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Old 10 June 2016, 08:23   #121
Jack Burton
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Quote:
Originally Posted by Akira View Post
Yes I think this could be a problem, but to be fair, what pad are you using? Maybe a different pad would help you not do this.
I use a CD32 pad which buttons and directional control are a bit hard.

Anyway, would such an option add that much complexity to the code to implement ? After all, this kind of feature (redefining controls combinations) have been used countless time on computers and consoles since the last 25 years or so. Even today on next gen console games it's a quite common feature...
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Old 10 June 2016, 09:15   #122
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Ok, thanks for all the input! Seems like I have to keep the settings menu in the title:
jump: up / 2nd button / both
mode: classic / enhanced

The powerboots give a bit Cave Story feeling, indeed. But don't go so far an compare the whole game with this jewel...
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Old 10 June 2016, 12:29   #123
Jack Burton
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Quote:
Originally Posted by Lazycow View Post
Ok, thanks for all the input! Seems like I have to keep the settings menu in the title:
jump: up / 2nd button / both
mode: classic / enhanced


Quote:
The powerboots give a bit Cave Story feeling, indeed. But don't go so far an compare the whole game with this jewel...
That's it ! It's the sprite jumping/flying with its "powerboots" that gave me this feeling.
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Old 10 June 2016, 19:28   #124
Amiga1992
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I use a CD32 pad which buttons and directional control are a bit hard.
Yeah CD32's D-pad sucks a lot. Try a nice official 6 button Megadrive pad. You'll never have this problem again.
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Old 10 June 2016, 23:41   #125
Jack Burton
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Quote:
Originally Posted by Akira View Post
Yeah CD32's D-pad sucks a lot. Try a nice official 6 button Megadrive pad. You'll never have this problem again.
Well, I hope the 6 buttons Megadrive pad is better than the 3 buttons one. I have a 3 buttons Megadrive pad modded for my MSX2+ and the controls are hard too... It seems I have no luck with pads.
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Old 11 June 2016, 00:03   #126
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Originally Posted by Lazycow View Post
Ok, thanks for all the input! Seems like I have to keep the settings menu in the title:
jump: up / 2nd button / both
mode: classic / enhanced
Game is more and more interesting. Just one more humble request as hi-score collecting fan - high score table with hi-saver & saving current options.
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Old 13 June 2016, 17:17   #127
Amiga1992
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Well, I hope the 6 buttons Megadrive pad is better than the 3 buttons one.
Oh DEFINITELY. Look:



The difference is in two things: one, you notice how much "air" there is between the D-pad and the circle encasing it? This helps because you clearly see and feel where you are pointing at. The 3 button pad is very tight. The 6 button pad is also "raised", it has a LOT more air below the D-pad, so a push will depress the direction noticeably, unlike on the 3 button pads.

The second and most important thing is, that D-Pad on the 6 button controller has a soft click feel to it. So there's no way you can hit a diagonal without feeling two clicks on your thumb. The 3 button one is kinda "seamless" when you press it around and this kind of behavior is terrible for diagonals. Guess what other pad does this? Yep, the CD32 pad.

The 6 button MD pad is by all means the definitive pad controller for the DB-9 port crowd.
And don't get the cheapie knock off shit, it is nothing like the original. Make sure you get the real deal. In my photo that's my European 6 button pad. American ones have a grey Start button. Knockoffs usually have a slightly different shape and a light blue Start button. Never seen japanese 6 button pads, but I guess the knockoffs are trying to copy those so to be safe I'd go for an Euro or US pad. About the shape, if the encasing of the fire buttons seems to be closer to the bottom of the case than what you see in my pic, it's fake or shit, do not get it.


</pad_rant>

Sorry Lazycow
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Old 13 June 2016, 18:06   #128
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Quote:
Originally Posted by Akira View Post
The 6 button MD pad is by all means the definitive pad controller for the DB-9 port crowd.
Let me add a contender:
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Old 13 June 2016, 18:33   #129
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Let me add a contender:
I never tried that one, never managed to find it around, on first look it feels like the diagonals could be a problem too because the space between the D-ad and the encasing circle is small. But I'd have to try.
The other advantage of MD pads is availability, they're everywhere.

But this Logic pad has SMS functionality so right out of the box it will work with more games.
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Old 14 June 2016, 08:13   #130
Jack Burton
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Quote:
Originally Posted by Akira View Post
The 3 button one is kinda "seamless" when you press it around and this kind of behavior is terrible for diagonals.
Exactly. It's really what I feel when I use both of my pads.

OK. This 6 buttons pad seems the one to get indeed. Thanx for the info !
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Old 25 June 2016, 15:01   #131
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The (improved) 1st level is finished now. And at the end: A miniboss...
Next up: Level 2
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Old 26 June 2016, 12:26   #132
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It's looking really good Lazycow, I'm looking forward to this one when it's finished!
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Old 26 June 2016, 17:40   #133
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Why can't we "like/+1/vote-for" posts?
Excellent effort Lazycow!
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Old 01 July 2016, 10:26   #134
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@Solo Kazuki: Currently, there're no plans for a highscore table, sorry. It would take quite some time to include it and my motivation starts to fade away. Time to finish it.


Still working on level-2: Did you ever ask yourself what's beyond these tubes? Here's a sneak peek...
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Old 01 July 2016, 10:58   #135
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Shame, it means the game is not suitable for Lemon / EAB compo.
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Old 01 July 2016, 14:13   #136
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Ah, you're trying to entrap me...
However, there's a score. But it comes with a drawback: Every time you re-enter a room, all killed robots are there again. An easy way to get a high score would be just kill easy robots in the same room.
What's the way out? Tricky... tricky... tricky... Maybe only add score if you enter the room for the 1st time?
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Old 01 July 2016, 14:32   #137
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(Doesn't matter if the game is compo-friendly or not, of course)
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Old 01 July 2016, 20:06   #138
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Nice title-set I wonder how other areas will looks.
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Old 01 July 2016, 22:22   #139
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Well, I guess Powerglove does not have much diversity in the backgrounds... Here's the same room with all three themes, as an example...
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Old 01 July 2016, 22:27   #140
Solo Kazuki
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Originally Posted by Lazycow View Post
@Solo Kazuki: Currently, there're no plans for a highscore table, sorry. It would take quite some time to include it and my motivation starts to fade away. Time to finish it.
I completely understand You, because i have some unfinished projects just because "fade of motivation".

But You can always add it after finishing game, something like "v1.1 with hi-saver". No hurry.

Quote:
Originally Posted by Lazycow View Post
Ah, you're trying to entrap me...
However, there's a score. But it comes with a drawback: Every time you re-enter a room, all killed robots are there again. An easy way to get a high score would be just kill easy robots in the same room.
What's the way out? Tricky... tricky... tricky... Maybe only add score if you enter the room for the 1st time?
Well... there's always grinding risk, even in more complex games like RPGs.
You can always do something like in Super Wonderboy, where you get bonus for 1st kill of monster, points for 2nd and nothing for next kills. Good idea will be points only for 1st kill, nothing for next kills.

Last edited by Solo Kazuki; 01 July 2016 at 22:33.
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