Kingdom Hearts: Darkness of Light

Re: Kingdom Hearts: Light's Darkness

Postby Biles » Wed Dec 21, 2011 11:10 pm

You know, I wonder if spell selection can't be bind to some other key, my natural game reflex prompts me to hit the down arrow key to duck to dodge something or to hit a target that is too low to do it when standing. However, you did say you planned to have the spells bind to the number keys, right?
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Re: Kingdom Hearts: Light's Darkness

Postby Rooiehaan #2 » Wed Dec 21, 2011 11:25 pm

try holding down the down button, as well as the spell button.

oh, and when your spell is on cooldown but you keep it pressed when you jump, you only pull up your feet. glitch there?
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Re: Kingdom Hearts: Light's Darkness

Postby GoRepeat » Wed Dec 21, 2011 11:32 pm

Rooiehaan #2 Wrote:try holding down the down button, as well as the spell button.

oh, and when your spell is on cooldown but you keep it pressed when you jump, you only pull up your feet. glitch there?



Kind of. It is what I was trying to avoid when I originally made actions only on the ground or at the peak of your jump. Basically the game is telling your character to jump, then fire a spell, but... whoops no spells are up... so you fall back to the ground, effectively bunny hopping around until something loads. I will fix it eventually so that it won't recognize that you hit the magic key if all four spell slots are on cooldown while jumping.

Biles Wrote:You know, I wonder if spell selection can't be bind to some other key, my natural game reflex prompts me to hit the down arrow key to duck to dodge something or to hit a target that is too low to do it when standing. However, you did say you planned to have the spells bind to the number keys, right?


No worries, I really just randomly picked "Down" because it was available. Like all my games, you will be able to customize your own controls.


Lucky777 Wrote:Oh, with all the bug-reporting, I totally forgot to mention one thing.

I'm liking the combat system now that it's been ironed out.
Even fighting these 1st level bunny rabbits is actually a pretty tremendous amount of fun.
Waiting for 'em to pop up and then whacking them out of the air makes you feel pretty damned ace.

WAITING TO SEE HOW THE REST OF THE GAME GOES : D .


Haha, I know right? It turned out more fun that I was expecting. When I put in the Thunder hitbox, I made 10 of them spawn around me just so I could blow them all up with the AoE and send them flying.
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Re: Kingdom Hearts: Light's Darkness

Postby Mdgn » Wed Dec 21, 2011 11:54 pm

wow, this game is going to be so funny, just like all the others.
very cool man
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Re: Kingdom Hearts: Light's Darkness

Postby Lucky777 » Thu Dec 22, 2011 3:39 am

Graphical bug: Falling through the ground
If you jump and then take damage, Aqua seems to fall through the ground on her way back down. It's just a graphical bug though, because she doesn't get stuck in the ground and become unable to move, or anything.

Gameplay bug: Hover
Sometimes, if you jump and take damage, Aqua stays a short distance above the ground. She can walk there indefinitely. (In that state her attacks don't all seem to connect as they normally should.)

Minor Polish point:
I'd suggest a closer correlation between the size of the magical projectiles and their hitboxes.
It's great that the fireball and blizzard can hit enemies on the ground, but at the moment it looks like they pass clean over those enemies' heads and hit them anyway.
Whatever solution you propose, whether it is(1) making the projectiles bigger,(2) making the enemies bigger so that they seem to get hit more squarely, (3) making the projectiles come out a bit lower, (4) making the projectiles more numerous so that SOME are actually low enough to come into contact with the enemies, or any combination of those and/or any other possible solution whatsoever, I do think that it's a point worth your attention. A minor point, but one worth looking into all the same.

Never take it as me tryin' to overwork ya though, bro, like I said on the stream.

I like what you're doing, I just hope my feedback can be useful.
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Re: Kingdom Hearts: Light's Darkness

Postby ByHisBillowingBeard » Thu Dec 22, 2011 3:43 am

Constructive criticism is always useful.
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Re: Kingdom Hearts: Light's Darkness

Postby blackcore11 » Thu Dec 22, 2011 4:40 am

it's looking good, the controles are very easy to use.
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Re: Kingdom Hearts: Light's Darkness

Postby Biles » Thu Dec 22, 2011 4:48 am

I've also noticed that upon Aqua entering another scene, the music begins to stack on one another eventually.

"I'd suggest a closer correlation between the size of the magical projectiles and their hitboxes..."

That can also be solved by giving Aqua the ability to duck down.
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Re: Kingdom Hearts: Light's Darkness

Postby Aliaga » Thu Dec 22, 2011 5:46 am

Holy crap, this looks like it could be a hell of a lot of fun. Can't wait to see where this goes (yes, I admit, rape-animation-wise), what sort of enemies will be presented, and maybe a little treat where you can play as KH2 Kairi? ;) Of course, work on things in the order/timeframe you wish. Loved Dusty's Castle and I do still follow Sakyubasu no Tatakai, as well as pop in to see if you're running anything new with Samus. But this... this looks like it could be a whole lot of fun. I honestly wish you'd work on it over the holiday so my Christmas won't suck, but hey, artists are humans too. :P Awesome job so far, and at least animation-wise, it looks amazing.
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Re: Kingdom Hearts: Light's Darkness

Postby FuzzFace » Thu Dec 22, 2011 8:22 am

I've never played any of the Kingdom Hearts games, so my initial opinion is not warped.

