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[RM2K3] Running mechanic impossible to make work proper?
I'm having some MAJOR issues with getting a working shift-button running mechanic, hopefully someone here has a solution of sorts cuz this is KILLING me and I can't find f all on google about it..
Anyway, I've got the sprites done and the parallel process working so that I can run and my animation changes when I'm running, the problem is that when I step on an 'on hero touch' tile my speed stays as if I was running and the event moves too quickly.. changing the speed has the opposite effect if I decide to walk onto the tile...
The other problem is that if you release the shift key at the perfect moment you can essentially jump over 'on hero touch' tiles' as well.
I've tried having an event switch off the run button when touching an event but that doesn't seem to work fast enough to remove the speed increase/decrease and also you can still hop over those on hero touch tiles..
If anyone has any suggestions that'd be great.
Anyway, I've got the sprites done and the parallel process working so that I can run and my animation changes when I'm running, the problem is that when I step on an 'on hero touch' tile my speed stays as if I was running and the event moves too quickly.. changing the speed has the opposite effect if I decide to walk onto the tile...
The other problem is that if you release the shift key at the perfect moment you can essentially jump over 'on hero touch' tiles' as well.
I've tried having an event switch off the run button when touching an event but that doesn't seem to work fast enough to remove the speed increase/decrease and also you can still hop over those on hero touch tiles..
If anyone has any suggestions that'd be great.
Hand-holding in games
I'm not going to fight you guys on it, I mean I think it's gotten out of hand (pun intended). My intention wasn't to offend any disabled peeps and if I have I apologize, everyone should be able to enjoy games, my problem is with the excessive baby-ing that goes on in a lot of newer ones.
I like a game that makes me work for shit, not one that hands out presents and perks left and right like it's Christmas at grandmas.
Do you get Zodiac from mastering Summoner class in FFT? Fuck no! You gotta grind and hope Elidibs doesn't bitch slap you into next week with it when he casts it on you so you can have the option to learn it.
Super smash bros is another one. Remember Brawl? Remember spending hours searching out all those unlocks? Then comes Smash Wii u. It takes about 3 seconds to unlock the whole roster. -That's the type of stuff I'm talking about.
I like a game that makes me work for shit, not one that hands out presents and perks left and right like it's Christmas at grandmas.
Do you get Zodiac from mastering Summoner class in FFT? Fuck no! You gotta grind and hope Elidibs doesn't bitch slap you into next week with it when he casts it on you so you can have the option to learn it.
Super smash bros is another one. Remember Brawl? Remember spending hours searching out all those unlocks? Then comes Smash Wii u. It takes about 3 seconds to unlock the whole roster. -That's the type of stuff I'm talking about.
Hand-holding in games
Hand-holding in games
Hand-holding in games
Sorry to derail the convo but...
You're right in that people have a low attention span these days, the world is filled with more distractions than ever.
Sheesh, Red Nova, well if you're going to use -that- argument then let's just make all future released games one button so that everyone can be included..
Going back to Far Cry, there was a really cool aspect to Far Cry 2 that I thought was amazing and that was the weapon jamming. Now it was pretty poorly implemented but with a bit of tweaking it could have been awesome. Unfortunately people complained about the difficulty of this so it was removed entirely from future games.
Liberty, I'm well aware of the diff between hand holding and quality of life upgrades. This ain't my first rodeo. Options are wonderful to have, but highlighting enemies that are behind cover is hand holding. Having a slick weapon wheel or UI for inventory management is QOL.
I'm the type of person who likes to challenge myself and I don't get a whole lot of satisfaction out of doing something that is easily accomplished. That goes for all aspects of my life and not just video games. That being said, it was awfully difficult to find someone to tackle Tactician Mode in Divinity Original Sin, lol..
Like I said before, have no issues with options and easy modes in games as long as the game comes out and says "yo, this is easy mode, are you sure you want to hand over your balls like that??" Kinda like Wolfenstein and Doom, heheh. Just don't stick me into normal mode of a game and have aim-assist, auto-tag, auto-drive, auto-boner, etc, because that's just patronizing, dood.
All of that being said, I'm not about to tell people what they should or shouldn't enjoy, if you want to play on easy mode then go for it. I just hope people out there don't forget that some of us don't want to just go out for a walk in the park holding hands.. Maybe we want to go all the way? ;p
You're right in that people have a low attention span these days, the world is filled with more distractions than ever.
Sheesh, Red Nova, well if you're going to use -that- argument then let's just make all future released games one button so that everyone can be included..
Going back to Far Cry, there was a really cool aspect to Far Cry 2 that I thought was amazing and that was the weapon jamming. Now it was pretty poorly implemented but with a bit of tweaking it could have been awesome. Unfortunately people complained about the difficulty of this so it was removed entirely from future games.
