scarykitties on 12/7/2014 at 02:23
Any input, anyone? I'll experiment with other options, but I'd love to hear feedback ASAP, please!
SubJeff on 12/7/2014 at 15:28
I'm getting it now. Will report back later. Busy with other stuff atm.
SubJeff on 12/7/2014 at 15:36
Had a play. The slider is exactly what it needed. Took me a little while to find though!
The menu needs to be a little more intuitive but as far as sensitivity goes - you've nailed it.
Briareos H on 12/7/2014 at 15:56
I think it's a great improvement. I suspect that because the touch area is circular (linear angular velocity), swiping horizontally like I do (mostly) has the slight effect of acceleration that I was looking for but increased because of the sensitivity.
I'll play a bit more but so far I think it's also what I was looking for :)
scarykitties on 12/7/2014 at 21:37
Thanks for the feedback, guys!
Quote Posted by SubJeff
Had a play. The slider is exactly what it needed. Took me a little while to find though!
The menu needs to be a little more intuitive but as far as sensitivity goes - you've nailed it.
Which sensitivity setting did you put the game on? If the far left is 1 and the far right is 6, about where did you have it? I ask because if there's a uniformity to where people tend to put it, I might cut out the slider bar and just set it to that as a default, but let me know what you think.
Also, while the sensitivity slider is a bit slapped in at the moment, any suggestions for generally making the menu more intuitive? I want it to be as intuitive as possible!
Quote Posted by Briareos H
I think it's a great improvement. I suspect that because the touch area is circular (linear angular velocity), swiping horizontally like I do (mostly) has the slight effect of acceleration that I was looking for but increased because of the sensitivity.
I'll play a bit more but so far I think it's also what I was looking for :)
Great! Like with SubJeff, what sensitivity level were you playing on?
And, yes, a swipe will move the ring more when it's in the center of a side (whether vertical or horizontal middle) and will change less when it's off to an edge, since the difference in the angle of your finger relative to the center of the screen is less out there.
I could still implement one of the alternative methods, such as basing movement on how far/fast you swipe, rather than how many angles of difference your swipe has had. Any preference or suggestions there?
SubJeff on 13/7/2014 at 01:06
I find it best from at 5 because I only have to move a little bit for a 180 degree turn. But I disagree with you fixing it - options are always good.
As to the menu - why is half the stuff split between the pause and the main menu? It should all be in one menu, including the language change. You have space on the menu wheel and you can put the music and sound effects button in the same place (above the menu wheel). Then just let people access all options from either the main menu or the pause menu.
Put the sensitivity selector at the bottom of the screen and label it.
I'm impressed with the smoothness of this. Is game maker hard to learn/use?
scarykitties on 13/7/2014 at 13:31
Quote Posted by SubJeff
I find it best from at 5 because I only have to move a little bit for a 180 degree turn. But I disagree with you fixing it - options are always good.
Noted!
Quote Posted by SubJeff
As to the menu - why is half the stuff split between the pause and the main menu? It should all be in one menu, including the language change. You have space on the menu wheel and you can put the music and sound effects button in the same place (above the menu wheel). Then just let people access all options from either the main menu or the pause menu.
Put the sensitivity selector at the bottom of the screen and label it.
There are some options I felt should be immediately available, such as muting the music/sound or selecting color-blind mode. These pause menu options can be selected without leaving the level you're playing, because they are most likely to be changed frequently.
In contrast, the main menu options are limited to level selection and functions that make you leave the game, like the social menu or the leaderboard/achievements. That way, it's less likely that someone in the middle of a game will accidentally select something that minimizes the game.
Now, things like the language selection, connect/disconnect button, and credits COULD go just on the main screen somewhere, but I've kept them off of the main screen in order to avoid visual clutter. I wanted the main menu screen to be as simple as possible to avoid confusion of how to actually start the game.
It simply takes longer to hit the back button, make a change on the main menu, then select the "resume game" option than it is to tap the heart, make a change, and tap the heart again to unpause.
Quote Posted by SubJeff
I'm impressed with the smoothness of this. Is game maker hard to learn/use?
Not hard to learn at all, especially if you have any experience with any C-syntax languages. Or, if you don't, you can do a lot of things using drag-and-drop visual coding. The coding is VERY forgiving--you can code like a mad person, forgetting critical syntax elements like semicolons, and it will still work just fine.
And yes, Gamemaker has a lot of flexibility. Games like (
https://www.youtube.com/watch?v=LIfVqZq1cJo) Hyper Light Drifter, (
https://www.youtube.com/watch?v=3HQshGnjpo0) Hotline Miami, (
http://www.spelunkyworld.com/original.html) Spelunky, (
https://www.youtube.com/watch?v=68_8pPM4jtE) Savant Ascent, (
https://www.youtube.com/watch?v=TaOocHXMhlU) Nidhogg, and (
https://www.youtube.com/watch?v=TLI3JKUikSg) Cook, Serve, Delicious were all made in Gamemaker, to name just a few.
SubJeff on 13/7/2014 at 17:22
Make the Start button slightly larger then.
Hyper light Drifter! Want!
scarykitties on 13/7/2014 at 20:38
Quote Posted by SubJeff
Make the Start button slightly larger then.
You mean the circular icon? Does it not stand out enough?
SubJeff on 13/7/2014 at 21:33
I think it's fine. You're the one worried.