Spooner









Level 0 Re: Zed and Ginger v0.1.0 (early beta) « Reply #2 on: July 27, 2011, 03:14:22 PM »



My ultimate intention was for player 1 to use WASD and player 2 to use arrows (as defaults), but I haven't got as far as making the two player mode or an in-game controls editor. As I mention in my original post, it isn't hard to edit zed_and_ginger.dat (which is only created after the game is started for the first time, in the same directory as the executable). Just change the last 5 lines of that file, in order to enable what I imagine is the system that you are implying you would like to have been the default:



Code:

left: left

right: right

up: up

down: down

jump: space





Note that exact indentation is very important in that YAML file or it won't load (it should be obvious how it is laid out if you look at it).



EDIT: Added an up-to-date video







EDIT2: No longer need to edit keys manually (and, in fact, you shouldn't). Just press the [Controls] button in the main menu of the game. Yeah, it isn't 100% usual to use those keys with this sort of game, but that does seem a bit harsh!My ultimate intention was for player 1 to use WASD and player 2 to use arrows (as defaults), but I haven't got as far as making the two player mode or an in-game controls editor. As I mention in my original post, it isn't hard to edit(which is only created after the game is started for the first time, in the same directory as the executable). Just change the last 5 lines of that file, in order to enable what I imagine is the system that you are implying you would like to have been the default:Note that exact indentation is very important in that YAML file or it won't load (it should be obvious how it is laid out if you look at it).EDIT: Added an up-to-date videoEDIT2: No longer need to edit keys manually (and, in fact, you shouldn't). Just press thebutton in the main menu of the game. « Last Edit: August 01, 2011, 04:08:45 PM by Spooner » Logged Unity of Command (ex-lead programmer) and my personal games

Spooner









Level 0 Re: Zed and Ginger v0.2.0 (early beta) « Reply #3 on: August 01, 2011, 03:54:55 PM » v0.2.0 - Two-player hardcore inversion



- Windows executable & OS X/Linux Ruby source



Two player mode camera. View zooms out if cats get too far apart, then splits.





* Added full-screen toggle button in menu (runs at native resolution in full-screen).

* Added key configuration in-game and separate key settings for each of the interplanetary felines.

* Now, by default, Zed uses WASD with <space> and Ginger uses the arrows with <enter>.

* Reduced level loading time by over half, which stops the game freezing at start of level (thanks Fowl).

* Added Hardcore mutator (one life per level, rather than unlimited).

* Added Inversion mutator (space ship is upside down).

* Added 2-player local racing mode (same screen, but zooms and then splits if you are far apart)!

* Reduced down-time when "killed", so that someone being disabled for a little while doesn't guarantee a loss. and Ginger uses the arrows with .* Reduced level loading time by over half, which stops the game freezing at start of level (thanks Fowl).* Added Hardcore mutator (one life per level, rather than unlimited).* Added Inversion mutator (space ship is upside down).* Added 2-player local racing mode (same screen, but zooms and then splits if you are far apart)!* Reduced down-time when "killed", so that someone being disabled for a little while doesn't guarantee a loss. Downloads page - Windows executable & OS X/Linux Ruby source* Added full-screen toggle button in menu (runs at native resolution in full-screen).* Added key configuration in-game and separate key settings for each of the interplanetary felines.* Now, by default, Zed uses WASD with « Last Edit: December 09, 2011, 10:16:58 AM by Spooner » Logged Unity of Command (ex-lead programmer) and my personal games

eigenbom







@eigenbom





Level 10@eigenbom Re: Zed and Ginger v0.2.0 (early beta) « Reply #5 on: August 01, 2011, 11:19:25 PM » Had a quick play, it works, and looks great. The controls seem a bit funny, and its very jarring when you slow down or speed up. One other small thing, I spent a little bit looking for the 'play' button on the title screen, before realising what to do to play. You might wanna fix this, or not. Logged MoonQuest Devlog

Spooner









Level 0 Re: Zed and Ginger v0.2.0 (early beta) « Reply #6 on: August 02, 2011, 02:59:54 AM » Thanks for trying the game, fellows, and double thanks for taking the time to give some feedback!



@seasons: Sorry the game didn't work; no idea why this might occur since it has run fine on a number of systems I've tested it on. What Windows version are you using? Might have some clue in the log file, but then again, probably not. One possibility is that if you've placed the EXE into a location where it doesn't have write access, such as in 'Program Files', it will be unable to save the log and settings files, but that should pop up an error window.



