3D game (made with P3D): Quadratic Attack 3D (looking for feedback and suggestions!)

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  • Maybe let the player use the mouse wheel to move the angle up and down a certain amount of degrees, if you want to allow them some freedom. A camera reset option would be good, too.

    Keep in mind that I also have the option to control the entire game with the keyboard, and because I've run out of remappable keys (I'm using CF2.5's built-in key remapping feature), that isn't necessarily the best idea. Even if I did have more remappable keys, it still may not be the best idea since the keyboard version wouldn't have any angles between all the way down and all the way up. I may consider the possibility of having an option in the settings menu which enables the old camera angle, but that's probably as close as it's going to get, if it even gets that.

    Besides, I think the platforming issue may have been an over-estimation on my part: Best as I can tell, the only thing it really affects is that you have to re-adjust to the new camera angle if you've played the game before. And maybe it affects platforming a really small amount, but then again, the game never really had much platforming to begin with, so that's not as big of an issue, especially since the game does have a lot of combat, something which this new camera angle seems to make somewhat easier, which more than balances out the platforming.

    As for why I then have an auto-fire feature which only works with the mouse controls and not they keyboard controls despite what I just said about having a feature for only one of those, the reason for that is fairly simple: The issue of mashing the fire button is only an issue for the mouse controls, where the left mouse button is really uncomfortable to press quickly. With the keyboard controls, it's pretty easy, and relatively comfortable, to just rapidly mash the fire button. As a result, I think it's worthwhile to have an auto-fire feature for just the mouse controls, since keyboard players won't be missing much if they're even decent at button-mashing.

    +1 for the second camera, seem to give some playing advantage

    Yeah, that's why I think I'm going to keep the new camera.

    Quote

    (oh, I missed the milestone edition post - congrats!)

    Thanks! :)

    Quote

    Casleziro idea is pretty cool,
    not sure if will fit the retro style
    (too "modern" feature maybe?)
    but done with the mouse wheel at fixed steps as you say could probably do!

    Well, I think I already explained my thoughts on such a feature. Mainly, I can't think of a feasible way to implement it for the keyboard-only controls.


    Thanks for all the feedback, guys! I think that the best (feasible) option I have is to go with the second camera angle.

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  • The next stage is almost complete!

    If it isn't done by October 1st, then I'd be surprised. I think I'd be surprised if the final stage didn't have any progress by October 1st, for that matter.

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  • Version 0.5.0 is OUT!!!

    Compared to the milestone edition, only so much has changed: Mainly, a few tweaks were made here and there to a few minor things, and the full Explosive Quadratic's stage is now here (including the weapon you earn from the boss).

    Compared to the previous non-milestone edition, however, a LOT has changed, so if you've played the game before, I highly recommend you give it another go, and if you haven't, then now is probably the best time ever to give it a go.

    Anyways, have fun, and thanks for your continued support!

    Get the new version here: Please login to see this link.

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  • Brilliant!
    The explosive quadratic stage is my favourite to date,
    liked the 3D-mazy structure and the green-ball riddles!!
    (took me a bit and some deaths to figure out what to do XD)

    Though I probably missed something and got stuck on the second riddle - how to survive all those robo-knights? :O

    Awesome job!

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  • Glad to hear you like the new stage!

    I'm not telling you how to get past that one, though: I will tell you that there are multiple solutions, and that the less obvious ones are easier once you find them. :)

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  • Meh, I'm probably going to either fix that option so it works, or remove it entirely. I meant it as a joke anyways (which is hinted at by the odd tooltip text): The excessive render distance the game gives you with that setting is 100,000% unnecessary.

    EDIT: Okay, it has been fixed, which will be implemented in the next version. It's incredibly laggy and should never really be used, but that was kinda always the point. XD

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  • A small preview for the final stage:

    Please login to see this attachment.

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  • I was originally hoping to have the final stage out by the end of this week, but then I remembered that Clickteam's game competition was running, so it probably won't be done by the end of the week. It should be done by the end of the month, but no guarantees (even if it's pretty likely). I technically could close off the final boss at the first phase and then have it out by the end of the week, but I'd rather have a true finale for the game before I go on another extended hiatus.

    Hopefully between the final boss of Quadratic Attack 3D and the competition game I can still have some time to work on Adventure of the Star Twins this month, since that's something I've been hoping to get some more progress on...

    I hope you guys like the finale once it's out: I want this game to end on a high note, unlike Robovania: Dark Rebellion. (I want to fix the final boss of that game one of these days, and maybe generally polish it a bit more to make it better represent the quality of War for Robovania.)

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  • The final boss is almost finished!

    New version will be released today or early next week, 99.9% sure of it. :)

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  • Version 0.7.0 of Quadratic Attack 3D is OUT!

    The game is now officially entering the beta phase of development, since the game is now playable from start to finish. :)

    Download it here:

    Please login to see this link.

    And with that, the game is going to more-or-less go on an extended hiatus now while I work on other games. XD

    Enjoy! :D

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  • Okay, I just fixed a few minor issues with the latest version. I recommend downloading it if you want a slightly better final boss.

    By the time you see this, it'll probably be done uploading.

    Same link as before.

    Enjoy! :)

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  • Hoo boy, if you think the Explosive Quadratic's stage is difficult, then you'll be in for a surprise when you see how tough the final stage is compared to it. XD

    P.S. Which puzzle are you stuck on, by the way? Because it has been a while since the Explosive Quadratic's stage was released, I wouldn't mind maybe giving you a bit of a hint.

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  • I didn't have much time to try unfortunately, I got stuck when I told you I was stuck some posts back, but then I didn't try again :(
    (actually my current total gaming time is about 10-20 minutes/day, in the days I can - and I only play Fusion games.. because are the ones I'm most curious to try!
    If I had more time to play, and so dedicate it also to non-Fusion games XD, I would probably play some old games on the virtual console of a Wii I almost never touched...)

    I seem to remember I got stuck in the puzzle when you had LOADS of knights around firing storms of projectiles,
    and no matter what I did, I didn't seem to find the right thing to do in that situation, to avoid being fired and proceed in the puzzle.
    I think this was the second "ball" puzzle?

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  • Did you ever stop to think that maybe you're not supposed to stop them from firing?

    Did you ever think about how jumping might tie into the equation?

    Just thought I'd give you a few hints on how you might tackle the challenge, since it's pretty hard even once you realize how you're supposed to do it. :)

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  • A new version has been released!: Please login to see this link.

    Now with added mini-games. :)

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  • Oh, mini-games!
    Grabbed, going to give it a try soon :D

    (and hopefully get past that famous riddle which I still didn't have time to properly re-try again..)

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