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Messages - dkh
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1
Thanks Mr. Fahrenheit! And nice find, yay! :)

In the meantime, I've updated the game to 1.1 to fix a couple of level editor issues. If you're planning on making your own levels, it's highly suggested to update. Coincidentally, this update *might* also fix your error, Ai, there actually was a coding error in there causing the crash even when the level files where there!

2
Ah now I see what you mean! Well, there's two basic kinds of platformers out there: the ones with acceleration/decelaration and those without! There are fans of the one kind and fans of the other. I tried to keep the slipperiness down to a minimum while still having acceleration and decelaration but it's a personal matter of taste!

3
Thanks for playing the game and giving feedback! :)

I like the fast pace of the game but the sliding into spikes on landing is a bit frustrating and the minimal aerial control makes the flying enemies a pain to deal with in conjunction with trying to avoid shots/spikes. Also a way to do the spinning slash faster after jumping off the ground rather than having to tap twice would make the controls feel less restricting. Other than that the game seems like a fun way to pour some time into. Good work  :y:

What exactly do you dislike about the spikes? They are your average run-of-the-mill platformer spikes I think. I also don't quite agree with minimal aerial control - or are you talking about the fact that I put the double jump mechanic in as opposed to the, technically, more 'controllable' hold-the-button longer to jump higher mechanic? In general, I should maybe have emphasized the fact that this is supposed to be a very tricky and challenging platformer, think Super Meat Boy and then some. It's supposed to be borderline frustrating, yet fair and ultimately very, very rewarding when you beat a stage and/or the game. The controls suggestion was made frequently and, to a certain degree I can relate. Of course it would be nice to have a simple 'macro' button assigned to just that attack! But on the same token, it would be nice to have a button you can press in Street Fighter that simply throws a Hadouken for you instead of needing to do a quartercircle forward and punch! What I'm trying to say is that sometimes it's better to have key combos in a game that a player first needs to learn a bit until they can pull them off. In this case, the spin attack is notoriously strong (and usually is in all platformers that support it, just think back to Super Star Wars on SNES or even the original Ninja Gaiden on NES) - so I want to counterbalance this strength a bit by making it slightly trickier to pull off! Thanks for playing and please do elaborate on some of your points you made, I'm glad you seemed to at least partially enjoy your time with the game! :)

Given that it's called "The Art of Dying", why isn't it a roguelike? ;)

On a more serious note, I would have appreciated some notice that this is Windows-only, so that I could have not bothered to download it.

(it doesn't appear to work fully in WINE. When I go to start a new run, it pops up an error dialog talking about a 'scripting error', giving the following info (paraphrased since I couldn't take a screenshot):
Code: [Select]
LevelSelect.asc line 61
Room1.asc line 201
Room1.asc line 413
Room1.asc line 851

String.Truncate : invalid length.

Nice animation in the menu screen though :)
)

Ah, sorry, I guess I should have. The thing is, this is written in Adventure Game Studio, it's not my own engine so I didn't really think about cross-platform issues. But yeah, running AGS games on anything non-Windows is tricky at best! From the error you're getting, it seems that there is an issue locating a level file - no idea if that helps you!

Thanks again for trying the game out! Any further feedback is much appreciated!

4
The Art of Dying has been released!


Thank you for the interest during development, now go over here to download the game, play it and let me know how you liked it!

5
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: November 02, 2013, 10:20:04 am »
Thanks! I'm happy you liked my videos! ;D

This whole dev diary thing was an experiment, really. It takes a LOT of time to do (and that's time you could be working on the game itself), but it's also really fun and allows you to create a bit of interest - that's the goal at least. It's a trade-off but if you feel like doing the same for your game, I'll be watching!

6
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: November 01, 2013, 04:30:38 pm »
In case someone is still interested, here's my fourth video that shows off the level editor that's included in the game. Please take a look:



As always, let me know what you think and if you could see yourself using this editor. Also, ask any questions you might have, I'm sure there's plenty of stuff I forgot to explain how it works in the video. If you have improvements on user friendliness (that are reasonable, AGS doesn't exactly make user-friendly tool development easy haha), please share them with me!