That said, I really like this so far, fun to beat up the baddies. really, not much different to say than what others have already.
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Re: Kingdom Hearts: Light's Darkness

Postby SquallLion » Thu Dec 22, 2011 10:17 am

excellent work! :D
cant wait the real game
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Re: Kingdom Hearts: Light's Darkness

Postby PatchPirate » Thu Dec 22, 2011 11:41 am

Gorepete Wrote:Truth be told, there are already about 6 sex scenes, they just aren't accessible yet because I haven't put in the mechanism for triggering them!


I was really, REALLY hoping that meant you were amateur enough that right clicking forward would work... :(

I should've known better.
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Re: Kingdom Hearts: Light's Darkness

Postby FruitSmoothie » Thu Dec 22, 2011 4:02 pm

Atm, spells seem a little underpowered compared to dash attacking, it's the safest and fastest way to take those out, using spells with such low damage and huge cooldowns, where you have to stand still to cast them (Leaving you wide open) is kinda bleh. Is it just meant that the heartless be more easily dispatched with melee attacks for now and maybe other monsters will need more strategy with casting or what?
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Re: Kingdom Hearts: Light's Darkness

Postby Lucky777 » Thu Dec 22, 2011 6:20 pm

Oh, right, that reminds me of another question:

Will there eventually be a way to increase the power of spells and attacks? Like I said, my only actual playing experience is with 358 and a half days, but in that game there totally were more powerful spells and keyblades one could get.

It kinda sucked that you couldn't strengthen any one GIVEN keyblade, though, and you had to basically equip entirely different ones if you wanted a stronger melee attack - and that in particular only sucked because each different powerup tended to have a completely different melee combat sequence. You'd get used to one and then have to get used to an entirely different one soon after. : <
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Re: Kingdom Hearts: Light's Darkness

Postby potmasiero » Thu Dec 22, 2011 6:23 pm

Is there a way to defeat the red eyed one?
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Re: Kingdom Hearts: Light's Darkness

Postby Lucky777 » Thu Dec 22, 2011 9:14 pm

You and your stealth updates. XD

I got the red-eyed one into a dazed state by beating it down and then using the shot-lock, but I don't know how to trigger the scene, if it's available as yet.

Also, what is the logic behind naming that skill "Shot lock" anyway? I don't understand.
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Re: Kingdom Hearts: Light's Darkness

Postby LouDiamonds » Thu Dec 22, 2011 10:36 pm

I spent like 5 minutes trying to reap the red-eyed bunny, am i gay? Like the fast pace, nice touch after watching dusty lurk around. Let us make the screen vibrate while using thunder spells, thow in some ground shaking enemy moves, have the kids on the edge of their seats. What do you want for xmas? You're on my list.
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Re: Kingdom Hearts: Light's Darkness

Postby Biles » Thu Dec 22, 2011 10:56 pm

I would like to have the ability to duck down along with attack and spells to be unleashed at anytime when she's ducked down.
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Re: Kingdom Hearts: Light's Darkness

Postby GoRepeat » Thu Dec 22, 2011 11:41 pm

Lucky777 Wrote:You and your stealth updates. XD


lol....

In no particular order:

-Shot lock is a zone wide type of attack in BBS that hits and effectively blows the crap out of most enemies in BBS. I just carried the name over since it will be used to lock down Loveless.

-Right now there is no damage variable, so all attacks are just doing -1 damage to the enemies. Spells will have a much higher damage rate than attacking, although you will have both a strength and magic stat that will upgrade as you level affecting both your spells and regular attacks

-Still no sex in the game, I just wanted to throw in the mechanic that generates the Loveless version of the Shadow and test out its regeneration / stun. But yeah, you can clearly see where it is going. There will be enemies, then there will be enemies you can't just beat up or blast in the face - in order to destroy these you have to finish them off in an alternate, much more visually appealing manner.

-Like in BBS both your regular spells and sex abilities will level up as you use them / defeat enemies. Fire will become Fira, which will become Firaga - increasing the speed, radius and damage etc. Sex abilities will work like the "Finisher" tree in birth by sleep. You will level them up (rank1,2,3 handjob for example) and the animations will represent how aqua feels about the ability. For example, the rank 1 handjob, she is blushing and covering her face, while barely touching/stroking the shadow; in rank 2, she has taken her top off and is fondling herself a little with one hand while performing with the other, and in rank three she is bending towards the shadow using both hands to get it off. You will learn new abilities as you max out others - when rank3 handjob maxes, she leans down on top of the shadow and begins rubbing it between her breasts, unlocking titfuck rank 1 rinse repeat. Same for shotlocks, the more she stuns/exposes herself, the more liberal she becomes with it and moves on to things like masturbation, tribation with the keyblade, etc etc. Thats the direction the sex mechanics are taking.

-ducking isn't going to happen, I will most likely just reposition or slightly alter the spell effects. adding the duck ability doesn't really serve any useful that would justify making the game learn a third position (as oppose to standing, jumping) and all the related actions. You also have to remember that the Shadows are the basic unit and are supposed to be small, fast, annoying and swarmy. Other enemies will be much larger and when you have a group mixed together, the spell hitboxes won't seem as strange

--SAD NEWS: there probably won't be any more updates for at least a week as I am going out of town for the Holiday :cry: Later tonight, before I leave I might throw up a stress test version where the shadows don't stop spawning and you get to go batshit on them until your computer starts to smoke (or doesn't if my new script approach works better).
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Re: Kingdom Hearts: Light's Darkness

Postby Biles » Thu Dec 22, 2011 11:50 pm

Well to tell you the truth, I've never really played Kingdom Hearts myself. :P But I thought ducking would be nice if for the purpose of not only trying to hit smaller enemies, but also to provide another alternative dodge space if jumping doesn't help avoid an incoming shot attack of sorts.
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