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Kaiden

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A member registered Jul 24, 2017 · View creator page →

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Bug: Player character can't perform attacks if pressing against a wall (pressing a directional key towards a wall while touching it). Attacks in contact with the wall are possible, but keeping any button pressed during it makes any attack a failure.

Possible cause: The vertical attacks trigger when the attack button is pressed while a directional attack is triggered, and the forward attack triggers when the player speed is 0 (they're still). If the player is in collision with a wall, their speed is 0 - the forward attack triggers. However, a directional input is being pressed, and a conflict happens.

Possible fix: The exact state machine result of this situation is not yet determined, so this is preliminary. Instead of using inputs for the vertical attacks, use player speed as well. "If player speed = upwards movement, up attack; if player speed = down movement, down attack". This may have other consequences, however.

Thank you for your feedback!

The block mechanics are indeed meant to reflect safety in costs - you spend a resource you build up and your combo (something already implemented, but used only internally!) in order to keep the streak going. Most of the conundrum in the block resource being easy to accumulate and hoard is that usage of the meter is not fully implemented.

The super meter is supposed to be used in both Blocks and Super Moves specific to each planned character, a powerful strike that costs a lot of meter - 50% at first, however considering making it a per-character cost - and is very likely to defeat your opponent if they aren't ready. This is the problem with the meter in The Squash Alpha: there is no enemy

A Super move was actually implemented, but a few technical difficulties made them unpractical - which only reassured me they weren't gonna mesh well with the Squash Alpha's design. They will, however, be part of the Multiplayer Beta. The meter as it is right now is a very shallow introduction, and may be better explored once we get two players on the screen.

A visible combo counter is actually in consideration. It's something I wanted to save for the Multiplayer Beta at first, but in light of making that aggressive reward a little clearer I will be considering it.

Once again, your feedback is most valuable. Feel free to keep playing if you want, and make sure to post your best scores at the scoreboard thread.

Thank you for your feedback. 

While currently the attacks are intended to be commitments, things can change down the line. This complaint isn't new, it has appeared once in playtesting, so I will be considering meeting it halfway. It will take a while, however, as it may have consequences in the design.

Thank you for playing! Feel free to play it more and post your best scores on the scoreboard thread.

Thank you for your feedback! 

You would have no way to know, but your "special", "2-player mode" and "different character" suggestions are already in the plan for PongMeister. This - The Squash Alpha - is the first stage of development, where people will be able to get a feel for the game to see if the idea was good. 

It will take a little longer, however - details will be coming in a due devlog, as soon as the situation here calms down a little.

Once again, thank you very much! Feel free to continue playing and submitting your scores ;)

Day 0 Patch: PongMeister - The Squash Alpha 0.1.1

Changes:
(HERO)

  • Increased player speed from 4 to 7 units. Player Speed 4->7
  • Reduced horizontal reach of the forward attack (Heroic Headbutt) towards the play field. 
    • This is very slight, however, so please try it out and send feedback!
  • Reduced meter gain cap from 4 to 2 (a full super meter is equivalent to 16 points). Player Meter Gain at Full Combo 4->2
  • Added a vertical, random skew to the forward attack, with a threshold of 10°. New feature
    • Playtesters said the Headbutt was a little too powerful - being able to stall the ball at a single direction. So to compensate, the forward attack will now hit the ball harder, but it will be slightly less accurate. This number will be tweaked with feedback, so shoot it haphazardly at me!

(BALL)

  • Added a speed cap to the ball, currently of 30 units.
    • Playtesters said the ball got too crazy a little too fast. I think 30 units will still be a little hard to reach, but if it's still too high, F E E D B A C K!

That's all for this patch notes. Please expect frequent updates to the Squash Alpha as we figure out how to get player control in it's best state.

=======================================================

Patch Dia 0: PongMeister - O Alfa de Squash 0.1.1

Mudanças:

(HERO)

  • Velocidade do jogador aumentada de 4 para 7 unidades. Velocidade do jogador 4->7
  • Alcance horizontal do ataque frontal (Heroic Headbutt) reduzido.
  • Isso é bem sutil. Se não for o suficiente para fazer uma diferença, mande seu feedback!
  • Ganho de barra em combo máximo reduzido de 4 a 2 (uma barra cheia é equivalenet a 16 pontos). Ganho de Barra em Combo Máximo 4->2
  • Desvio vertical aleatório adicionado no ataque frontal, de até 10° ou para cima ou para baixo. Novo elemento
  • Testers disseram que a cabeçada estava forte demais - sendo capaz de travar o jogo em uma só direção, tornando a pontuação chata. Para compensar, o ataque frontal agora acerta a bola mais forte, porém não é tão preciso. Esse número vai ser mudado com recepção do feedback, então não hesite de criticá-lo!

(BOLA)

  • Adicionado um limite de velocidade para a bola de 30 unidades.
  • Testers disseram que a bola estava ficando muito doida muito rápido. Eu acho que 30 unidades ainda é um pouco difícil de manter, mas se ainda estiver muito difícil - ainda mais com as outras mudanças - só mandar o famoso F E E D B A C K!

E isso é tudo para a primeira onda de mudanças de PongMeister. Muitos de vocês ainda não o 0.1.0, mas talvez isso seja pro melhor.

Here I will post the change log for PongMeister - The Squash Alpha. Any updates coming your way will be detailed here, including bug fixes and game changes.

Aqui eu postarei o change log para PongMeister - A Alfa de Squash. Qualquer update chegando em você será detalhada aqui, incluindo bug fixes e mudanças no jogo.

Post your high scores! I will look into implementing an in-game online scoreboard, however that will take resources and learning I still don't have. In the meanwhile, share your scores with friends and the community over here. Show to the world how good you are at it!

Poste sua pontuação! Procurarei como implementar uma lista de pontuação in-game, porém isso tomará recursos e aprendizado que eu ainda não tenho. Enquanto isso, porém, compartilhe sua pontuação aqui. Mostre pro mundo o quão bom você é!

Anything game-breaking? Does something not look design-intended? Look no further - post your bug report here. I still am not good enough at this to do micro-optimizations and other things, so not everything might be addressed - but I will try my best to correct any issues PongMeister has.

Achou algum erro? Algo não parece intencional? Não entre em pânico - reporte seu bug aqui. Ainda não sou habilidoso o suficiente para consertar tudo, porém farei o meu melhor para corrigir qualquer problema.

The Squash Alpha's purpose is to let players take a shot at the player controls and dynamics planned for the full game. This includes but is not limited to: Protagonist controls, attack feel, ball/player speeds, ANYTHING. While I won't mind feedback posts outside of this thread, I'd be very much thankful to have feedback gathered in this thread!

O Alfa de Squash serve para deixar os jogadores experimentarem com as dinâmicas planejadas para o jogo completo. Isso inclui mas não é limitado a: controles do protagonista, ataques, velocidades de jogador/bola, QUALQUER COISA. Não me importo de ter criticismo fora deste thread, mas se possível eu seria muito agradecido de ter tudo aqui.

It's looking great. Looking forward to it.