from external sources but now, you also steal style from internal sources. And to make it clear, since you didn't understand, look at this: viewtopic.php?f=4&t=13321
See something similar? Lets test your vision.

Don't answer to a rhetoric question dummie, leecher, get a hold of yourself, evaporate.


I'm sorry you didn't like it :( :cry: I spent months on it.

I will provide a download button soon.

I've never seen your game. And the font, I didn't copy you from it. I only found that on a good font site. I'm sorry if you think I stole your ideas. :(

What don't you like about the game? The gameplay, the sound, the graphics? I find them all okay (Except for the graphics).
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby knucklecrunchgames » Mon Dec 01, 2014 10:42 pm

MrJolteon wrote:What I think about this game
Using only the ten hundred most used words

Good things:
Computer drawings:
  • No 'Fixedsys'
  • Your computer drawings are better than before
Sound
  • I've heard worse
  • Does not fill my ears with red water
Not seen things that let you play the game:
  • I can pick between running it in a window or cover the whole light box
Bad things:
Computer drawings:
  • Still do no look like they pop out of the light box
  • We have talked about this, Mr Edwards
  • You picked a bad word look
Sound
Not seen things that let you play the game:
  • Must stop pressing the walk key to turn
  • Can hold one attack key to fast kill the other person
  • The keys to press are confusing, you must tell people what they are, or change them
  • Bad 'health system' that goes from nothing to ten times seven and not from one hundred to nothing
  • Attacks need 'balancing'
Points:
ImageImageImageImageImage - Two out of five - you are probably having a very bad time and will not go to space today


Thanks for writing the review. :)

MrJolteon wrote:[*]Must stop pressing the walk key to turn
[*]Can hold one attack key to fast kill the other person
[*]The keys to press are confusing, you must tell people what they are, or change them
[*]Bad 'health system' that goes from nothing to ten times seven and not from one hundred to nothing
[*]Attacks need 'balancing'[/list]


I will change the movement .
I will limit the amount of times you can fast kill
I have the how to play in it, so it shouldn't be confusing? Maybe is it getting used to them?
As I said to lcl, I will change from HP to Damage.
Yes the attacks need balancing. I will add that. :)

MrJolteon wrote:Still do no look like they pop out of the light box


I'm sorry I don't know what you mean by this? Could you explain that a bit more, thanks.

MrJolteon wrote:You picked a bad word look


I also don't understand what you mean about this? Is it the font?

MrJolteon wrote:We have talked about this, Mr Edwards


What have we talked about Mr Kubberød? Graphics?

Again, thanks for the review. :)
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby MrJolteon » Tue Dec 02, 2014 5:20 am

knucklecrunchgames wrote:
MrJolteon wrote:Still do no look like they pop out of the light box


I'm sorry I don't know what you mean by this? Could you explain that a bit more, thanks.

As I've said numerous times before, your graphics look flat.
MrJolteon wrote:You picked a bad word look


I also don't understand what you mean about this? Is it the font?

Yes. The font you picked for nearly everything is worse than Fixedsys.
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby bat78 » Tue Dec 02, 2014 5:41 am

MrJolteon wrote:Yes. The font you picked for nearly everything is worse than Fixedsys.

Heeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeey. :x
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Re: Melee Shoot Kaboom! Official development thread. Demo Ou

Postby lcl » Tue Dec 02, 2014 6:16 am

bat78 wrote:This is your worst attempt of all worst attempts of inventing a "game"....

*snip*

...Don't answer to a rhetoric question dummie, leecher, get a hold of yourself, evaporate.

What are you doing? Why do you feel a need to verbally kill a kid for making a game?

I mean, you're allowed to have an opinion, and you're allowed to not like the game. But there's no need to be a d*ck about it. That is useless and stupid.

If you don't like the game, then you should tell why, and give ideas for improving the game, not just sh*t all over it.

Also, remember that the game you are judging is made by a person who, in this case a) has used GE a lot less than you, so it's clear he won't be as good as you b) is much younger than you and hasn't all the knowledge needed for designing great games. Learning is about trial and error. But if you get beaten for each error, it quickly turns off the willingness to learn.

You are a smart person, stop acting like a stupid one.
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