
The only difference would be that you can't jump on the boss anyway.
Actually, I've played SMB, and you could also defeat the bosses with fireballs (if you still have them when you reach his lair).Qloof234 wrote:Only thing; Lyglo doesn't directly fight the boss. Anyone played Super Mario Bros. (NES)? That's the kind of thing I want for the boss, where you have to hit the switch at the other side of the room to defeat it.
Oh yeah, forgot about that.cbloopy wrote:Actually, I've played SMB, and you could also defeat the bosses with fireballs (if you still have them when you reach his lair).Qloof234 wrote:Only thing; Lyglo doesn't directly fight the boss. Anyone played Super Mario Bros. (NES)? That's the kind of thing I want for the boss, where you have to hit the switch at the other side of the room to defeat it.
But yeah, I get what you're saying.
Thanks for the compliment!jdl wrote:I can't get past the begining of level 3! Lyglo keeps sticking to the wall and won't go into the hole!![]()
Other than that, AWESOME game so far!
cbloopy wrote:Not bad. I find that when actually seeing Lyglo moving around in the hub, the view looks convincingly isometric/parallel even despite the squareness of the islands, so maybe the complain I was having with the screenshots are only because they were screenshots and not live.
This is one of the big issues that I can't get around, nor can I find the cause of. I'm not sure why my original fix (having Lyglo bounce down when he hits the ceiling) didn't stick. Then again, if it had, I would've taken a longer time building levels.cbloopy wrote:I still find the controls for Lyglo not that great. I particular don't like how whenever Lyglo touches a wall, you lose control over left/right in his jumping/falling. I got stuck for a bit at the start of level 2 for example due to this.
This is, like above, a big issue that I can't find a way to get around. When I programmed it at first, I meant for it to be like one of those retro games, but then once I realized the difficulty of some levels (*coughcoughlevel5coughcough*) I knew I would have to change it to restart that level or go back to the hub.cbloopy wrote:I'm also really waiting for Try Again to not force me to go through previous levels.
Level 5?!? Level 2 is already a big pain for me, thanks to the touch-wall-and-you-lose-all-control problem, and of course I have to replay this blasted level over and over because you end up back on level 1 if you game over. I don't think I can play this game any longer until you fix some of these issues.Qloof234 wrote:but then once I realized the difficulty of some levels (*coughcoughlevel5coughcough*)
The beginning for starters. I find that if I press jump and right at the same time, I tend to hit the wall/ceiling bricks above the landing place, and then I fall into the spikes to the left of the landing place. So I find myself having to jump straight up and then bend the fall to the right, but then it's easy to slip too far right and fall into the spikes on the right instead, unless you take care to do another jump as soon as you land.Qloof234 wrote:Which part of level 2? I don't see any problem with it at all, even when I'm half asleep.
Fixed this - removed the awkwardly low ceiling so it's easier to land on the block, and jump onto the red arrows.cbloopy wrote:The beginning for starters. I find that if I press jump and right at the same time, I tend to hit the wall/ceiling bricks above the landing place, and then I fall into the spikes to the left of the landing place. So I find myself having to jump straight up and then bend the fall to the right, but then it's easy to slip too far right and fall into the spikes on the right instead, unless you take care to do another jump as soon as you land.Qloof234 wrote:Which part of level 2? I don't see any problem with it at all, even when I'm half asleep.
Took a while to get the hang of it, and I still can't do it consistently.
Fixed it - moved the ledge down a bit and added another block to it on the end, and moved the landing section at the top down by 32 pixels so that it's possible to land without hitting the ceiling.cbloopy wrote:Then at the part where you pick up the high jump, for some reason while I had little difficulty with it the first few times, now I run into the problem where whenever I try jumping up to the ledge, I have trouble not touching the wall and so I just end up not getting up there and falling, and depend on my luck I might or might not be able to bend my fall to the left sufficiently to not fall to my death.
Whoops - What I meant for this was for the player to climb the ladder the whole way up, and then walk to the exit.cbloopy wrote:Even the end where I have to jump off the ladder can be a little troublesome, for similar reasons.
Well, right now there're one-tile gaps on both side of the ladder from the ledges at the top. If there are no gaps between the ladder and the ledges then it'll be more obvious to the player that he can just walk off the ladder w/o falling off.Qloof234 wrote:Whoops - What I meant for this was for the player to climb the ladder the whole way up, and then walk to the exit.cbloopy wrote:Even the end where I have to jump off the ladder can be a little troublesome, for similar reasons.
I'm not sure how to fix this... Suggestions?
This part... I'm going to fix this today.cbloopy wrote:Has anyone made past the spikes on level 5? I find it very hard to control the distance of my jumping/falling to avoid the GIANT spikes.![]()
I appreciate this is a boss level and should have a little bit of difficulty, but it's like I'm breezing through most of the level and then just get stuck there over and over, making very little progress try after try. Maybe fewer spikes spaced further apart?
Yay! I finally made past the spikes and finished the demo!cbloopy wrote:Has anyone made past the spikes on level 5? I find it very hard to control the distance of my jumping/falling to avoid the GIANT spikes.![]()
I'm still trying to rack my brain in an effort to find some way to get the Game Over screen to reset to the hub the player was at. One idea could be to remove the screen entirely and have it some sort of message that pops up on the hub (which Lyglo could teleport back to once he loses all his lives)cbloopy wrote:Maybe I'm just spoiled from playing games like Wonderland where you can save state anytime anywhere. I think I'm just too impatient with having to replay the easy parts first in order to get to a hard part again, which makes it more difficult and tedious to "practice" for the hard part. Again, having the option to not start all the way from the beginning at Game Over might help.
Secret levels, anyone?cbloopy wrote:Nice thing about this is, you could re-use some of the levels, keeping it in its original, trickier version, to make them harder later. (eg. You could have a repeat of level 5 with the original spike distances, to make it a later level with more difficulty).
I think what I could do would be something like the game N - you have a time limit of 5 minutes or so, and every coin you pick up counts for score and adds a few seconds on to the clock. Of course, I could probably find a way to put in an option for removing the clock, so that it's like Wonderland in that regard.cbloopy wrote:I think it's time we see some new monsters. The Whakkas are for the most part kind of a joke. May a suggest the fire flower as the next monster addition? (I'm thinking SMB-style fireflowers, though WA fireflowers are very similar too.) Also, many platformers have you collect stuff as you go through a level (eg. coins in Mario) for higher score, maybe it's time Lyglo have stuff to collect and score to keep?
Yeah exactly, the Piranha plants. You can see how after playing WA it's easy for me to get them mixed up.dlcs18 wrote:I thought the fire flower was an upgrade that made Mario shoot fireballs.Qloof234 wrote:As for enemies, I could probably put in Fire Flowers like the ones from Mario.
Do you mean the Piranha Plants that spit out fireballs?