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Messages - koalefant

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1
General discussion / Re: Crate Before Attack - New Shopper Game
« on: August 31, 2020, 11:09 PM »
I think I slowly start to burn out and skid, my change velocity is lower, but here is another little update:

This time Training mode is getting some love:
  • There is a new map: Dungeon.
  • New training settings settings.
  • It is now possible to pick up crates mid-air.
Some GPU performance improvements for users with integrated graphics.

Some more details are here: https://cratebeforeattack.com/posts/20200831-august-update/

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General discussion / Re: Crate Before Attack - New Shopper Game
« on: July 25, 2020, 09:40 PM »
A new Shopper map was recently added: Ruins.

It is now possible to join and observe a match after it was started.





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General discussion / Re: Crate Before Attack - New Shopper Game
« on: July 12, 2020, 01:07 AM »
And there is a Golf-Club weapon now in the game:


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General discussion / Re: Crate Before Attack - New Shopper Game
« on: July 12, 2020, 12:27 AM »
Meanwhile, playing with eye animation:

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General discussion / Re: Crate Before Attack - New Shopper Game
« on: July 12, 2020, 12:27 AM »
Yeah, it feels more familiar now (and better to me). Now you need to find ways to make the game different. :D

Good point, I will try to see if I can get more out of sliding.

6
Other worms games / Re: Worms Rumble
« on: July 01, 2020, 11:12 PM »
Sounds like T17 is late to Battle Royale party and and they came there with wrong IP. Quite sad.  :(

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General discussion / Re: Crate Before Attack - New Shopper Game
« on: June 29, 2020, 11:37 PM »
I added first level art to the game - Space map:


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General discussion / Re: Crate Before Attack - New Shopper Game
« on: June 19, 2020, 08:59 AM »
In this game you get a weird kick in the direction you are extending when you release the rope. This is apparent when you try to do a shadow.

Can't really say that I like it, but can probably get used to it. It's the thing that makes this Frogs, not Worms. Wouldn't mind an option to turn it off though.

I believed I made progress on this, thanks to help from Syc.

Now when you release the tongue the velocity is projected on the tangent of rotation once again.

This change is in the live build, if you would like to try.

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Other worms games / Re: Tether: A worms rope-inspired game
« on: June 16, 2020, 12:19 PM »
A bit of feedback, regarding the input: most notable thing for me was slow rope contraction/elongation speed. According to my observations it is around 200px / second in WA, if you consider it to be a reference.

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Other worms games / Re: Tether: A worms rope-inspired game
« on: June 15, 2020, 05:42 PM »
Looks quite promising!
I gave it a try: the first encounter with circular saws is quite challenging, could not get past those yet.

11
General discussion / Re: Crate Before Attack - New Shopper Game
« on: May 24, 2020, 10:54 PM »
I just feel intoxicated by the update being received so well! ::)

Thank you for your feedback! :D

Why did you call it "Broken AI" though?
I feel like it is still hectic and motion is far from being smooth. I want it to be more elegant and relaxed...  8)

The current race mode has unlimited turn timer which is nice and should definitely remain for smaller maps, but for large maps there needs to be a turn based mode (30 or 40 seconds long perhaps?).
That is an elegant solution to long waiting time in a Race, noted!  :)

I've actually gotten used to the controls now and have no complaints aside from, like Anubis said, shadows are "reversed".
I don't understand it exactly what is the difference yet, but I will investigate this...

Anyway, here's a couple map generator programs you may be interested in (from a programming standpoint):
Thank you for the links, these are awesome tools, I will look into this topic. :)

The AI is already godly at roping.. you'll probably want to add a dumber one for noobs.
Good idea, I will finish Shopper-support, do some polish and then look into adding difficulty settings.

