Jump to content
  • Advertisement
Sign in to follow this  
The Najdorf

ragdoll masters prerelease

This topic is 4796 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Well here it is: ragdollmasters webpage I put highscores, preference saving to file, a registration system, more options and various other stuff (though I havent done the website yet). I still dont know how much to price it... I hope the restrictions+nag screen are convincing enough without being overkill... what do you think would be the right price? (plz dont tell free :P) Thx! Matteo [Edited by - The Najdorf on May 31, 2005 7:18:26 PM]

Share this post


Link to post
Share on other sites
Advertisement
Oh wow, I love how you have improved upon this so much! Very nice! But, on the nag screen, 30 seconds is kinda overkill! I'd like to see perhaps around 15-25 at most, and by then, not always 25 seconds. For example, when you die, you shouldn't have to wait 30 seconds! Other than that, I'd love to see a way that shows the damage per blow. That and some very nice catchy music and sound effects, and you have yourself a good quality arcade game! Keep up the good work! Price wise, I'd say something around $5-15 at the current state. I mean I know I'd want to see a few more things beforre buying it, but other than that, it's a great game that is definitly buyable. Keep at it, I can't wait for more releases.

Share this post


Link to post
Share on other sites
thx :)

Yeah, all "real" games have music and sfx... but personaly I think they're pretty useless... I mean, why should you listen to a game's music when you can listen to all the mp3s you want? Yet I should put at least the sfx... good luck finding those...

Hey when you lose you should wait more for punishment :P

The damage per blow is actually constant, so it's not a big deal.

Share this post


Link to post
Share on other sites
Very nice! I agree that 30 seconds is pretty darn long to wait inbetween rounds... but then again you want people to buy your game so I guess it's a good tactic! [wink]

Share this post


Link to post
Share on other sites
Quote:
Original post by The Najdorf
Yeah, all "real" games have music and sfx... but personaly I think they're pretty useless... I mean, why should you listen to a game's music when you can listen to all the mp3s you want? Yet I should put at least the sfx... good luck finding those...


Ahh good point. Most of the time if a game does have bad music I do listen to my own instead. Hey I guess you can keep the filesize down.

Quote:
Hey when you lose you should wait more for punishment :P


[grin] Not a bad idea come to think of it...[wink]

Quote:
The damage per blow is actually constant, so it's not a big deal.


Ok cool, I wasn't sure how that was setup. Are head blows woth more though?

Share this post


Link to post
Share on other sites
oh! I forgot to mention combos! The first hit in a combo deals 1 damage, the second hit in combo deals 2 damage etc. this way you have a chance of beating people fast if you get a good streak. But head and body blows are the same (that's because after all they are about equally common)

Share this post


Link to post
Share on other sites
Hrm, im not sure if this is already how it works (im about to download this version) but i used the old version and i was under the impression that hits didnt do damage based on the force that was applied. Assuming you wrote the rigid body dynamics and such behind this, basing the damage on the force would be easy, and in my mind a good idea

EDIT: just another suggestion, maybe things should be slowed down based on the amount of damage done as well, because i dont like waiting to recover from an unsuccessful attack (no damage done) id much rather get right back in there

(these are just my suggestions)

keep up the good work
hope that helps
-Dan

[Edited by - Ademan555 on May 27, 2005 12:49:59 AM]

Share this post


Link to post
Share on other sites
In my configuration the game doesn't run: screenshot
After an initial self-move of the window I catch this WM_PAINT problem (the window draw garbage). Due to the fact that I cannot run the game for now I can only give you suggetion about what I can test:
1) Make sure to call CreateWindowEx with the actual paramenters from GetSystemMetrics(SM_CXSCREEN/2 - Width);
GetSystemMetrics(SM_CYSCREEN/2 - Height);
with this you can avoid a window replacement.
2) Let the user kill the application from the taskbar with right click. If there are problems I have to hard kill the process.

I've tested during coffebreak in a computer that I use at work. I have win2k3, 1024 ram, Matrox Parhelia in a double screen.

Share this post


Link to post
Share on other sites
I think you might want to have another look at that nag screen.. www.ragsollsoft.com is it??? [smile] other than that typo it looks great.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!