Dark Parasite

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Re: Dark Parasite

Postby Earthsage » Sun Aug 17, 2014 5:06 am

I see. Well, that's fun too. ;)

I'll be looking forward to updates for this..
And, also, a side note. I think the resolution on your own personal website, the Marionette h-works.com or whatever the link itself actually is, is too small.. It's difficult to read anything on the page for me, although it might just be me.

Again, if you want me to bring my two cents to the table, feel free. I'd be glad to help.
An Axe, a shield, and a good fight are all y'need for a good time! That and some friends to share it with!
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Re: Dark Parasite

Postby MarionetteHGameworks » Sun Aug 17, 2014 5:18 am

Sorry, i think you have to be patience bout the website, Will get to the website once i finished with this, sorry mate.
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Re: Dark Parasite

Postby Earthsage » Sun Aug 17, 2014 5:20 am

No worries. Was just bringing it up to let you know.
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Re: Dark Parasite

Postby Souldead341 » Sun Aug 17, 2014 6:11 am

One bug: It's possible to warp through walls. If you're close enough and spin around you sometimes end up on the other side of the wall. While not a bug, but it contributes to the above, the fact that the PC isn't centered at the rotation of the aim point is a little wonky, and caused me to take a bit of damage by turning to aim.
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Re: Dark Parasite

Postby MarionetteHGameworks » Sun Aug 17, 2014 6:37 am

Yeah, my artist mention this too, added to the fixing list ;) Thanks
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Re: Dark Parasite

Postby BlueLight » Sun Aug 17, 2014 3:14 pm

My gods this looks awesome....
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Re: Dark Parasite

Postby Darthan » Mon Aug 18, 2014 12:01 am

Played through and find this to be a pretty interesting game.

I think a better way to deal with the wrench being too strong would be to remove the knock-back and add more pistol ammo to the game. In a game like this you want melee to be a last resort or used in the beginning against enemies. Right now the lack of ammo makes the use of the wrench the most of the time pretty necessary.
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Re: Dark Parasite

Postby BlueLight » Mon Aug 18, 2014 6:44 am

Complaint/love/and bashing list.

Intro screen-
okay the text just updates to fast. IDK remember if i had to hit a button to continue on but what i suggest is making the text update maybe 1.5 or 2.0 times faster, then requiring the player to hit a key to continue. I also

suggest that you improve times but either making the Japanese writing appear at the same time as the English, or do multiple lines.

I like the effect but as a whole it was way to slow and adding the Japanese doesn't help even though i love the concept of reading Japanese with my English.

The animation
it seems to take about a frame for the attack action to start and end. You need to length it by some unknown amount.

Your character is doing this weird thing when you move the mouse. The sprite isn't rotating but more moving based on mouse location. It's odd because the character is moving in a circle pattern always toward the mouse. This becomes annoying when your trying to rotate her to get through 2 BIO beds (get into in a minute) and she teleports away from the beds because you moved the mouse.

Why can't the character at the very start move between 2 bio beds? This limits the player and makes them scratch their head which is never good.

Menu
While writing this bit up, the game would beep whenever my mouse passed the location your buttons are, except their behind a firefox window. Add a requirement for the beep to happen only if your game is "focused"

To be continued
(I shall keep editing this post until someone post; then i'll make a new post)
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Re: Dark Parasite

Postby Zeus Kabob » Mon Aug 18, 2014 8:57 am

Quick note: on my Windows PC, the Japanese text is displayed improperly. I don't know precisely how to fix it, but it's a problem with UTF-16 (Microsoft's worst decision ever).

Of course, on my Linux box (using UTF-8 encoding), the text displays properly (and runs flawlessly in wine :D). See if you can force the text into UTF-8 or Unicode.
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Re: Dark Parasite

Postby BlueLight » Mon Aug 18, 2014 10:52 am

Zeus Kabob Wrote:Quick note: on my Windows PC, the Japanese text is displayed improperly. I don't know precisely how to fix it, but it's a problem with UTF-16 (Microsoft's worst decision ever).

Of course, on my Linux box (using UTF-8 encoding), the text displays properly (and runs flawlessly in wine :D). See if you can force the text into UTF-8 or Unicode.

This is likely because unicode as you stated.
Try this https://code.google.com/p/chiitrans2/
direct it to use the Exe through it, and select the check box for "fix game locale". See if that fixes it.
That or change your unicode to "Japanese"
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Re: Dark Parasite

Postby MarionetteHGameworks » Mon Aug 18, 2014 2:03 pm

Thanks for the love BlueLight! :D

Just fixed the player movement, so i guess it will be fine now.As for other issue i will try to get on it after i fix the ammo problem (much complicated than i expected).
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Re: Dark Parasite

Postby BlueLight » Mon Aug 18, 2014 10:21 pm

I haven't been keeping track. What's the ammo issue?

controls
I come from a First person shoot background and the second mouse button makes no sense in these games. I suggest you bid it to shift.
Being able to rebind keys is extremely important. About 1 in 10 people is left handed so your controls are going to alienate 10% of your user
Maps
Some of the maps i saw were basically long hallways with some monsters in them. This is a waste of time if you don't have sprint, which i didn't know you had.
The maps seems barren for some reason. This doesn't really look like a place that was lived in. With how your maps are done, i don't know good fix.
Monsters seemed to learn from Xcom school of human killing. They just wait at one spot for a human to show up.
Why do i see everything on the mini map.
weaons
Wrench is over powered. Just continue click and you'll win.
Pistol feel like it has little to no weight to it. It also seems to powerful with knock back. In real life, a group of 3 fully automatic weapons firing wont move a pigs corpse at all. If you think knock back is important then you might as well keep it but the advantage should be attacking at a range. (I'd keep knock back for wrench)
wrench needs a cool down, forcing the player to at least play some what carefully.
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Re: Dark Parasite

Postby Earthsage » Mon Aug 18, 2014 10:50 pm

I think Marionette covered the wrench problem before, but maybe a cooldown instead of just using your stamina bar would be appropriate.
Also, the fact that the place looks barren is most likely intentional, as.. Well, it's been infested with parasites for who knows how long. You're the last survivor in a ship of monsters. It's not like the janitors are around, or if they are they're looking to have their way with you.