For long races, I recommend adding the ability to create checkpoints
That would be a nice addition. I bet it will soothe the pain of losing your worm in the middle of a long run!  :'(

After a race ends where the player successfully reaches the finish line, it might be good to ask "do you want to share this map and your ghost online for others? I certify that I own the required copyrights etc".
I had an automated leaderboard in mind, but this would be even better, would ensure consistency as people could contend a race just by clicking on a previous result. I love it!  ;D

12
General discussion / Re: Crate Before Attack - New Shopper Game
« on: May 24, 2020, 01:54 AM »
Hi, another update is up:
  • PNG maps: dramatically reduced memory usage, 8-bit images are not expanded to full color anymore, upscaling is done in the shader. E.g. Pizza map went down from 1.9GB to 140MB in memory;
  • Added zoom, helps to navigate large racing maps;
  • Enabled AI in racing mode (only local games at the moment);
  • Fixed mines not being affected by explosions;
  • Fixed jumps mid-air;
  • Fixed incorrect orientation of dynamite pack;
  • Fixed turn/arrow indicator appearing when no input is taken;

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General discussion / Re: Crate Before Attack - New Shopper Game
« on: May 16, 2020, 11:32 PM »
A little sneap-peak of what is coming next :)

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General discussion / Re: Crate Before Attack - New Shopper Game
« on: May 16, 2020, 03:51 PM »
There is another Alpha Update online at https://cratebeforeattack.com/play, here is what changed since my first post:
  • Race mode: a player can now choose different game rules, and there is now a Race mode available. It is bare-bone, there is no bundled racing map yet. I am curious what you think of it...
  • Switched over from Vorbis to Opus as Vorbis is not supported by Safari
  • Fixed occasional crash during tongue elongation/contraction
  • Fixed collision with newly placed projectiles
  • Consume F-keys and Backspace, so pressing F5 does not reload the page anymore (where possible)
  • Controls: reverse swing direction when upside-down
  • Increased network buffer size by 50% to reduce interruptions on bad connections

Any way you could add that? I'd get into this!
I hope that is what you expected.

15
General discussion / Re: Crate Before Attack - New Shopper Game
« on: May 16, 2020, 03:35 PM »
I messed up my forum notifications, so answering late, my apologies. Thanks for all the compliments, feedback keeps me going! ;D

it's ironic this game doesn't enforce the rule of its title
I have this on my list, the game requires a bit of leniency and responsible players at this point. ;)

I do really enjoy roping in this game, except I can't seem to do any rope tricks, i.e. shadow, spike, pump and so forth. Nevermind, after a little bit of practice I managed to do shadow, spike and kicks. Definitely takes some getting used to!
I am the point where my personal roping skill (lack of it) prevents me from improving controls further. If you could pinpoint what difference exactly makes it challenging - I would be glad to address it.

Maybe you can allow players to choose which difficulty of training challenge they wanna have. Even with failing and trying out rope physics, this was pretty easy to do (attachment). Most ropers around here would be able to do this training course till infinity or till their hand starts falling apart, which is making it bit boring.
You guys are so much better at roping than I am! :D I get can get 12 crates at most with current settings.  :-X  I will try to balance this to be more enjoyable for a good roper. Thanks for mentioning!

CrateBeforeAttack looks alright, it depends on how THIS author decides to approach the monetization aspect of the game.
A game can look beautiful like Star Wars BattleFront 2, but it can also end up being a money slot machine with surprise mechanics.

If I were to make a rope/worms based game, and presented it to the worms community. I would take all the critique of my game, accept it, and work on it. Not to flee, tweet about how abusive everyone were. That's not how I roll, I roll mostly with the flow. I also would probably add donation links, and perhaps ask a price for the game if it were to be released in full state. That's about it.
THIS author does not really have any monetization plan yet, but he certainly would like to avoid any schemes that are offensive to an experienced player, no mechanic similar to Pay-or-Wait or Pay-to-Win will land in the game.

I am eager to get ANY feedback, I can't promise to fix/implement everything, but if you would like to influence development - you're very welcome to give feedback. I have no problems with critical feedback or people disliking things. That is the only way to make it better.

Very big RR works for me and you can choose to have x1 or x2 scaling. But sometimes it will not load correctly, this is not exactly due to the map size.
If you know of a map that breaks - feel free to send me a link, I am interested in having more content playable.

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