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Hide and Sneak (ExPlay '12 Game Jam)

Posted: Fri Oct 26, 2012 8:37 pm
by Ragzouken
Hey guys - a few weeks ago I worked with some nice people in Bristol at the ExPlay 2012 Game Jam - The result is something humorous, though not particularly fun to play; I think it's nice to see examples of "finished" works in LOVE, so I thought I'd post it here. You can get more information by following the youtube video.


Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Sat Oct 27, 2012 10:40 am
by qaisjp
Looks nicely polished.

Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Sat Oct 27, 2012 12:34 pm
by Roland_Yonaba
Hi,

I've just gave it a try, and I iked it. This is (indeed) fun to play.
I've some suggestions, though. First, when the mouse left button is held down at a position, our burglar reaches there, then starts having jitters....I'll suggest to add some extra logic in the code so that when the target is actually the current position, there's no need to make any further attempt to move.

Second advice is all about pixelEffects. As you're entering a competition, I guess one of your primary objectives is spreading the game as wide as possible, to reach the maximum audience, which implies make it so that it'll work on lots of computers. You also know that not all computers can cope with pixelEffects (mine included, I edited the source to play ^^ ). Actually, this isn't a big deal, as you have love.graphics.isSupported to check that. So i'll suggest making use of this function, and then create/activate pixelEffects only if they're supported. Or lots of people won't be able to play that.

I would've also liked some extra little/features like a pause screen (auto-triggered on focus loss), options (music/sound volume, resolutions choices)...such nifty features would've made it look more 'complete'...

But in the overall, I really liked the gameplay, and the arts/music really looks gorgeous.
Good job on that.
Are there any further plans to extend this project ?

Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Sat Oct 27, 2012 5:09 pm
by Ragzouken
Hey, thanks for the feedback :) The primary concern for this one was development speed - we only had 12 hours! I don't really plan to extend it - I don't really have the time, plus it'd probably need a lot of code maintenance to make it manageable (didn't have time to follow good design practice :P). I will bear in mind checking support for pixel effects though. Are there any stats on the likelihood of shader support?

Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Sat Oct 27, 2012 5:30 pm
by Roland_Yonaba
Besides this, is there some feedback for Jumper ? :ehem:

Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Sun Oct 28, 2012 9:48 am
by Ragzouken
I found Jumper pretty easy to use, so I don't really have any feedback. It was nice that it's fast enough to run every frame, so I didn't have to think about how to use it efficiently. The only real problem I had was lining up the input/output coordinates with my game coordinates, but that was just my confusion with 0/1 indexing.

Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Sun Oct 28, 2012 9:45 pm
by Roland_Yonaba
Ragzouken wrote:I found Jumper pretty easy to use, so I don't really have any feedback. It was nice that it's fast enough to run every frame, so I didn't have to think about how to use it efficiently.
:awesome: :awesome: :awesome: :nyu:

Re: Hide and Sneak (ExPlay '12 Game Jam)

Posted: Tue Oct 30, 2012 3:48 pm
by SiENcE
Ragzouken wrote:Hey guys - a few weeks ago I worked with some nice people in Bristol at the ExPlay 2012 Game Jam - The result is something humorous, though not particularly fun to play; I think it's nice to see examples of "finished" works in LOVE, so I thought I'd post it here. You can get more information by following the youtube video.
Nice and polished work for a gamejam !