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testing gravitii control styles

Posted by g_man 
testing gravitii control styles
May 02, 2011 05:21AM
Re: testing gravitii control styles
May 02, 2011 03:08PM
Upload a *.dol file too
Re: testing gravitii control styles
May 03, 2011 05:47AM
Re: testing gravitii control styles
June 14, 2011 03:34PM
Re: testing gravitii control styles
June 14, 2011 09:47PM
Thanks for the reply. If you try out the latest version on wiibrew.org, I have the B button thing that I think you were talking about. You're right, It makes it much easier to play, and I myself can get sick of clicking and dragging a lot.
I also watched the video, and as for the new ball, I have tried various sizes larger, but all seem to be a bit too large, and take up too much of the screen. If you would like to try different sizes, I could send you a copy with different sizes, the code isn't too hard to change, but I have found the current size to be the most optimal.
Re: testing gravitii control styles
June 15, 2011 12:19AM
you could make it 10% bigger (the starting position only), the particle that flies through space can stay the size that it is presently because it is easy to see. Or you could make it flash or twinkle in someway.

I think it maybe competing with the background stars but it could just be me, wait until you get a second opinion on that.

I was watching the video again and I think that for some of the later much harder stages you could make some planets that having moving moons, lol, for added challenge!

edit: I played and got stuck on one of the later levels, not sure which one. seems very tricky to hit a traget that is very close to a second planet after passing the first one successfully. May need to add more granuality to the arrow when moving it with the key pad.

Also you could show a image of the control pad "+" whenever the B button is held so that the player knows the it can be used.



Edited 1 time(s). Last edit at 06/15/2011 01:06AM by owen.
Re: testing gravitii control styles
June 16, 2011 10:29PM
Agreed with Owen on making the start point more obvious. If you could make it throb or twinkle, or pulse out a couple of wave rings at the start of each level, this would be really useful.
The control scheme as I used it was pretty poor, for the reason mentioned above, but I was totally unaware of this B button thing, so will see if that's better tomorrow.

Thoughts of what to add which isn't so urgent:
Moons orbiting the planets.
Some sort of victory animation and tune when you hit the target. Helps the player feel rewarded :) Doesn't need to be fancy
Bigger, five pointed stars which can be collected, in a line of possible trajectory (though hitting the target still wins the level.)
Level designer.
Re: testing gravitii control styles
June 17, 2011 06:15AM
Thanks for all the feedback, I know the curret control style isn't great, so if you have any specific suggestions they would be appriciated. Also, I have gotten most of the original features I wanted to add in, so I will start with some of the suggested features. I have thought about a level designer before, but i'm not sure how best to make one. Would you rather have one on the wii that would probably be harder to use, or one for the computer that you would have to transfer the save file from yoir SD. The computer version would be easier to use I think, but I also have little experience coding for pc's. Any other suggestions or improvements would be very helpful, and now that school is out I can probably get them implemented farily fast.
Re: testing gravitii control styles
June 17, 2011 09:40AM
The fact that you are at school and can program this decent a game humiliates me :)

Anyway, I had a play through with the B button thing. It's brill, really helps the game a lot. The second to last stage is unbelievably hard, and the ending message says "congratulations you have completed all to the levels of this game" or something like that, and it doesn't make sense.
Looking forward to the next version. Good going man :)
Re: testing gravitii control styles
June 17, 2011 11:47AM
Re: testing gravitii control styles
June 17, 2011 04:26PM
doodinthemood: Thanks for the support, it really helps motivate me and my friend. Also, that final screen is currently just a placeholder until I can think of something better.

owen: I started to develop a level select screen a while ago, and I still have the code for it, but I need to tweak it some. Maybe I'll work on that today.
Re: testing gravitii control styles
June 17, 2011 10:24PM
And you could save the last level the player completed so that the player can continue from there the next time they start up the game. Doesn't really need a fancy menu though, just a "continue" option. The game is pretty solid with the features it has, eventually you could even make a iphone/android version, consider anything you add from this point on to be optional prettiness. Prettiness can include explosions when the object hits a planet, more sound effects, spinning planet animations and moving stars in the background.
Re: testing gravitii control styles
June 18, 2011 02:02AM
I'm hoping to get an iPhone version out by the end of the summer, my friend is learning iPhone programming, and hopefully between the two of us we can figure everything out. As for making an android version, I'd have to learn java, so it may take a little longer.
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