@eigenbom: Thanks for the positive feedback, though I agree that the movement and camera aren't perfect yet. Not entirely sure how to make those right though, but it is early days.



Yes, I can see how you might get lost on the main menu page! I think, since the main menu is a bit cluttered anyway, I should have an obvious play button and then go to a sub-page where you choose level/mutators/players. Alternatively, I could make the level numbers into a radio group and have a separate play button. I'll play around with the idea before the next release; unintuitive GUIs in indie games are a personal bugbear of mine :D « Last Edit: August 02, 2011, 04:46:52 AM by Spooner » Logged Unity of Command (ex-lead programmer) and my personal games

eigenbom







@eigenbom





Level 10@eigenbom Re: Zed and Ginger v0.2.0 (early beta) « Reply #7 on: August 02, 2011, 04:06:23 PM »



Quote from: Spooner on August 02, 2011, 02:59:54 AM Yes, I can see how you might get lost on the main menu page! I think, since the main menu is a bit cluttered anyway, I should have an obvious play button and then go to a sub-page where you choose level/mutators/players. Alternatively, I could make the level numbers into a radio group and have a separate play button. I'll play around with the idea before the next release; unintuitive GUIs in indie games are a personal bugbear of mine :D



In hindsight it might have been because the player is selecting options (like which cat to use) in order to set-up the game, and so the level initially seems like just another option. I personally wouldn't add extra screens, but the player should be able to easily navigate thru the set-up before reaching a Play->[1] [2] [3] option. Good luck!



Another bug report, clicking the resolution button doesn't change the res (or even the text indicating the res), and makes my mouse act a bit weird (as if the window size is changed, even tho it isn't). However, if I click the res - or + buttn then go into fullscreen and come back out, the window size and res changes properly.In hindsight it might have been because the player is selecting options (like which cat to use) in order to set-up the game, and so the level initially seems like just another option. I personally wouldn't add extra screens, but the player should be able to easily navigate thru the set-up before reaching a Play->[1] [2] [3] option. Good luck! Logged MoonQuest Devlog

Spooner









Level 0 Re: Zed and Ginger v0.2.0 (early beta) « Reply #8 on: August 02, 2011, 04:16:00 PM » The +/- resolution buttons are indeed broken in v0.2.0. Not something I re-tested before release, since they had worked in v0.1.0 and I thought I hadn't changed them (famous last words). Thanks for bringing it to my attention!



Yes, I have implemented the levels-as-radio-buttons and a separate play button option. I'll clean up/separate the screen if I have to add much more though, but I'll worry about it when the time comes. When I started out, I just had the level buttons, so there wasn't any other state to set, so I didn't really need a specific play button. Makes a lot more sense and lets me leave the level you last played on selected for next time. Logged Unity of Command (ex-lead programmer) and my personal games

Spooner









Level 0 Re: Zed and Ginger v0.2.1 (early beta) « Reply #9 on: August 02, 2011, 04:51:17 PM » v0.2.1



- Windows executable & OS X/Linux Ruby source



Changelog



* Changed full-screen mode to using a full-screen borderless window, since it is always run in desktop resolution (faster and cleaner switching).

* Fixed non-standard keys (displaying as 'Key#NNN' rather than being named) not being able to be used as move keys. Thanks Mon-Ouie for report and help with fix!

* Fixed the broken resolution +/- buttons. Thanks eigenbom for report!

* Made level selection buttons into a radio group and added a separate [Play] button. Thanks eigenbom for suggestion.

* Stopped the cat sprites sometimes having floating pixels near them in some resolutions. Downloads page - Windows executable & OS X/Linux Ruby source* Changed full-screen mode to using a full-screen borderless window, since it is always run in desktop resolution (faster and cleaner switching).* Fixed non-standard keys (displaying as 'Key#NNN' rather than being named) not being able to be used as move keys. Thanks Mon-Ouie for report and help with fix!* Fixed the broken resolution +/- buttons. Thanks eigenbom for report!* Made level selection buttons into a radio group and added a separate [Play] button. Thanks eigenbom for suggestion.* Stopped the cat sprites sometimes having floating pixels near them in some resolutions. « Last Edit: December 09, 2011, 10:17:21 AM by Spooner » Logged Unity of Command (ex-lead programmer) and my personal games

Spooner









Level 0 Re: Zed and Ginger v0.3.0 (early beta) « Reply #11 on: August 10, 2011, 07:01:24 AM » v0.3.0 (2011-08-10)



- Windows executable & OS X/Linux Ruby source



Changelog



* Moved resolution/fullscreen controls into Settings page.

