Did you ever get an icon you liked out of this? Just curious, also let us know when your game releases, would love to check it out. At the very least, you've picked a great name! :)
Friday, February 3, 2017 - 14:28
Wow! Never thought to try this on a tablet. Tried on my iPad and it works great!
It also gave me an idea of what you might try to make the controls feel better:
blow up the collision boxes. I'm talking 2-3x bigger, especially for the hands.
It might not always 'look' right but guarantee it'll make it feel better. And I think you'll find players can be remarkably forgiving when the 'error' is in their favor.
I'd also suggest maiing the arms part of the collision for the hands. So if you click any where on the arm it counts for selecting the hand.
also, i had no idea you could and/or we're supposed to smash the buildings. I was instinctively just going for the stuff that moves.
I was actually thinking 1 week to judge might be a bit rough myself.
i guess it depends on the submissions but tbh I personally would probably stuggle to try out more than 1-2 a day.
Thursday, February 2, 2017 - 16:48
> Seeing how 1 and 2 seem to be the most popular maybe option 3 would
> be a good even ground for everyone
So my initial reaction to this idea was, huh? why pick the one that nobody wants?
But then I went back and read through the list again and I have to say it doesn't sound too bad.
One thought on sticking to 1, you'd have a nice even monthly schedule, w/ contest starting at the 1st of the month and ending on the last day of the month. The other arrangements lose that. Although, maybe I'm putting too much on keeping the schedule simple. I'm just the sort who has trouble remembering which day to take the trash out each week let alone anything more complex ;)
Wednesday, February 1, 2017 - 11:20
1
admittedly, I was thinking of it more as a 'challenge' than a 'jam'.
Maybe I'm wrong, but I think more time = more participation.
Tuesday, January 31, 2017 - 11:58
just my two cents here. I feel torn about the idea of altering the controls.
Tapping the fist(s) and then the target is kind of unintuitive and cumbersome.
But at the same time, it's the central mechanic of the game. If you just clicked on the ground and the hands automatically attacked, there really wouldn't be much to the game. It'd just sort of be another random screen clicker, and one with a very small play field to boot since the ground is actually a fairly narrow strip of the screen.
Playing the game with the mouse, I am struck that it all might work considerably better with a touch interface.
I would describe the issues with the 'click hand then target' as two-fold:
1) it's not entirely intuitive
2) it's slow and actually quite a lot of work to keep physically moving the mouse cursor back and forth between the hands and the targets
Touch controls wouldn't entirely elminate issue #1, but they'd help a good bit I think. And for certain they'd completely eliminate issue #2.
I'd say, if you want to keep going with a mouse interface, you probably do need to re-think the controls a little. One thought, if you can read both left and right mouse buttons, you could go left button strikes with the left hand(s), right button strikes with the right hand(s). The mechanic then is alternating your button presses to keep the attacks coming while also accounting for the difference in range between the two sides. I guess for that you'd want a little space in the middle where the arm ranges overlap.
Tuesday, January 31, 2017 - 10:31
yeah, I gotcha, and sorry I didn't mean to jump right to dumping cold water like that.
It does seem like 2 months apart is a bit long, but I also really like the simplicity of just saying 'January Challenge' vs 'Challenge #1 - January 1 - February 15' or however we'd phrase it. The point being, keeping to a monthly or bi-monthly schedule will make it really easy for people to know when a challenge was running, when it ends, when a new one is going to start, etc. Vs going by a six week schedule where it will always be flopping around.
Love the rest though, excited to see this idea take off!
Lots of 'bonus points' for stuff, is there a formal definition of what that means, or is that just kind of guidance for the judges and participants?
Tuesday, January 31, 2017 - 09:22
Six week cycle seems off to me, why not just synchronize with the months?
1 month challenge
1 month voting/cool off
Just thinking that keeps it simplier to follow.
Monday, January 30, 2017 - 06:46
I was thinking a link to the challenge post itself.
