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Brainbow Review
Yeah, I could probably adjust the speed thingy to go up later (does every 50 blocks cleared now I think). I'd also like to try and make the "almost" white blocks easier to read by making them darker, but my attempts so far have ended up making them look more grayish. Need to find some satisfacting way of doing it.
I could probably look into different modes too, but I'd probably want to avoid complete randomization of the colours, as it proved the quickly be able to just unfairly destroy you at any random point (especially at higher speeds) while I was still using complete randomization.
I could probably look into different modes too, but I'd probably want to avoid complete randomization of the colours, as it proved the quickly be able to just unfairly destroy you at any random point (especially at higher speeds) while I was still using complete randomization.
Gamespot Thread
U.S.G. and hello panda of hima as shooter/bullet hell could probably be considered candidates as well
Brainbow Review
Thank you for your review and glad you liked it.
As for the issues:
The learning curve is problematic, due to the randomness yeah, and I don't know how I would improve on it without changing largly changing the concept. It's not entirely random as it has a function which tries to ensure that the colours of the blocks vary to some degree (so that you don't get killed by 5 blue blocks in a row), but even so I suspect the result ending up somewhat varying when starting out with the game.
Also as for the speed increasing too fast, this was about me worrying it would take too long if it didn't. For me, a typical run quickly lasts 15+ minutes even at that speed, though that could be because I made the game. In that sense it very nice to get feedback on exactly stuff like this.
And yeah, the panorama isn't all that nice and had several complaints about it, so I should probably do something about it. Maybe just leave it completely black not to make it distracting (Never had the problem myself during development since I always have very low brightness on my screen).
but yeah, thanks for the feedback. It's appreciated
also, another thing to possibly boost the strategy for when they start going fast, is to look at which block comes next, and give a quick thought where you want to place it during the short pause when a the current one hits the ground.
As for the issues:
The learning curve is problematic, due to the randomness yeah, and I don't know how I would improve on it without changing largly changing the concept. It's not entirely random as it has a function which tries to ensure that the colours of the blocks vary to some degree (so that you don't get killed by 5 blue blocks in a row), but even so I suspect the result ending up somewhat varying when starting out with the game.
Also as for the speed increasing too fast, this was about me worrying it would take too long if it didn't. For me, a typical run quickly lasts 15+ minutes even at that speed, though that could be because I made the game. In that sense it very nice to get feedback on exactly stuff like this.
And yeah, the panorama isn't all that nice and had several complaints about it, so I should probably do something about it. Maybe just leave it completely black not to make it distracting (Never had the problem myself during development since I always have very low brightness on my screen).
but yeah, thanks for the feedback. It's appreciated
also, another thing to possibly boost the strategy for when they start going fast, is to look at which block comes next, and give a quick thought where you want to place it during the short pause when a the current one hits the ground.
Macro Machines
There's no difference between driving on- and off-road yet, but the ice does make the car skid. The faster you drive, the more it skids. It should be visible in the last corner if you drive full speed in it.
Of things that I want to implement, Opponents to race against is pretty high on the list, a lot because of how challenging it seems to be to implement properly. I'd like to include items as well, to spice it up a bit, and also pits/deep water and other stuff to make the player focusing on staying on road.
Of things that I want to implement, Opponents to race against is pretty high on the list, a lot because of how challenging it seems to be to implement properly. I'd like to include items as well, to spice it up a bit, and also pits/deep water and other stuff to make the player focusing on staying on road.
Release Something 11
Can someone link me the David/Goliath patch (RPGM2003)?
RMN Triple Triad League
Macro Machines
Nope, not going to have enough time to make an opponent, so it will be purely time based for now. I really want to make an opponent AI for the racing game, but for now it would require too much time and bugtesting (and obviously fixing) to be doable in my already filled schedule.
Can't have everything at once I'm afraid.
Can't have everything at once I'm afraid.
Rm2k3 CBS Freezes
There could be a logical error making the loop run forever.
Also, there's a bug if you have loops within the loop. the "break loop" will skip to the first "end loop" it finds, regardless if it's the "end loop" of the current loop or not.
Also, there's a bug if you have loops within the loop. the "break loop" will skip to the first "end loop" it finds, regardless if it's the "end loop" of the current loop or not.













