UPDATE:2014.10.08
If you know the answer to a question another tester posts on here, feel free to answer on my behalf.
Thanks @PopCornTester
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
Posted by MakeGamesHappen - October 5th, 2014
UPDATE:2014.10.08
If you know the answer to a question another tester posts on here, feel free to answer on my behalf.
Thanks @PopCornTester
Here's a video of it (Sorry it was level 3, not level 2, that was the main problem so far)
https://www.youtube.com/watch?v=2ZHVJ4q3-n0&feature=youtu.be
Thanks! Holy crap that is a big problem.
Questions:
1. What browser are you using.
2. What version of flash player are you using?
If you can't figure out #2 I will try to help you with that.
This is very important that I fix this.
ARGH. Flash is becoming like old HTML... Working differently on different computers when it shouldn't.
-MakeGamesHappen
(-John Mark)
Many thanks.
Popular, aren't we? Well here's a reply to a message you sent me...a while ago.
"k
Crap sorry, I'm very active on this site, but I don't pay attention to notifications...they should shove them your face like Facebook. I'm flattered that what I consider "quick release of thoughts" has been appreciated, I play a large variety of games, and would be more than happy to help test and provide feedback to yours.
At 6/12/14 5:36 PM, MakeGamesHappen wrote:
: Hi there Vorpike!
: I stumbled across your review on 'Mighty Knight' and noticed that you left some honest feedback.
: Would you be interested in beta testing our game, it's 16+ months in the making?
: It's a puzzle platformer inspired by Bomberman.
: If so I will respond with further instructions.
: c:
:
: Although praising the game, you also left feedback that the developer could use to improve their game.
: You also broke down the feedback into easy to understand criticism.
: It can be hard working with just a sentence of 'This is awesome!/this sucks!'.
: If you have any questions feel free to ask.
:
: -MakeGamesHappen
: (Amanda)"
I assume that this is the game? I see that popcorn has already tried it, where do I find it?
Popular? Nah. Just super aggressive campaign.
Though I guess we have something a bit addictive.
Ah facebook. The ultimate time waster.
Though it can be very informative...
If your friends are mostly smart people. Else it's nothing but stupid images.
Now I am sounding kinda like an asshole. But to be fair... Programming all the time
does take away from my social skills. :3
I will add you to our tester list. And then message you with more details.
-MakeGamesHappen
(-John Mark)
@Vorpike
Yes, this is a game. If he adds you to the beta, you can find the game in the Project System button next to your inbox button.
Added benefit of all my messages on my comments, other testers can speak up for me when I am not around. Very much appreciated @PopCornTester.
-MakeGamesHappen
(-John Mark)
How is the game coming along? Also did he just copy and past this; "Hi there!
I stumbled across your review on 'Mighty Knight' and noticed that you left some honest feedback.
Would you be interested in beta testing our game, it's 16+ months in the making?
It's a puzzle platformer inspired by Bomberman.
If so I will respond with further instructions.
c:
You also left some great ad to the point notes for the developer so that they may improve their game.
It can be hard working with just a sentence of 'This is awesome!/this sucks!'.
If you have any questions feel free to ask.
-MakeGamesHappen
(Amanda)
" to everyone who reviewed might knights ?
Hi hi. Yeah. I instructed Amanda to find me people who left decent sized reviews. AKA: Find me people who will give me useful feedback. Must have been a while since that message was sent. As Amanda hasn't been helping me on this project lately. She got a full time job. And I don't think she is coming back to this project.
I was thinking more personalized messages would probably warrant a higher conversion ratio.
As we are currently around 30% at the moment. But there is definitely a sweet spot between amount of effort put into initial messages, and responses acquired.
Would you like to test our project?
-MakeGamesHappen
(-John Mark)
I was just curious on the progression of the game.
It is progressing. Not as fast as I would like. But it has been going on for a while and I am trying to manage burnout and morale.
I posted my versions on the youtube video, but I'll post them here too for convenience:
Was using Chrome version: 37.0.2062.120 m (Then updated to version: 38.0.2125.101 m, and same problem)
Was using flash version: Version 7, Update 67
Version 7 is pretty old. I think I compiled for player 10.
Thanks for positing this here. I will give chrome a shot and see if I see
any weird stuff.
Then I'll figure out how to downgrade to version 7, update 67.
-MakeGamesHappen
(-John Mark)
Thanks Popcorn, I got John's message with the password, but I can't find the game in System Projects.
This may also help:
http://makegameshappen.deviantart.com/journal/NewGrounds-Beta-Tutorial-468675000
Also, I will double check to make sure I added you.
Yep. I see you as a pending tester currently. I will send you a message with the info graphics to help you.
-MakeGamesHappen
(-John Mark)
In Project Systems, click on the section, Manage Games, and you should see the game show up there
Java version 7 is old? I went to adobe's site for the java version check and it said this was the latest version
Lol. I see where the confusion happened as well.
