Inversion Trailer
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Re: Inversion Trailer
This game is awesome So much fun!
- rainwarrior
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Re: Inversion Trailer
Hey, you finished it! Congratulations!
Re: Inversion Trailer
Pretty cool, but I find the grayscale palette confusing as hell. I's very hard for me to tell what's solid and what's not...
Re: Inversion Trailer
Can you add the difficulty mode that has timer and unlimited lives?
I did find some bug when a projectile hits you at the edge of the screen it won't hurt you. Also, the documentation doesn't seems to mention to activate the switch (although I figured it out).
But, it is good game.
I did find some bug when a projectile hits you at the edge of the screen it won't hurt you. Also, the documentation doesn't seems to mention to activate the switch (although I figured it out).
But, it is good game.
(Free Hero Mesh - FOSS puzzle game engine)
Re: Inversion Trailer
Pretty good! Only SUPER annoying thing (as 2 menus and 1 level in) is how it says "PRESS START", WHY DOES IT NEED TO BE START? Make it check every button that CAN/USUALLY is used to advance, AKA A button. It's so annoying to HAVE to start a game with A, as the START button is used for that.
Re: Inversion Trailer
What I found weird is that some menus only accept A, while others only accept START. This inconsistency is the most annoying thing about the menus IMO. I agree that the best would be to have them all accept both A and START.3gengames wrote:Only SUPER annoying thing (as 2 menus and 1 level in) is how it says "PRESS START", WHY DOES IT NEED TO BE START? Make it check every button that CAN/USUALLY is used to advance, AKA A button.
Re: Inversion Trailer
Some games accept only Start to submit the title screen because historically, arcade games had separate start buttons.
Some games do different things for A and Start. Tetris for Game Boy and NES, for example, has A to switch among controls in a form and Start to submit the form. They differ in what they do when A is pressed on the last control: NES wraps around to the first control, while Game Boy submits.
In cut scenes, Thwaite uses A to go to next screen and Start to skip. In Practice mode, it uses a point-and-click model where A activates the item under the cursor, Start begins a game, and A also begins a game if the cursor is on (Play).
Other games involve A in a command to be entered on the title screen. Super Mario Bros. lets the player hold A + Start to start from the previous world. Contra lets the player press ↑ ↑ ↓ ↓ ← → ← → B A to add lives, and Teenage Mutant Ninja Turtles II has its own extend code that Nintendo Power infamously flubbed up when it was first printed.
Some games do different things for A and Start. Tetris for Game Boy and NES, for example, has A to switch among controls in a form and Start to submit the form. They differ in what they do when A is pressed on the last control: NES wraps around to the first control, while Game Boy submits.
In cut scenes, Thwaite uses A to go to next screen and Start to skip. In Practice mode, it uses a point-and-click model where A activates the item under the cursor, Start begins a game, and A also begins a game if the cursor is on (Play).
Other games involve A in a command to be entered on the title screen. Super Mario Bros. lets the player hold A + Start to start from the previous world. Contra lets the player press ↑ ↑ ↓ ↓ ← → ← → B A to add lives, and Teenage Mutant Ninja Turtles II has its own extend code that Nintendo Power infamously flubbed up when it was first printed.
Re: Inversion Trailer
Thank you all for your opinions.
I was seriously concerned if the game is good enough to be showed.
@tokumaru
I'm not sure how to make grayscaled palette better :\ There was also another guy who claimed to have actual color blindness and have huge problem with recognizing solid and non-solid ground.
When I think about it...maybe you people are right.
I'll wait a couple of days before releasing final version(in case some nasty game bugs surface).
How this sounds:
Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)
Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...
I was seriously concerned if the game is good enough to be showed.
@tokumaru
I'm not sure how to make grayscaled palette better :\ There was also another guy who claimed to have actual color blindness and have huge problem with recognizing solid and non-solid ground.
When I think about it...maybe you people are right.
I'll wait a couple of days before releasing final version(in case some nasty game bugs surface).
How this sounds:
Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)
Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...
Re: Inversion Trailer
The NES PPU has six usably distinct brightness levels: 0.00, 0.20, 0.40, 0.70, 0.85, and 1.00. If you want to make a game playable on a black-and-white TV, make sure no two things with the same brightness level are next to each other.
- 0.00: Black ($1D, $xE, $xF)
- 0.20: Dark colors ($01-$0C)
- 0.40: Medium colors ($11-$1C), dark gray ($00)
- 0.70: Light colors ($21-$2C), light gray ($10)
- 0.85: Pale colors ($31-$3C)
- 1.00: White ($20, $30)
Re: Inversion Trailer
Yes this is fine, I think. Another possible thing is that on some menus you might make SELECT to move the cursor (if moved past the bottom, it move back to the top) like many NES/Famicom games does. I also think there are too many menus before the game will start (the menu that says nothing except "PRESS START" isn't needed).Denine wrote:Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)
Another thing you could do if you want is provide Game Genie codes for skipping the language selection menu.
I do like this game and think is good game, though.
(Free Hero Mesh - FOSS puzzle game engine)
Re: Inversion Trailer
Just make them do both. Only reason not to have A and Start be the same button (Since I is for advancing through 90% of menus.) would be where you need both. I mean, when start is the only button to press, why not have A work too? If the first button I pressed when it said "Press Start" since I usually finish menus and exit/start the game again by pressing A. But also, the select to move the cursor on menus, 100% agreed. It's what I tried at first too, just didn't think it was as big of a design flaw. But yeah, it took me a while to figure out if my controls were set up right because I pressed what works for most games and the menus are all different, so it was always a different key, so I thought my emu was broken, as it was the first game I tested with it.Denine wrote: How this sounds:
Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)
Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...
Re: Inversion Trailer
404 Not FoundDenine wrote:You can grab it from here.
Re: Inversion Trailer
I think it's OK to accept just Start on screens where you explicitly say "PRESS START".
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