Only downside is you'd have to update the post with every new challenge, but a direct link does seem like the best way to get people to notice the challenges.
That works for me!
Did you ever get an icon you liked out of this? Just curious, also let us know when your game releases, would love to check it out. At the very least, you've picked a great name! :)
Wow! Never thought to try this on a tablet. Tried on my iPad and it works great!
It also gave me an idea of what you might try to make the controls feel better:
blow up the collision boxes. I'm talking 2-3x bigger, especially for the hands.
It might not always 'look' right but guarantee it'll make it feel better. And I think you'll find players can be remarkably forgiving when the 'error' is in their favor.
I'd also suggest maiing the arms part of the collision for the hands. So if you click any where on the arm it counts for selecting the hand.
also, i had no idea you could and/or we're supposed to smash the buildings. I was instinctively just going for the stuff that moves.
I was actually thinking 1 week to judge might be a bit rough myself.
i guess it depends on the submissions but tbh I personally would probably stuggle to try out more than 1-2 a day.
> Seeing how 1 and 2 seem to be the most popular maybe option 3 would
> be a good even ground for everyone
So my initial reaction to this idea was, huh? why pick the one that nobody wants?
But then I went back and read through the list again and I have to say it doesn't sound too bad.
One thought on sticking to 1, you'd have a nice even monthly schedule, w/ contest starting at the 1st of the month and ending on the last day of the month. The other arrangements lose that. Although, maybe I'm putting too much on keeping the schedule simple. I'm just the sort who has trouble remembering which day to take the trash out each week let alone anything more complex ;)
1
admittedly, I was thinking of it more as a 'challenge' than a 'jam'.
Maybe I'm wrong, but I think more time = more participation.
just my two cents here. I feel torn about the idea of altering the controls.
Tapping the fist(s) and then the target is kind of unintuitive and cumbersome.
But at the same time, it's the central mechanic of the game. If you just clicked on the ground and the hands automatically attacked, there really wouldn't be much to the game. It'd just sort of be another random screen clicker, and one with a very small play field to boot since the ground is actually a fairly narrow strip of the screen.
Playing the game with the mouse, I am struck that it all might work considerably better with a touch interface.
I would describe the issues with the 'click hand then target' as two-fold:
1) it's not entirely intuitive
2) it's slow and actually quite a lot of work to keep physically moving the mouse cursor back and forth between the hands and the targets
Touch controls wouldn't entirely elminate issue #1, but they'd help a good bit I think. And for certain they'd completely eliminate issue #2.
I'd say, if you want to keep going with a mouse interface, you probably do need to re-think the controls a little. One thought, if you can read both left and right mouse buttons, you could go left button strikes with the left hand(s), right button strikes with the right hand(s). The mechanic then is alternating your button presses to keep the attacks coming while also accounting for the difference in range between the two sides. I guess for that you'd want a little space in the middle where the arm ranges overlap.
yeah, I gotcha, and sorry I didn't mean to jump right to dumping cold water like that.
It does seem like 2 months apart is a bit long, but I also really like the simplicity of just saying 'January Challenge' vs 'Challenge #1 - January 1 - February 15' or however we'd phrase it. The point being, keeping to a monthly or bi-monthly schedule will make it really easy for people to know when a challenge was running, when it ends, when a new one is going to start, etc. Vs going by a six week schedule where it will always be flopping around.
Love the rest though, excited to see this idea take off!
Lots of 'bonus points' for stuff, is there a formal definition of what that means, or is that just kind of guidance for the judges and participants?
Six week cycle seems off to me, why not just synchronize with the months?
1 month challenge
1 month voting/cool off
Just thinking that keeps it simplier to follow.
I was thinking a link to the challenge post itself.
If you want a shorter blurb maybe:
Weekly Challenges Are Back!
This week's theme 'Science', see
http://opengameart.org/forumtopic/weekly-challenge-science-due-jan-29th
for details!
Only downside is you'd have to update the post with every new challenge, but a direct link does seem like the best way to get people to notice the challenges.
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