Cool that you thought it was a Java game though.
Not many people realize it is a flash game.
Hopefully because it runs so well. :3
-MakeGamesHappen
(-John Mark)
Or well. Kinda runs well. Not so much for you seeing as that weird glitch is happening.
Oh I see the confusion now- I thought you were talking about java, since it's an applet game, but if talking strictly about flash, my version is 15,0,0,152
OOooooooh! I tested with a whole bunch of OLDER versions... But I have not tested with version 15.
I think that could help me find what is going on!
Thanks!
-MakeGamesHappen
(-John Mark)
The Chef Gordon of game criticism is back from Vacation! How's everyone been?
Lol. I expect you to use "fuck" at least 5 times in your review.
As well as some fancy British swear words too.
We are working on a new beta with new levels and updated menu graphics.
Not out just yet. But there might be some new stuff you haven't seen before.
Current password is Beta12.
-MakeGamesHappen
(-John Mark)
In reply to: E-mail concerning Null Space
I have not messed with the level editor because I don't think I'd be able to make a playable game xD
I thought it was
wow. Everything was so smooth and the art was amazing. The music too. It was a flippin' magical experience.
wrt weapons; the melee weapons could've been better. For some reason, they all seem to be made for mysterious swashbucklersss >.>
What are PIRATES doing in this dimension??? Re: (basic slasher) :-P
I was thinking that a warrior from another dimension would use more formal weaponry ie rapiers and the like. But now I'm thinking... what knowledge would this warrior have of formality when coming from a mystical land? Idk, these are ideas.
Also, more magically-themed weapons would be good as well. Idea: Entropy shield. Absorbs enemy magical attacks. Especially fire. Releases a large heat blast upon release of the stored energy. (One could see that this is a designated weapon for a few levels where there's either a lot of casters you're competing with or a lot of fire-mages in particular. or the boss.
Other than that, everything is A+
I understand that the Level Editor is the biggest feature but I'm unable to give any input on that :/ srry,
+ I used chrome and it worked fine for me (woooh)
I thought the game was pretty well put together as well.
I'd like to hit runouw's level of quality.
Hence why I am asking for perspectives on it.
If you know any people who are heavily into using level editors for games,
let me know. I've been working on the level editor for Atomic Alice.
-MakeGamesHappen
(-John Mark)
It seems you've fixed the visual bugs on my end at first glance; I'll play further and see if anything comes up though
I compiled a newer version. But I am not sure what caused it on your end.
Still worried.
Reminds me of a Meme that goes something like this:
"My code doesn't work, I have no clue why."
"My code works, I have no clue why."
Thoughts on actual content and bugs now (Visual bugs seem to be completely worked out):
Bugs:
1. It seems that explosions that are caused by the vertical light trails after explosions and the light attack (X attack) will continually detonate even after reset, since the light trails stay on-screen even after reset. This can cause a cycle of death, like on level 2 of Normal difficulty in that cramped starting space. Eventually the cycle dies off, but that seems to be something to fix.
2. I seem to get stuck after level 2 of Normal difficulty; once I beat that level, it sends me into the map editor for some reason.
3. After the third level with the frost bombs (I lost track of the map#/name), once I beat the level, the level simply repeats.
4. In the 'Intro' selection, after the map with the group of 8x2 lightning bombs (horizontally) that you have to run through and run below and back to the exit, the map repeats itself for me once I beat it, just like bug #3.
5. Before the last update (when I still saw those visual bugs), I saw the map # and timer ran properly, but now the timer is frozen at 53:99, and the map name is always levelmap_##
Content: Seems like it's coming along nicely, though it could still use some improvements:
-The short music loop is nice, but it is very short and gets old quickly; more music (and longer music) should be added, in my opinion.
-The graphics are good, but sometimes with all the light trails and post-explosion vertical light trails stacking upon one another, it can get annoyingly bright occasionally
-Is there going to be a story for this game? In the last update I saw a couple lines of story in the second level (second level of this 'easy' difficulty here), but in this update I didn't see any mention at all of story.
-Overall, it plays fairly well, though using the flare makes things a bit easy sometimes, since its light passes through everything vertically; maybe have it so the flare's light only goes a few tiles?
I'll keep checking in and seeing how the game updates; good job, and good luck :)
1. You are speaking of the flare box that shoots particles up and down when it explodes? And if it hits mines, detonates them?
2. Hmm... Only level 2 of normal? Weird. I wonder if I accidentally have some type of map editor shortcut key. Will try this out. Does it happen 100% of the time?
3. I haven't coded anything for the end of the game. Last level loops infinitely.
Definitely something that needs fixing. Just havent figured out what to do from there yet.
Awesome to know you played all the way through!
