I’ve made a new attempt at a launch trailer where I’ve tried to fix the old one up according to the comments I got on it:
8d0JfHUWg6E
If you have any comments on it, I’d love to hear them.
I’ve made a new attempt at a launch trailer where I’ve tried to fix the old one up according to the comments I got on it:
8d0JfHUWg6E
If you have any comments on it, I’d love to hear them.
Finally released this as an open beta, thanks to everyone who commented on this topic and gave me both good suggestions as well as the motivation to keep going.
Get Grapple for Android on Google Play:
I posted my game on /r/playmygame and someone created fan art for it
First fan art ever.
Best day as hobby game developer ever.
I just downloaded and started playing it, completed the first few levels. Feels right, smooth and I like it.
Congratulations on the release!
Having great fun here, I am at a few levels from completion.
One minor problem I ran into. I completed the level where you get the outfit, but just in the nick of time. I got out and wearing the outfit, but I got the “level not completed, open all chests, etc” message, I didn’t get the achievement either. The door, curiously, had the “completed” mark. I had the green outfit too.
Then, while I kept playing, I noticed I wasn’t getting any achievements, although it could come from earlier than that, because I didn’t get the “completed a level” one even. I was correctly logged into game services.
Eventually, I completed again the outfit level, and all the achievements came in a row. completed a level, grapling hook, outfit, improved time, etc.
On the negative side, I don’t like very much the grapple controls. Maybe it’s just me, or maybe I need time, but I find it not intuitive, I have to “plan ahead” of a certain jump, what I will need to tap, and plan ahead if I must use left or right on one controller or the other, depending on if I need to throw the hook one direction or the other. I admit, I am not sure how to make it better. But one idea is, left controller for <- -> arrows, and right controler for a jump button, with a full 180º arc over it to throw the hook. I see that becoming “intuitive” as you get used to it.
Other than that, I like it, you have good taste and vision for platformers. And I like the small humorous details, in things like level names, or those random sentences when you open the game. They are appreciated
You’re making fast progress!
And here I am still trying to clear Lannegar Mine :persecutioncomplex:
That definitely sounds like a bug. I will look into it.
Then, while I kept playing, I noticed I wasn’t getting any achievements, although it could come from earlier than that, because I didn’t get the “completed a level” one even. I was correctly logged into game services.
It sounds like the game didn’t think you were logged into game services, even though you were.
I stack the achievements in an outbox and when I see a successful connection I submit all the pending ones.
I don’t like them that much either. I can’t figure out a way of doing them though. The problem with your suggestion is that if you have the grappling on the same thumb as the jump, then you’ll always have to fire the grappling after the jump button is released, and since you jump higher the longer you hold it this then becomes restrictive (in theory, it might not be a problem in practice, I’ll experiment with it).
Have you tried touching the screen to fire the grappling instead of the arc-buttons?
Thank you!
Receiving positive feedback like that makes making free games worth while.
I appreciate you taking the time to try and comment on the game.
Yeah, the problem is, you need to separate independently the three actions: movement, jump, and grapple, but you only have two thumbs… with my proposal, you have to release the jump button to throw the hook. The way it is now, it is more confusing but more versatile too. I only know that something feels wrong, but I can’t come up with a better solution
And regarding testing Exiled Kingdoms, it is okay, I probably wouldn’t test my own game due to lack of time
I am getting back onto Exiled Kingdoms soon.
Exiled Kingdoms is the sort of game I want to play on my phone, so testing it does not feel like a chore as it’s already better than any other like it I’ve tried.
I think the game is just too slow and floaty for me. Platformers need precise control and Grapple just doesn’t have that. That’s not to say that it’s not fun however, it’s just a little frustrating when I die because I don’t have enough control to affect a jump in the way I want.
It’s intentional. I wanted the player to have less control over horizontal movement when in mid air, to force them to make sure they got the jump right from the start.
But if that’'s not fun to play I will change it, and I’ll make the player able to control horizontal movement to a degree closer to that when walking. Keep an eye out for version 1.07, it will attempt to address this issue.
Thanks for the feedback.
Count on me to start testing from the beginning again when the new controls are ready. I moved to a new phone, so I lost my progress anyways!
Started all over. Jump feels much more precise now, I die less silly deaths. I just noticed something… I have the “all key fragments” achievement, but I am pretty sure I didn’t get them all.