Liberty, I'm well aware of the diff between hand holding and quality of life upgrades. This ain't my first rodeo. Options are wonderful to have, but highlighting enemies that are behind cover is hand holding. Having a slick weapon wheel or UI for inventory management is QOL.
I'm the type of person who likes to challenge myself and I don't get a whole lot of satisfaction out of doing something that is easily accomplished. That goes for all aspects of my life and not just video games. That being said, it was awfully difficult to find someone to tackle Tactician Mode in Divinity Original Sin, lol..
Like I said before, have no issues with options and easy modes in games as long as the game comes out and says "yo, this is easy mode, are you sure you want to hand over your balls like that??" Kinda like Wolfenstein and Doom, heheh. Just don't stick me into normal mode of a game and have aim-assist, auto-tag, auto-drive, auto-boner, etc, because that's just patronizing, dood.
All of that being said, I'm not about to tell people what they should or shouldn't enjoy, if you want to play on easy mode then go for it. I just hope people out there don't forget that some of us don't want to just go out for a walk in the park holding hands.. Maybe we want to go all the way? ;p
Hand-holding in games
Growing up in the era of Nes and Snes games I can tell you it most certainly -is- a new thing. Those games didn't pull any punches, but that has more to do with limitations I think... Still though, there's a certain charm to a difficult game.
I don't have an issue with a game that lets you choose a difficulty setting either, it just seems to me like games are adding more and more crutches to 'regular modes'. I suppose that's why let's plays and pay to play are so enjoyable to people. You get to enjoy the offerings of a game without actually playing it.
On a side note I did play Resident Evil 3... but not on easy mode :p
I don't have an issue with a game that lets you choose a difficulty setting either, it just seems to me like games are adding more and more crutches to 'regular modes'. I suppose that's why let's plays and pay to play are so enjoyable to people. You get to enjoy the offerings of a game without actually playing it.
On a side note I did play Resident Evil 3... but not on easy mode :p
Hand-holding in games
What does everyone think of the newer generation of games' hand-holding?
I recently picked up Far Cry 5 and while it's fun as fk, it had a lot of accessibility options turned on in the options (semi-auto targetting, tagging enemies so you can see them through trees and shrubbery, and auto driving, among others).
I'm seeing this more and more in AAA titles where there is no punishment for mistakes, other than in games where the difficulty is advertised (Dark Souls, Darkest Dungeons, etc).
So what's everyone's view on this? Personally I'm not really a fan, I find it takes away from the feeling of accomplishment.
I recently picked up Far Cry 5 and while it's fun as fk, it had a lot of accessibility options turned on in the options (semi-auto targetting, tagging enemies so you can see them through trees and shrubbery, and auto driving, among others).
I'm seeing this more and more in AAA titles where there is no punishment for mistakes, other than in games where the difficulty is advertised (Dark Souls, Darkest Dungeons, etc).
So what's everyone's view on this? Personally I'm not really a fan, I find it takes away from the feeling of accomplishment.
Attrition-based Development and You! Or Me, Actually, Because This Is An Update for My Game, but Maybe You'll Get Something Out
I was having these exact thoughts today. It's easy to accidentally pour too much of your spare time into a project and neglect your social life. Incidentally I know for a fact I will gain nothing from finishing mine, but for some reason I just can't stop working on it. It must be some sort of weird artistic curse or something.
Stealing in a game where enemies cannot be refought
Perhaps you could have it so that stealing is the only way to aqcuire 'extra potent' versions of regular items that couldn't be acquired otherwise. That would make it so you would want to steal a 'better version' potion and redistribute it to other members of your team as apposed to keeping it on the theif after battle freeing up space for further thievery.
I noticed that someone else posted about receiving 1-2 stage stronger weapons from some bosses or one-time enemies. I agree with this.
I noticed that someone else posted about receiving 1-2 stage stronger weapons from some bosses or one-time enemies. I agree with this.
Super Mimi Souls
You make a good point, Muffle. There won't be anything in here to cause that kind of reaction so not to worry. I'd like to think that most people who don't take things too seriously can find humor and enjoyment from the story I've come up with. That being said, the warning is there because I don't wish to list off everything I feel people might be offended by (this is 2018 after all and the list would be long lol). If the site finds reason to remove the game because of something like this then so be it.
As for the game play I've tried to simplify it as much as possible introducing the many mechanics over time and not all at once. I wanted to give the player as many options as possible so although there are many different things to explore there is never a requirement. A good example is the vehicles that are introduced a quarter ways into the game. You are given one and the rest need to be found but you aren't forced to use them at all.
Thanks for the great feedback!
As for the game play I've tried to simplify it as much as possible introducing the many mechanics over time and not all at once. I wanted to give the player as many options as possible so although there are many different things to explore there is never a requirement. A good example is the vehicles that are introduced a quarter ways into the game. You are given one and the rest need to be found but you aren't forced to use them at all.
Thanks for the great feedback!