4.ARGH! The intro used to put you back into the difficulty selection menu...
The menus have been giving me a hard time. I neglected them early on... And now I am paying for it with lack of menu navigation structure in my code.
5. I am working on re-doing the UI.
The map# and timer are placeholder visuals until I can re-wire up the menu.
A bit annoying how much I have been re-doing the menus. But menus give the player their first impression, so they need to be good.
Sorry it isn't working. As the map# display is super helpful for testing.
I do want a story in the game. But we have some pipeline problems with that.
At first I thought, "Just put story into the game via text decals on walls!"
Then I realized I need an easy way to edit text decals on levels.
Which means... I need to add that feature to the level editor.
I am re-introducing a mechanic that was in a version of the game that was about a year old.
When the next beta# is official, it will have levels with this new mechanic.
Basically, 3 type of badguys.
1. Mr. Pushy: Tries to push you around. Which can lead to you having an accident.
2. Mr. Kamikaze: An AI that always runs towards mines.
3. Mr. Bomber: An AI that lays mines.
1&2 are already ready and being tested in new level designs.
3 is the next things I am working on.
*Edit to the below comment: Bug #3 is referring to the 'easy' difficulty stages
Re: Your response-
1. No, actually. Just the normal attack; once the light ball explodes it has a vertical light aura that continually explodes any bomb that are there, even after resetting (whereas the light from the flare disappears after reset); videos: https://www.youtube.com/watch?v=dbt2lma-iCk and https://www.youtube.com/watch?v=MmfozRlzeVY. (look at the sides of the screen in the second one; you can see that the light trails remain after each reset, and even the light attack itself remains on the one trial where I shoot the light then detonate a bomb manually first)
Also the same thing happens with the blocks that break when you jump into them; they create vertical light particles that will detonate bombs, and can create an infinite loop
2. Actually for some reason that's not happening anymore.
I uploaded a new version a few minutes ago. Might be reason why #2 isn't happening anymore.
Thanks for these videos. I checked it out and I think I know the problem!
I think it is that I forgot to reset the particle system on level re-load.
Will work on fixing this.
I've been getting stuck on this level: http://imgur.com/oaunqjf - it's pretty far along, on the Normal difficulty route
I'm not 100% sure, but it may be a level design flaw; you spawn on top of all the indestructible blue bricks with no way down. The only thing I'm not sure about is that one black brick that I've never seen before: is it some kind of teleporter brick, or is that where you're suppose to spawn?
Not where you are supposed to spawn. This level looks either corrupted or unfinished.
See that dark grey block in the top left quadrant of the screen?
That block should never show up in any level.
Here is how the level rendering works:
1. Pixels on a .PNG file are converted to tiles on the tile map.
2. Certain tiles are converted into sprites, lights, and other special objects.
That grey color is a tile that is used as part of a door marker pattern.
The door marker pattern on that level might be broken?
Wow. I don't think I've even played this level.
Josh made a lot of good levels !
-MakeGamesHappen
(-John Mark)
So far, so good!
Gave Atomic Alice a go, and I have to admit: what I was seeing not only confused the hell out of me, but I loved every second of it! While the menus are simply placeholders, respectfully, I like the layout: everything's nice and clean, nothing went buggy. Gameplay-wise, it reminds me a lot of those old NES games with some reminiscence of Super Meat Boy in terms of difficulty. It's obvious this game is a labor of love, and with a lot of well-placed effort, I'd more than love to see this become a full-fledged title.
Awesome!
Currently working on:
1. Better UI
2. New Enemies
3. New mechanics related to how enemys spawn, behave, and interact with environment.
The UI is a bit difficult because we have to take Matt's vision of what it should be, and then translate it into code.
Here is some mock ups if you are interested:
http://makegameshappen.deviantart.com/art/UI-Skin-Designs-488986499
Thanks for taking the time to try out the game!
-MakeGamesHappen
(-John Mark)
I have no idea which thread to post in. XD
Anyway I was able to change my account name to Templarfreak, so you can do that now. =)
Very cool. I wonder if it updated your name in the list? I will make sure you are in it regardless.
Checking now...
It's working! Very cool. :3
-John Mark
PopCornTester
Hello, just tried out the beta a tiny bit, but it seems hard to test at the moment, as on the second level there are a ton of lighting issues, and invisible walls and objects leading to game freezes. There seems to be a ton of grey/black boxes along the ceiling and walls, and if you approach/go through them, your character becomes invisible along with any objects that are there too.
It seems extremely buggy at the moment as such, but the appearance good and the music is decent (but just a very small loop).
Is there a way to fix those visual bugs easily so that testing of the content of the game would be easier?
MakeGamesHappen
Interesting. Could you take a screen shot or video of said bugs?
If video, post to youtube. If screen shot, put somewhere I can get to it.
-MakeGamesHappen
(-John Mark)