14 June 2021, 15:22 | #961 | |
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Thank you so much for the balance patch. Small details sometimes make a big difference. And in this case, I'm sure many would have struggled with the firing pace which was difficult to master |
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15 June 2021, 06:40 | #962 |
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Nice to hear you guys like the changes.
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15 June 2021, 06:51 | #963 |
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So today is the boxed Inviyya day?
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15 June 2021, 07:46 | #964 |
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16 June 2021, 15:58 | #965 |
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Now that there is autofire in the game, I have just purchased! Looking forward to playing Invyya!
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17 June 2021, 07:34 | #966 |
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17 June 2021, 11:29 | #967 |
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The balance patch was spot on for me, though do appreciate some folk think it was too easy (nutters) in the first place. The difficulty balance is always going to be a no win situation as gamers are all at different skill levels. My crappy scores on the EAB game competitions are a testimony to that, though for sure I'm worse at games than I used to be haha
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17 June 2021, 12:12 | #968 |
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17 June 2021, 12:46 | #969 |
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Inviyya box release is postponed to 1st July.
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17 June 2021, 14:45 | #970 | |
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But then, I think the sweet spot of a game should be in a place where good gamers get through the game in one or two days, intermediate in a week, and bad players at least having a chance for advancing a few levels into the game and having fun. This is not the arcades anymore where you want people to throw as many quarters as possible into your cabinet... In that vein I kind of found it funny that a guy who reviewed the game on Lemon was sad that there are no "continues" in the game. I mean, you can easily get a lot of lives in the game (I think at start of level 6 you can have as many as 11 or 12 lives if you don't die). That's imo a superior mechanic compared to imitating throwing money into a cabinet on your home computer. @predseda: that's sad to hear. Where did you read this? Last edited by Tigerskunk; 17 June 2021 at 14:53. |
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17 June 2021, 15:06 | #971 |
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https://www.polyplay.xyz/navi.php?qs=inviyya&search=
Product available: 01.07.2021 Pre-order is possible Shipping time: 17 - 24 workdays |
07 July 2021, 18:32 | #972 |
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This is impressive. It has a great arcade style. Looks great for the OCS but if ever a game also needed an AGA version it's this one to get more colors on screen
One minor criticism - maybe it's a memory issue but the shooting sounds are not meaty enough. And that "blippy" sound when you hit an enemy but don't kill it is very weedy sounding. Just seems a shame to make it so arcade-like and then spoil that a bit. Also bit disappointing there is no sound FX when you pick up items. I you do a sequel on OCS I would consider going to 25 fps and making the graphics even better. 25 fps still feels pretty smooth - e.g. R-Type on the Amiga |
07 July 2021, 19:19 | #973 | |
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Come on, let’s have those pearls of wisdom again. |
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07 July 2021, 23:51 | #974 |
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i thought you were a coder? It won't give him any more memory. But it gives him more time to put things on screen. That comment wasn't related to the sound fx.
I'm not attacking his game, just giving my honest opinion on it. |
08 July 2021, 09:35 | #975 |
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After playing it, I'm not so sure Inviyya needs even more stuff on screen. It seems busy enough as it is for my limited abilities
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08 July 2021, 11:18 | #976 |
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Well, that's really up the dev.'s vision. As for me, I think I prefer a constant 50 FPS framerate but that's subjective Maybe we could open a separate thread to discuss the respective benefits of each compromise.
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11 July 2021, 18:36 | #977 |
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Just to clarify - I think Inviya is fine as it is - apart from the sound fx issue I mentioned.
I was just saying for a sequel I'd like to see him go 25fps and give himself more time to draw extra stuff to the screen and make it look more spectacular and arcade-like. Doesn't have to be extra enemies on screen - could be cooler power-ups or bigger bosses, more colors, waterfalls, extra parallax layers, raster effects etc Rainbow Islands runs at half frame rate and people love it, it works well i think. |
11 July 2021, 20:52 | #978 | ||||||
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So for that pick up sound I'd have to sacrifice something else that I deemed more important than that. There was a pickup sound in the game for a long time (you can ask the testers on that), but it got thrown out for more important stuff in the end. Quote:
It would just make the game less fun to play, because 25 fps suck on reaction based action games. Just because you are used to shit from old games doesn't mean it's good. On your opinions, well, good to hear you generally like the game on most fronts. And on the rest, well, if i learned one thing from developing this game it's: You just cannot make everybody happy, especially not in Amiga land. Last edited by Tigerskunk; 11 July 2021 at 21:22. |
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11 July 2021, 22:21 | #979 |
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Yep, some people are more sensitive to smoothness / latency and some prefer the feeling of blowing tons of stuff and shooting tons of bullets. Provided you cannot get both
Both make sense. That's a design decision As far as I'm concerned, I tend to think, but I may be mistaken and it's probably not universal, that the feeling of "empowerment" and dopamine shoot triggered by a huge number of stuff at a time kinda wears off after a while, while some clever levels constructions remain interesting. Of course it would make more sense to consider reducing the framerate if the number of sprites was not sufficient to get the desired design / vision done... And obviously it's a constraint (which can be creative). Just my 2 cents in approximate English |
12 July 2021, 01:44 | #980 |
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Thank god people went away from the low fps seen in many older Amiga games.
R-type II is very, very bad. How on earth I completed that game back in the day is just me being a stubborn,stupid boy at around 13 Not saying I did not enjoy it but playing the game today is a nightmare. The standard is 50 fps now and that is in most games what make Amiga games smooth and enjoyable. There are very few games that got the quality of Inviyya regarding GFX and OCS colours. |
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