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Roshambo, a paper rock scissors furry nutting game

 
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tannim
Ballbuster-in-training
Ballbuster-in-training


Joined: 01 Nov 2012
Posts: 8

PostPosted: Aug 1 2013, 2:09am    Post subject: Roshambo, a paper rock scissors furry nutting game Reply with quote

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
Stomped flat


Joined: 07 Apr 2013
Posts: 89

PostPosted: Aug 2 2013, 7:38am    Post subject: Reply with quote

Actually a pretty fun game, especially when you get the timing right.
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bagel
Swollen and aching
Swollen and aching


Joined: 05 Jun 2013
Posts: 20
Location: United States

PostPosted: Aug 2 2013, 4:10pm    Post subject: Reply with quote

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

PostPosted: Aug 2 2013, 6:44pm    Post subject: Reply with quote

i playing it right now....
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FoxInABox
Eggs thoroughly scrambled
FoxInABox

Joined: 03 Nov 2012
Posts: 157
Location: Hiding right behind you (šoš)<(aww shit)

PostPosted: Aug 7 2013, 11:08pm    Post subject: Reply with quote

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 Smile
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Maskopatol
New recruit
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Maskopatol

Joined: 04 Jan 2013
Posts: 3

PostPosted: Aug 8 2013, 12:38am    Post subject: Reply with quote

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
FoxInABox

Joined: 03 Nov 2012
Posts: 157
Location: Hiding right behind you (šoš)<(aww shit)

PostPosted: Aug 8 2013, 1:41am    Post subject: Reply with quote

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.
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Maskopatol
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Maskopatol

Joined: 04 Jan 2013
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PostPosted: Aug 8 2013, 1:54am    Post subject: Reply with quote

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
FoxInABox

Joined: 03 Nov 2012
Posts: 157
Location: Hiding right behind you (šoš)<(aww shit)

PostPosted: Aug 8 2013, 2:06am    Post subject: Reply with quote

Fair enough, ya lazy bastard :p

As I said, all just suggestions ;)
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