AuthorTopic: Legend of Iya Demo  (Read 3654 times)

Offline DarkFalzX

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Legend of Iya Demo

on: July 26, 2013, 05:16:48 am
Legend of Iya is now with 100% more demo: )

http://www.mediafire.com/download/6erfnu48aggg5j3/Legend_of_Iya_DEMO.zip

Check it out guys, and let me know what you think.
« Last Edit: July 27, 2013, 05:11:12 pm by Crow »

Offline Ambivorous

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Re: Legend of Iya

Reply #1 on: July 26, 2013, 10:04:23 am
DarkFalzX, that demo runs extremely slowly for me. No idea if that is just a problem with my computer, or if others share the issue?

Either way, your game is beautiful and I've done my small share of hopefully bringing it to completion. Best of luck!
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Offline DarkFalzX

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Re: Legend of Iya

Reply #2 on: July 26, 2013, 10:35:18 pm
A guy on my kickstarter had this to say about the extreme slowdown:

Quote
I managed to fiddle with it, but it worked much better once I plugged in a controller vs. keyboard. Don't even have to use the controller, so long as it's plugged in.

So it might be an error in something GameMaker does with the controller code on some computers. I should just disable controller support in the demo by default, I guess... that's just odd.

EDIT:
Please retry the demo now from these links:

http://www.sendspace.com/file/h1jvry
http://www.mediafire.com/download/azm3rzql36mia2k/Legend_of_Iya_DEMO_1.0.zip

I have tried to rectify the slowdown issue by adding an option to shut off controller completely. In fact - it's off by default - go to the options menu to enable it.
Also a Xbox360 controller D-Pad support. W00t!
« Last Edit: July 27, 2013, 02:43:45 am by DarkFalzX »

Offline Seiseki

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Re: Legend of Iya

Reply #3 on: July 27, 2013, 03:34:32 pm
I almost don't dare trying the demo, because I'm gonna be so jealous, but it's too awesome not to try :D (mixed feelings  :lol:)

edit: Wow.. Really impressive how you made the character and monsters look so 3D, through their animation and the perspective
I also love how things move, especially the water (how did you do that?)

The save game room and the huge golem were two of the highlights of my playthrough, fantastic stuff.
« Last Edit: July 27, 2013, 03:54:14 pm by Seiseki »

Offline Crow

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Re: Legend of Iya

Reply #4 on: July 27, 2013, 05:10:47 pm
I've split these from the Kickstarter thread. Please continue :-X
Discord: Ennea#9999

Offline Dusty

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Re: Legend of Iya

Reply #5 on: July 27, 2013, 05:30:12 pm
A guy on my kickstarter had this to say about the extreme slowdown:

Quote
I managed to fiddle with it, but it worked much better once I plugged in a controller vs. keyboard. Don't even have to use the controller, so long as it's plugged in.

So it might be an error in something GameMaker does with the controller code on some computers. I should just disable controller support in the demo by default, I guess... that's just odd.

EDIT:
Please retry the demo now from these links:

http://www.sendspace.com/file/h1jvry
http://www.mediafire.com/download/azm3rzql36mia2k/Legend_of_Iya_DEMO_1.0.zip

I have tried to rectify the slowdown issue by adding an option to shut off controller completely. In fact - it's off by default - go to the options menu to enable it.
Also a Xbox360 controller D-Pad support. W00t!

Rogue Legacy had a similar sort of issue, where it was looking for gamepads but polling all USB devices(like cameras) and severely dropping framerate.

Offline Dusty

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Re: Legend of Iya Demo

Reply #6 on: July 29, 2013, 01:38:44 am
So..... beautiful graphics. I'm sure you already know this though but...

The game is just so slow, and gameplay feels stiff. Turning around takes an extraordinary amount of time, even when you're already still, that pause when you want to turn... it all makes the game feel unresponsive. You can't turn in the air either, which again, makes movement feel very stiff and unresponsive. Even when you make a small jump from a standing position, you have no control over your movement which makes making "accurate" jumps very hard. I know it was all intentional, but brutally honest... it was very paintful at times. Especially the wheel thing you have to grab onto and turn. The slow animation doesn't help any of this either. I know you want smoothness, but surely you can keep the smoothness of the animation while speeding them up? Maybe increase the framerate?

Combat also seemed very basic, but I can acknowledge that this early on it will probably expand later on. Enemies can be easily just locked into a combo without ever breaking out, and with only one attack button there is little incentive to do anything other than just button mash. The only difficulty in combat was the controls themselves.

I know these are drastic changes, but I'd hate to see such a beautiful game with so much potential get bogged down with bad controls and slow gameplay.

Offline yaomon17

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Re: Legend of Iya Demo

Reply #7 on: July 29, 2013, 03:03:52 am
I agree with dusty. I do, however, enjoy the turning animation and I think it should just be sped up ( by quite a bit ). There is also another inconsistency where if I rapidly spam right and left, the turning animation won't play and I will just turn on a dime. Other than that, the game seems fine. Good graphics and juggle combat.  :y:

Offline Mathias

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Re: Legend of Iya Demo

Reply #8 on: July 29, 2013, 05:20:00 am
I agree, Dusty.

Right now, Legend of Iya is proving that placing form over function (or in this case - graphics over gameplay) can devastate a game's playability.

One thing I think made the old MegaMans strong was the controls. MegaMan is SO easy to control. Zero wind-up or ease-in, ease-outs in his movements. Fast and responsive. In an action platformer, you need that.
Flashback was opposite. It had a ton of easing/windup/delay. But it was also grid-based movement, and had an odd puzzle-infused thing going. No enemies flying around overhead you needed to destroy. Pretty straightforward combat system.

In Legend of Iya, I feeled weighted down, unable to move like I want to, to dispatch enemies effectively.

Offline PixelPiledriver

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Re: Legend of Iya Demo

Reply #9 on: August 02, 2013, 10:17:24 am
Played the demo.
Here's some notes:

- Escape quits game instantly.
  No confirmation to quit or continue.

- Instantanious Game Over screen on death

- If you attack when entering a new room and are holding a direction, left or right, when done attacking you can't move even tho you are still holding a direction key

- Snapping camera. Use distance based camera tracking.
  Makes the camera move faster when further from its destination, and slower when close.
  Cushions it.

- Players feet collide with the ground a little too soon after a jump and are snapped down rather abruptly.

- Dying kicks you out to the title screen.
  Would flow better to have an option to continue from the last save.

- Pressed every key on the keyboard in order, can't seem to use items in pause menu

- Ladder climbing hitbox is really small.
  I often end up ducking next to a ladder instead of climbing down.

- Combat lacks motion.
  Pushing enemies with each hit, knocking back the player when you take damage, giving the player a small amount of speed when they attack etc.

- I recommend programming an in game tool that lets you tweak and save values for movement, speed, timers, physics etc at runtime.
  It will significantly speed up the process of polishing the values.

- When you die it goes back to full screen if playing in windowed mode.

- You can Continue files that don't exist.
  Just starts a new game.
  Not that big of a deal but weird.

- You can air control if you attack and turn at the same time in the air

- Took about 15+ tries to beat the elephant

Some other stuff:



« Last Edit: August 03, 2013, 12:52:50 pm by PixelPiledriver »
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