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tannim Ballbuster-in-training

Joined: 01 Nov 2012 Posts: 8
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Posted: Aug 1 2013, 2:09am Post subject: Roshambo, a paper rock scissors furry nutting game |
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Found this yesterday, amusing, if surprisingly hard to get the timing right. I enjoy the graphics.
http://www.furaffinity.net/view/11220642/ |
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Healix1 Stomped flat

Joined: 07 Apr 2013 Posts: 89
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Posted: Aug 2 2013, 7:38am Post subject: |
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| Actually a pretty fun game, especially when you get the timing right. |
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bagel Swollen and aching

Joined: 05 Jun 2013 Posts: 20 Location: United States
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Posted: Aug 2 2013, 4:10pm Post subject: |
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| Normally I don't like M/M but that game was still quite amusing. It's pretty tricky, timing the strengh of the hits to set up certain results. After an hour going at it I finally managed to get castrated. O_o |
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lakeel Clutching his cojones
Joined: 07 Jun 2013 Posts: 134 Location: florida
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Posted: Aug 2 2013, 6:44pm Post subject: |
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i playing it right now.... _________________ keeper of the un breakable nuts! |
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FoxInABox Eggs thoroughly scrambled

Joined: 03 Nov 2012 Posts: 157 Location: Hiding right behind you (šoš)<(aww shit)
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Posted: Aug 7 2013, 11:08pm Post subject: |
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Very cool! Absolutely LOVE the art style and the sound design! Reminds me so much of the old-school Nintendo Game Boy, the big grey brick one. So awesome :D
I will say though, if you don't mind Maskopatol - with everyone saying that the sliders are moving too fast; it might also be that the grey colour you choose doesn't have enough contrast. I noticed it seemed to blur out a bit in the mid-range for me, and that can make it hard to follow the faster it gets. Tweaking that might help.
Also, with the mechanic you have for getting back up; it's good, but, in my opinion, it needs some tweaking too. It's just that it becomes impossible to get back up after a certain point. Granted, it should get harder, but it's just that it becomes seemingly unbeatable.
Last thing, I have a suggestion. After your character has a testicle popped, it's obviously going to be real hard to get back up. So, what if a player manages to get back up after that, you introduced a multiplier to their damage ('desperation mode', or whatever :p) as a reward for beating it.
Anyway. Those are all just my suggestions. You don't have to do any of them if you decide to leave the game as is  _________________ Pffft...
Snake's not the only one who likes being in a cardboard box. |
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Maskopatol New recruit


Joined: 04 Jan 2013 Posts: 3
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Posted: Aug 8 2013, 12:38am Post subject: |
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Pretty sensible suggestions, actually. I'll have to look into replacing the current handles with something non-monochromatic for better visibility. Desperation mode might be a thing once I alter the balance. :P
The getting up mini-game I pretty much balanced so that a near-perfect AI couldn't get up with both balls broken. Guess it oughta be more lenient for other cases. Maybe a plain penalty for both broken. :P |
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FoxInABox Eggs thoroughly scrambled

Joined: 03 Nov 2012 Posts: 157 Location: Hiding right behind you (šoš)<(aww shit)
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Posted: Aug 8 2013, 1:41am Post subject: |
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One thing you could try with the handles is segmenting them with negru (or very dark grey) and white. Put two strips of white on the top and bottom with the darker strip in the middle. Should help with contrast. Also, (and this is only what I would do from a visual standpoint, so feel free to ignore it) you could shorten them too, so they're rectangular instead of square.
With the mini-game for getting back up. It works, I just think it's a problem of it not accommodating for the slower speed of the meter filling up. This'll probably take a bit of messing about with to get right, but maybe you could make the target spot rotate in the opposite direction. And then increase the speed the worse the condition of the character is. Just gotta find a speed that'll match the difficulty you want.
It has already been said, but different difficultys is another thing. Might be good with the AI balancing problem. Just decrease its changes of hitting the spot the easier the difficulty is (not a lot of help when it comes to programming AI, sorry). I guess it won't make double-popping any easier, but that's all I could think of to help in that department.
Edit: And, yeah. Double-popping to end the match is probably a good idea too.
Edit #2: Sorry, one last thing now I've played it again. Another thing that could help with contrast is having a drop shadow under the power/balance meters. It should help make them stand out from the background more. _________________ Pffft...
Snake's not the only one who likes being in a cardboard box. |
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Maskopatol New recruit


Joined: 04 Jan 2013 Posts: 3
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Posted: Aug 8 2013, 1:54am Post subject: |
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Whatever it'll be, I'll likely keep it symmetric and rectangular. Mostly cause I'm lazy and don't want to try and rotate the actual sprite, but also because it'd require minor alterations to the code in a few places I don't remember all that well. It's just a chore to try and figure out how FlashPunk will map out the pixels. :P
The rising minigame speed I won't alter for the simple reason that a greater speed could actually be beneficial to someone with good reflexes (since it'd basically mean less time required for the handle to reach the target point).
Yeah, I intend to do it somehow. Though I'm not sure how to map out the probabilities yet. Don't want the average AI to hit dead-center, but don't want it to allow the handle to do a whole circle either. :P |
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FoxInABox Eggs thoroughly scrambled

Joined: 03 Nov 2012 Posts: 157 Location: Hiding right behind you (šoš)<(aww shit)
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Posted: Aug 8 2013, 2:06am Post subject: |
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Fair enough, ya lazy bastard :p
As I said, all just suggestions ;) _________________ Pffft...
Snake's not the only one who likes being in a cardboard box. |
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