Give it a Rest
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Derek - 31 months ago
As far as I can the goal of this game is to hit all of the notes but the controls (I'm using the gamepad) aren't very intuitive and the physics are pretty erratic.

Also, Your choice of in-game colors took me back to the Virtual Boy days, which probably isn't the kind of impression you'd like to create. I don't mind minimal artwork in games but you should make the colors a little easier on the eyes and maybe add a gradient background of some sort to make it a bit more attractive.
campelm - 31 months ago
Yeah, the goal is to try to hit all the notes while not getting hit. I didn't allow myself enough time to really work on the physics but I'm actually puzzled by the collisions at times. I think I might have to scrap that and start over from scratch on that.

Good call on the colors. I'm having a hard time deciding if there's a better color scheme, but adding a gradient takes all of 2 minutes.

I have the composer done so I'll be making a few changes, and seeing what I can do about the collisions. As for the controls.....that might have to wait till I can think up something better.
 
Derek - 31 months ago
For the jumping, I would seriously recommend modifying the scheme that you have now, where the character doesn't jump until the player releases the jump button. It feels very awkward. It would be better to jump immediately and link the jump height to the length of time the jump button is held, up to a limit of course since you don't want the player to jump off the screen.

For collisions, why even bounce the player off the notes? It seems like it would be sufficient to just check whether the player has touched the note.

Also, what's the purpose of being able to duck?
campelm - 31 months ago
I'll switch around the jumping. I've got time. As for the rebounds, I was trying to do something a little too complicated. I just set them to a constant so the player knows what to expect. They become neccessary in faster pieces. I added a few new ones with more eighth and quarter notes so it moves very fast, so rebounding becomes handy. I also figured out my problem with the collisions. In a rush I hard coded a wee bit too much and messed it up. I fixed that and the collisions are spot on now.

As for the ducking, that's incase a note is coming that you can't jump over for any reason, but might get hit if you are standing up. Plus I like the guy shrinking himself down to a half rest for whatever reason.
campelm - 31 months ago
Thanks for the help Derek. It's good to get some feedback.
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About This Project
By campelm
Added July 3, 2007
Updated July 6, 2007 - View Updates
This is my Dream Build Play entry . I only got 5 programming days to work on it originally, but thanks to the time extention I have been able to extend it.

You play "Resty", in his quest against the onslaught of music notes. Resty can defeat the notes by either jumping on them, hitting them with his head, or by throwing his handy eighth rests he aquires along the way. If an unchecked note runs into Resty he loses a life.

The game has 3 different game types:
Restless- where Resty must check each note
Restoration- where Resty must transpose the notes to the right key
Decomposition- a sandbox mode where Resty can alter any note in any direction.

The game also comes with a composition tool where you can make your own songs, save them and play against them.
Status Complete, with more features planned
Tags Xna Games dreambuildplay
Category Games    Genre Action/Adventure
Platform Windows
Includes Source Code
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