I do agree that the monsters are rather.. Passive. Maybe that's intentional, as they probably aren't going to waste time or energy searching an empty ship.. You're probably very unexpected.
Or, maybe the development isn't far enough along yet to have implemented roaming enemy types, or at least ones that are faster.

Who knows?
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Re: Dark Parasite

Postby BlueLight » Mon Aug 18, 2014 11:17 pm

Earthsage Wrote:Also, the fact that the place looks barren is most likely intentional, as.. Well, it's been infested with parasites for who knows how long. You're the last survivor in a ship of monsters. It's not like the janitors are around, or if they are they're looking to have their way with you.


The problems is that these rooms look basically the same with little variation besides the rooms dimensions. The first rule of map making that you learn with RPG maker is mapping is that you can get more bang for your buck with clutter. For instance give us a table with rotting food on it or something. I'm not sure if this game really has any ability to provide extra clutter but one would hope it's possible.

As for the moving enemies, i assumed it was a lack of experience or the engine isn't powerful enough
Last edited by BlueLight on Tue Aug 19, 2014 1:44 am, edited 1 time in total.
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Re: Dark Parasite

Postby Earthsage » Mon Aug 18, 2014 11:52 pm

You know..
Considering this is a Demo, maybe not all enemy types are on display?...
I have to say it's rather rude to simply call someone inexperienced when you don't know the whole of the game. Mayhaps it is due to engine limitations, but maybe it's just not in the game yet.
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Re: Dark Parasite

Postby BlueLight » Tue Aug 19, 2014 2:32 am

I think the only mention i made about enemy is with the mini map. Based on my last post having a major typo, i'll have to look over my post. I have no problem with enemy selection and there is a larger pool than i'd normally expect at this stage of the game. I hope they get improvements to AI but for the start of the game, 3 enemies isn't bad.

I see what you're saying about the comment being rude, but i disagree. The subject matter was clearly "movement system" which seeing the whole of the game isn't required if i'm literally seeing problems with the movement system, or lack of one, at this stage in the game. More over every programmer is inexperienced in some or most fields. I know people who say your not a programmer unless you can program in assembly! MHG has shown quality in he past, and to be frank this game looks like quality. It just needs polish which some time requires you to learn new things or hire someone to do it for you.

BTW, you might want to look into A* pronounced "A star" for path finding algorithms. Might be over kill in this instances but i believe you can set patrol patterns up with it.
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Re: Dark Parasite

Postby Earthsage » Tue Aug 19, 2014 2:41 am

Blue, the comment about "Lack of experience" had nothing to do with either of the topics addressed.
It's simply that you aren't behind the wheel, and you're immediately saying there's something wrong with the entire core of the game because MHG doesn't know what he's doing. That's what I read your comment as.

It's not a matter of programming experience in this case. So far, in this demo, we've seen three basic enemy types. They're probably not the full assortment of enemies we'll end up looking at over the course of the game, and probably won't be the only things we'll ever fight here.
Consider them tutorial monsters for now, I'd assume. Otherwise, I don't know. We simply don't have enough information about the game to make any kind of call about that stuff.. We're better off as bug-testers and suggestion makers.
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Re: Dark Parasite

Postby BlueLight » Tue Aug 19, 2014 3:06 am

Earthsage Wrote:Blue, the comment about "Lack of experience" had nothing to do with either of the topics addressed.
It's simply that you aren't behind the wheel, and you're immediately saying there's something wrong with the entire core of the game because MHG doesn't know what he's doing. That's what I read your comment as.

It's not a matter of programming experience in this case. So far, in this demo, we've seen three basic enemy types. They're probably not the full assortment of enemies we'll end up looking at over the course of the game, and probably won't be the only things we'll ever fight here.
Consider them tutorial monsters for now, I'd assume. Otherwise, I don't know. We simply don't have enough information about the game to make any kind of call about that stuff.. We're better off as bug-testers and suggestion makers.

This conversation doesn't seem to be going anywhere but a back and forth conversation where we're both ignoring each other.
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Re: Dark Parasite

Postby VintageBass » Tue Aug 19, 2014 3:20 am

BlueLight Wrote:This conversation doesn't seem to be going anywhere but a back and forth conversation where we're both ignoring each other.

Yes, this is offering nothing but back and forth. Can we please refrain fro this and instead of focusing on helping MHG make a good game for everyone to enjoy.
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Re: Dark Parasite

Postby BlueLight » Tue Aug 19, 2014 5:09 am

Stamina bar isn't working correct or at least i assume it's not.
It's tied into sprinting not the wrench so i can swing infinitely and but i literally can't run more than 2 seconds.
Your going to need to increase sprint time and and your going to need to lightly increase sprinting speed. Your maps have to many long hallways for the speed right now.

Mapping wise i'd look into more lighting effects if possible. For instances having a couple rotating red lights in these super long hallway as if it were emergency lighting. This would add to the atmosphere.
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