It could say "If there were an award for sucking at this game, you would win for sure! Wanna try again?"
IS OUR INBOX FULL !?!?!?! Leaving feedback in comments: 1. Helps me save memory in my inbox. 2. Helps us get new testers interested in testing for us.
Programmer
Joined on 10/28/13
It could say "If there were an award for sucking at this game, you would win for sure! Wanna try again?"
Maybe there should be an award? Like the person who died the most times in a row on a given level gets a medal. Or is put up on the "Wall of shame" which is a leaderboard for the worst players.
Or maybe it is the "Wall of Suck".
'I dont want to say you suck but...a hoover just beat this level before you'
Is it fair to compare a human with a [robot/vacuum]?
Hmm... It would be interesting if you could vacuum up bombs like you were Kirby or something.
And a magical vacuum that is always inexplicably ahead of you could be entertaining.
'Wow, I can't believe you failed at this level 'failnumber' times!'
One score metric will be the number of times you have died in a level before completing it.
In fact, I might even include a "wall of shame" score board for the people who have done the WORST at each level.
Wondering if the wall of shame should be based on your all-time low score, or your highest score for that level.
If it was based on your highest score for that level, you could go back and re-do that level if you want off the wall of shame.
Normally the purpose of the pop up screen word after the player loses is to make the player not wanting to lose again and not letting the player have the feeling that ''Oh, I can still play again anyway after the character dies." And cause the player to abuse it commonly in adventure or action games. But for puzzle type games, players needs to replay the same type of puzzle again and might even fail at the same obstacle again, therefore causing a loophole of the player being trapped in that level, even after dying a lot of times. I suggest that it is better to give hints in the game over screen after the player dies and guide the person in play. If you still want to make fun of and discourage the player even after they loses the level, you can say. "I bet you will die lots of times just to finish this level" or "It's so good to see you die trying" or something like that. It will be even better if you mixing the words of discouragement with the hints and to prevent the losing screen from monotonous change text from teasing to hints to teasing depending on how many times the players dies. A simple example is like "Oh you died? Too bad" than next " Oh you died again? You should try putting more bombs" than " you should run faster loser" than "Do you know that you can place bombs and active bombs far away?" Or something like that. :/
Hints would be an interesting mechanic. Though a bit hard to implement.
As we would have to somehow package "hint data" with every level design we make.
Which could turn into a nightmare pretty quickly. The pipeline changes are a bit out of our scope.
Mixed messages might be "fence sitting" and does not deliver a clear message.
However, Bi-Polar messages would be okay.
One message is discouraging and pokes fun at you, If you die again, the one after that is nice.
I don't think being "nice" all the time will help the player have an emotional reaction.
Have you ever been in a situation where everyone told you that you couldn't do something?
And it just infuriated you? And you went ahead, tried anyways, and did it in spite of them?
I feel it would be more rewarding to win a level that the game told you was impossible,
than to win a level the game kept on telling you you could beat all along.
It would say "I'm laughing, your friends are laughing, the whole world is laughing at your miserable failures. Go ahead, cry in the corner like the little bitch you are. YOU SUCK!! HAHAHAHAHAHAHA!! Would you like to try again?" Now that would be funny XD
Maybe something like: "What are you, a vacuum?" or "Try to fail again!" :P
Off topic, I was just about to send a response to the PM you sent me on Jul 5, 2014, but since your inbox is full I'll leave it in this somewhat obscure blogpost instead, hope that's alright:
Mmm, but then when you do get famous, those earliest project will get even a bigger boost! :D
A million's a massive amount! Good luck!
On the topic of late responses... -_- I just left on vacation the day before this message reached my inbox, and have since then lived a life devoid of technology for a couple months, traversing the Northern wilderness... as I usually do during summers. So, sorry for the comparatively very late reply! All the best; good luck; so forth!
And as for that full inbox, I made the startling discovery that messages stored in the sentbox don't count towards the space usage, so I usually quote full messages while responding; then have that folder as an archive of all conversations past. Maybe useful knowledge!
GENUIS! I will do that from now on with my sent box!
I was up north in the U.P. of Michigan for a month. Plenty of time
to focus on code without distractions.
Though kinda weird hearing things moving around outside your house at night.
Like a horror movie. Except you are absolutely sure there is something out there in the woods. Probably just a racoon, or a bear, or a wolf.
My mind is a bit fried right now.
I will message you to let you know I got this!
-MakeGamesHappen
(-John Mark)
Argh, man, your inbox is still packed... I can't archive any of the messages you're sending me! :P Well, this one and that other one. Seems the Sentbox method has one fatal flaw! Hmm...
Ah, a life in the wild, yet not very devoid of technology it seems! Do you get Internet there? Or was no Internet what you meant by 'no distractions'? Ah, them sounds.. that sounds wilder than where we live, though it's not a cottage surrounded by trees (it's an old farm house, surrounded by a partially overgrown field that we try to keep from getting more grown over) so animals don't wander too near the house. And I sleep on the second floor. I did have a wasp nest between the inner/outer roof though, and mice keep running along the walls, kinda distracting noises, but as long as they aren't getting inside... oh, and we've had three hares jumping around eating our flowers. All crops are fenced in though.
As for larger animals, we've had bear poop on our lawn. Never seen one though. You never know what beasts may roam those dark dark forests. O_o
I only had internet at coffee shops.
And when I am in coffee shops I tend to focus and not do anything unprofessional.
Right now I am learning database programming so we can get multiple scoreboards and streaming music into the game.
Also, after setting up all my code on a new machine...
A got a huge stack dump error. I think it only happens in old versions of flash, but not everyone is using the most up to date version.
Example code if you are curious:
http://manamark.blogspot.com/2014/09/fixed-verifyerror-error-1068-int-and.html
I had to refactor some code and use special hacks to avoid using "continue" statements.
Like:
while(true)
{
//increment variables.
if(true)
{
//dostuff
if(something){break;} //<<acts like a continue statement.
}
}
chris-the-stick
it would say ''hey, dont worry, you cant possibly do worse than this try, man!''
or
''try again, silly beans :D''
but then it would be a a RUDE game, lol
MakeGamesHappen
Do games need manners?
Should it open doors for me and offer me free coffee?
I do need some coffee right now.