* Added effects/music volume sliders in a separate Settings page.

* Added particle system and other graphical improvements.

* Fixed problem with gaining extra time, which also messing up animations (e.g. of green goo texture or laser movement).

* Changed gravity to be more realistic.

* Added intro which explains the origin of Zed.

* Applied flea collars.

* Added 4th level.



Not a huge change in this version, but felt I needed to release it to get some more feedback. I'm particularly interested in feedback on the intro cut-scene (I've never done one before and I'm worried it is not brilliant). I'm still of the feeling that the level design leaves a lot to be desired, but I'll revisit the levels properly when I've added more of the features I want to add. Downloads page - Windows executable & OS X/Linux Ruby source* Moved resolution/fullscreen controls into Settings page.* Added effects/music volume sliders in a separate Settings page.* Added particle system and other graphical improvements.* Fixed problem with gaining extra time, which also messing up animations (e.g. of green goo texture or laser movement).* Changed gravity to be more realistic.* Added intro which explains the origin of Zed.* Applied flea collars.* Added 4th level.Not a huge change in this version, but felt I needed to release it to get some more feedback. I'm particularly interested in feedback on the intro cut-scene (I've never done one before and I'm worried it is not brilliant). I'm still of the feeling that the level design leaves a lot to be desired, but I'll revisit the levels properly when I've added more of the features I want to add. « Last Edit: December 09, 2011, 10:16:31 AM by Spooner » Logged Unity of Command (ex-lead programmer) and my personal games

eigenbom







@eigenbom





Level 10@eigenbom Re: Zed and Ginger v0.3.0 (early beta) « Reply #12 on: August 10, 2011, 03:37:54 PM » hey spoon,



i think the story works. i've got some suggestions about the intro (take them or leave them as usual):



1. ship flys in from left

2. camera zooms into window and shows ginger frolicking

3. camera back to ship

4. meteor crashes (with sound effect)

5. gas ball flying around agitated

6. gas ball enters ship and cam follows

7. gas creates zed



Also the gas ball should be 'pixelated' to match the rest of the art style.



b Logged MoonQuest Devlog

Spooner









Level 0 Re: Zed and Ginger v0.3.0 (early beta) « Reply #13 on: August 10, 2011, 03:57:07 PM »



Regarding the meteor having a sound effect, I was in two minds about that. Obviously, space doesn't propagate noise, but I think that sequence really needs some more interest and an explosion sound to accompany the visuals would make sense there. Also thinking about some sort of woo-woo as Zed-essence flies around (probably pitched based on its speed)!



Same with the change in gravity in the actual game; the original gravity in the ship was effectively 2-3G, but using a more sensible gravity means that the cats barely jump off the ground, which doesn't feel as much fun (My limitation is that at full speed, they should only jump over 2 squares on the floor).



"camera zooms into window and shows ginger frolicking" - would be nice if I could literally manage that effect. Technically can, but syncing it might be a nightmare!



Mmm, maybe I read too much into your comments or maybe I was not 100% about the intro after all :D As usual, thanks for the thoughts... Yes, it might make more sense if the Zed-essence (purple gas ball thingie) was pixelated. As you have probably noticed, I leave lighting/shadows as non-pixelated since they aren't physical objects and I made the Zed-essence a "glow" so kept it non-pixelated (pixelation is a style, not a rule, for me). However, since it is sort of a primary object, it makes sense to pixelate it (and I would like to give it a groovy shader effect while I'm there). Well, that is my justification, in case you were interested :DRegarding the meteor having a sound effect, I was in two minds about that. Obviously, space doesn't propagate noise, but I think that sequence really needs some more interest and an explosion sound to accompany the visuals would make sense there. Also thinking about some sort of woo-woo as Zed-essence flies around (probably pitched based on its speed)!Same with the change in gravity in the actual game; the original gravity in the ship was effectively 2-3G, but using a more sensible gravity means that the cats barely jump off the ground, which doesn't feel as much fun(My limitation is that at full speed, they should only jump over 2 squares on the floor)."camera zooms into window and shows ginger frolicking" - would be nice if I could literally manage that effect. Technically can, but syncing it might be a nightmare!Mmm, maybe I read too much into your comments or maybe I was not 100% about the intro after all :D As usual, thanks for the thoughts... Logged Unity of Command (ex-lead programmer) and my personal games