7
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: October 29, 2013, 04:28:24 pm »
And here's a third video. This time focusing on how I design enemies. I also present a couple ones in greater detail:



Please take a look and let me know what you think! I'm planning to show off the level editor in the next video, so stay tuned for that!

8
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: October 28, 2013, 03:44:37 pm »
Using a point-and-click adventure studio for a retro-looking platformer ... well, that's unexpected, but the result sure looks good and doesn't seem to have quirks in gameplay, so congrats   ;D

Quote
I demonstrate the way I implemented movement, acceleration/deceleration on different surfaces (solid and slippery)
It's good you took some time on this. Imho, that's a key point to make a game feel professional opposed to kiddies programming experiments. I wonder whether you encountered the same kind of update animation only when virtual position of the character is n pixels away from current position as the one I used in my engine.

Did I correctly picked that you map dash as DOWN+L/R+JUMP ... do you have any reason to avoid DOWN+ATTACK ?

Thanks PypeBros!

I didn't quite understand the problem(?) - my French isn't very good and the English explanations didn't really help me understand very much. But I had very little problems implementing the ice surfaces: I have a friction variable that is simply altered, depending on whether or not the player is currently on ice. And friction simply affects the speed of acceleration/deceleration. The animation of the player is played depending on the keys that are pressed and synced so they look good (animation speed vs movement speed) on standard, non-slippery surfaces. On ice they do look like 'moon-walking' while you're slowly picking up speed but that is, of course, the effect we're after, since the surface is so slippery and makes you 'moon-walk' in real life.

About the dash-move: you understood correctly, it's DOWN+L/R+JUMP. As to why I didn't do DOWN+ATTACK? Well, I feel adding in a direction key gives the player more control and speed - which, once again, is what I'm going for with this game, I DON'T want ANY kind of slow and 'rigid' controls, it's all about fast, manic and, hopefully, fun movement. So in the game, you don't have to face the right direction first, then hit DOWN+ATTACK, you can just hit DOWN+JUMP with L or R and immediately start dashing in that direction. Even when you're at full speed, running right, you can still immediately hit DOWN+L+JUMP and change your direction on the spot. This isn't physically accurate (much like double-jumping for example) but, to me, it's fun that way.

9
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: October 27, 2013, 09:50:57 pm »
The flash is programming, no reason to waste memory on a simple white tint (which actually is not as simple to do as one might think in AGS as it doesn't support bright color tints - so I have to create a white square with correct dimensions, then grab the transparency mask from the original, untinted sprite and apply that to the white square).

You can not hit while dashing but dashing itself is an attack so there is no need to! But you can of course break out of the dash at any point by jumping, then you can do whatever you want to. Jump again and go right into a spin attack for example!

You are not ever invincible in the game. I was considering it for the spin attack but then that'd just make it EVEN better and more useful.

You make a good point with the normal attacks not being very useful. The spin and dash attacks are what you want to use 99% of the time. I thought about this and I'd rather have it be this way then somehow make these really fun and fluent moves worse in some way. The normal attacks are just in there because it'd be goofy not to be able to use a sword while running. Although there are some very rare cases in which the normal attack is useful (when you can't jump and can't slide because of lava/spikes being too close for example).

Right now, you get hit once and die. I've been thinking about putting in a health system but I honestly think a die-often-with-a-lot-checkpoints thing is more fitting. The game's called The Art of Dying for a reason after all!

More and more infos will be revealed. I plan to make the next video about enemy variety, then one about the editor etc.

10
General Discussion / Re: The Art of Dying - Platformer made in AGS
« on: October 27, 2013, 06:06:49 pm »
Thanks Crow, you rock! The next video will talk about enemy variety and present a number of enemies that I have implemented, their role and how they affect the gameplay.

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