Sweet, thanks for letting me know it’s gotten better.
Yeah, I managed to get that as well on completing my first door after one of the patches. I must have screwed something up.
Hi
I have downloaded the game and have completed about 7 or 8 levels so far, Its quite a fun game to plan and the last update made controlling the character much easier. Some game play comments from me :
Having controls on the left and right side is very confusing, I’d prefer left-right on one side and jump on the other. I keep getting confused as I see both sets, my fingers also move around when not looking and I press unwanted button
Stepping on pressure pads doesn’t always make the platforms keep moving. I know some need boxes on them to do this, but the ones that don’t seem to have issues (example the first one I saw which told me about them)
When you need to put boxes on the pressure pads, its a total pain to try and get them on, I can’t push them on, I need to jump on the box then fall off a corner in the hope it might topple. Its not consistent. I am not sure if moving a box on to a pressure pad is meant to be one of the challenges aspects in the game (could be wrong :))
Its not immediate obvious how to get off a ladder, you need to hold left or right while going up the ladder. When I try and jump off (like a lot of other games) nothing happens.
Cool, I am glad you enjoy it.
Yeah, I agree this is confusing. I made that that way because when you get the grappling-hook you fire it wither with your left of right thumb (depending on the direction you want to fire it in), and that means I had to double the controls as you always need to be able to jump and move whilst firing the hook. Or so I thought. I am working on a different solution for the controllers, suggested by @DavidBVal, and will hopefully soon have a first draft of this.
You are absolutely right about this, thank you for pointing it out. I’ve just released a fix for this so when version 1.08 filters through Google Play pressure plates should be a lot easier to navigate.
This is also something I am working on. I haven’t got a good solution for this and what ever solution I come up with depends on what I do with the controllers. Rest assure I agree with you though and I am trying to fix it.
Thank you for taking the time to provide me with this feedback, it is very much appreciated!
Just sent a crash report.
Also, made the impostor flee but didn’t get the achievement
Changes look good, some more feed back
The grappling hook graphics - They block the help text when you go past help sticks. I can’t therefore read all the help, it might be the size of graphics for the controls that I have on, the level that introduces the grappling hook is a prime example.
The grappling hook length is fixed, to me its intuitive that if I jump closer to a ceiling the length of the rope is smaller. when you need to use the grappling hook to open more doors the rope is too long to get on the next platform. I managed it but I am not really sure how
This might be just me, but if I press the right grappling hook button I expect the rope to go right (Its just how my brain thinks). I know why you have done it (so the aim part works) but with out other visual clues my brain is fixated on things going in the same direction as where I press on the screen.
Oh joy! A native crash with pretty much nothing indicating where it went tits up.
This is dissapointing, I will have a look.
In other news, work on your proposed changes for the controllers are moving ahead at a slow-ish pace.
Great! I am eager to see how you actually design it, because I can’t come up with a perfect interface that allows movement, jump, AND the ability to throw hook while holding any of the other two. ???
Other than that, I agree with ziozio. The lenght of the hook shouldn’t be fixed, if you throw it to a closer wall/ceiling, I’d like it more if it resulted in a shorter chain.
About the crash, I am sooo curious. Can you share the stack trace? ;D
I am not sure I’ll get it the way I want, but with other changes such as the one suggested by you and @ziozio, it might work anyway.
Other than that, I agree with ziozio. The lenght of the hook shouldn’t be fixed, if you throw it to a closer wall/ceiling, I’d like it more if it resulted in a shorter chain.
I’ll try to implement this before finishing the new controls.
About the crash, I am sooo curious. Can you share the stack trace? ;D
#00 pc 0002034c /system/lib/libdvm.so (dvmPlatformInvoke+112)
#01 pc 00050fcf /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+398)
#02 pc 000297e0 /system/lib/libdvm.so
#03 pc 00030c6c /system/lib/libdvm.so (dvmMterpStd(Thread*)+76)
#04 pc 0002e304 /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+184)
#05 pc 00063431 /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+336)
#06 pc 00063455 /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
#07 pc 00058133 /system/lib/libdvm.so
#08 pc 0000d248 /system/lib/libc.so (__thread_entry+72)
#09 pc 0000d3e0 /system/lib/libc.so (pthread_create+240)
This is most likely something going through Box2D code at some point. I just love errors like this.