FrankenGraphics wrote:
Played through! I liked it. Very polished.
Thank you! It's always good to read compliments - but it's 10 times better to read compliments from a talented artist like you.
FrankenGraphics wrote:
Here's some thoughts, if you're interested in opinions:
Difficulty: I like that the difficulty shifts significantly with level style and music. This is the proper place to do so, IMO.
Score: The bonus for getting two clovers within a second(?) is a good way to differentiate scores between playthroughs (besides the time bonus). I kind of feel that the time bonus is a bit overshadowed by the massive amount of points you get for clovers, maybe 500 (and 750 when getting one fast) would balance better against time? But if you're fine with the current balance, that's good too.
Complexity: Will additional mechanics be introduced along the way? Depending on how many worlds the total game will be, new mechanics can help maintain interest, beside increasing challenge.
Thanks! I've sent your opinions to Lukasz (he takes care of programming and game rules - while I make graphics and the silly Penguin voice only).
FrankenGraphics wrote:
Sound: It's hard to judge this without a regular tv to plug into, but the pulse (and maybe also noise) channels felt a bit loud? I often find it more relaxing to the ears tone them down a bit relative to the tri wave, which is often used for bass duties - bass frequencies take more energy/pressure to be percieved as 'loud' than hi-mid frequencies, and conversely, the ear is more sensitive to mid-high tones and sounds.
Wikipedia article on the subject.
We don't have how to change anything in music, sorry. It was made by Ozzed and used under a Creative Commons license - he's not actually working with us.
FrankenGraphics wrote:
Style: Everything looks adorable! The smooth animation of the character goes well in hand with the "extra" colours.
Thank you very much!
FrankenGraphics wrote:
One thing stood out as slightly less polished than the rest and just perhaps a little bit outside the stylistic direction: the red cross sprite used for showing that flicker is off. Three things on top of my head you could do: a) A black, dark gray or dark blue/teal drop shadow could help a lot. b) and since you know the exact position of the sprite, you can also soften some jagged edges with another colour between the red and the main bg colour. c) To make it more consistent with the theme, you could swap red for pink (the one you use in the checkerboard) altogether.
I did the cross sometime ago - but as far as I remember there was almost zero space left for graphics in the bank. So I've made 1/4 of the cross and mirrored/flipped 3 more copies of these same sprites on screen (that's why it will be impossible to make a shadow there, for instance).
I'll make tests with different colors - but I confess I like the brownish-red. It looks very unpleasant and it's sort of what I wanted (I want brainwash people to use flicker
all the time!).
FrankenGraphics wrote:
Semantics: More a question than an opinion. Is flicker the best word to describe to a non-technical gamer what the feature is?
Hmm, I don't see problems using this word (even to someone who doesn't know what it means the explanation is just a Google search away). But if you can think a better one feel free to suggest!
I confess I prefer to use a real term instead of creating something like SUPPAGRAFX ON/OFF.
In the box art there's a text like "presented in glorious Flick-o-vision" or something - but it's much more a bad joke than anything.
rainwarrior wrote:
Played through the game. Nice simple ice puzzles, pleasant, not too long. I didn't lose any lives, but maybe that's because I've seen this kind of puzzle many times before.
Thanks Brad! Yes, the demo levels are all easy ones.
rainwarrior wrote:
The flicker looks fine on my laptop screen at least (with occasional momentary twitching), though I'll have to put it on my NES + LCD to see if it looks OK when interlaced... To be honest, though, the graphics look perfectly good with flicker off anyway.
Please let me know results of your tests!
And I'm glad you liked regular graphics - I personally can't stand playing the non-flickered version anymore.
rainwarrior wrote:
One thing I did notice though, is that because I have FCEUX set to randomize RAM on startup, sometimes the arrows at the edge of the field animate and sometimes they do not (varies from power-on to power-on). This suggests to me that you are not initializing the contents of RAM before you start using it-- at least for the arrows but maybe for other things? I would highly recommend just wiping RAM to 0 in your reset routine.
I can't give a proper explanation because my technical knowledge is next to zero - but I remember that Lukasz told me that arrows would only move in non-flickered game.
FrankenGraphics wrote:
Another thing at program start is that the gray screen feels more noticable because the music starts right away while the picture is not yet ready. The music is a signal that 'game is on', but the picture is still gray for some while. I think i'd turn it on after all graphics are loaded and in place and the fade in is either done or halfway through. This is being veeeery nitpicky about presentation, though
I'll see what can be done. Does the screen starts grey on NES? I know it happens in FCEUX but not in Nestopia (it starts black) for instance.
thefox wrote:
Cool game! The flicker is practically unnoticeable on my LCD monitor when it properly syncs up. The sync stays quite well, albeit not perfect, in FCEUX. I guess some other emulators that pay special attention to vsync might work better here.
Thanks thefox! If I'm so crazy about flickering it is because of your Nes Image Converter (I still mess A LOT with this program as a hobby to this day).