Wastedyuthe presents ... PUNK JUSTICE

Discussion in 'Upcoming iOS Games' started by wastedyuthe, Apr 14, 2009.

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  1. Haephestos

    Haephestos Well-Known Member

    Oct 25, 2008
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    Looking great yuthe!
     
  2. arta

    arta Well-Known Member

    Feb 14, 2009
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    Does your game have Pause, Back buttons? Does it crash?
     
  3. #63 wastedyuthe, Apr 15, 2009
    Last edited: Apr 15, 2009
    Thanks.

    The last few play tests I have done with the game have lasted well over an hour, switching between Quick Fight and Campaign modes and winning the Campaign a few times, and it didn't crash once.

    Yes, it has a pause button. If you look at the last screenshot I posted on the first post, that is part of the in-game instructions, and shows you that tapping your opponent pauses and un-pauses the game. What's good about the pause function is it shows you the status bar once paused, so you can check on your battery level or the time. There is also an option in the settings to temporarily check the status bar.
    Regarding "back" buttons, the menu's, apart from the main menu, all have back buttons. So you can go to Campaign, then to Quick Fight, then to read the instructions, then change the settings etc etc

    I have added another 2 lines to the list of features I forgot to mention:

    "- Punch buttons disappear when your character is out of stamina, to aid the player"

    "- In-game pause and settings option temporarily show the status bar for you to check battery level and time"

    When I played Smack Boxing, I asked the developers to make it more clearer when your character was out of stamina, that you couldn't punch. They happily obliged, and made the character sweat as well as highlight the stamina bar.
    As my game uses a similar method of play (punching drains the stamina bar, and you can't punch if you run out) I needed to think of how to make my game tell the player they can't punch. As my game utilizes on-screen visible buttons for punching as well as dodging, the best and easiest way was to make the punch buttons hide so you can't use them, and know instantly without looking at your stamina bar that you have ran out. When the bar builds back up, your punch buttons re-appear. This is the reason the punch buttons are above the dodge ones now. Up until this weekend, they were at the bottom. Firstly it makes more sense to what's on screen for the dodge buttons to be closer to Jed (your character) and the punch buttons to be closer to your opponent. Secondly, when the punch buttons disappeared and my thumbs were over the dodge buttons, it was hard to see when the punch buttons re-appeared. So now they are at the top and it works really well.
    i implemented a punishment if the player reduces their stamina to zero too - it takes a couple of seconds before it starts building up again. If you punch but don't let it reach zero, then it builds up again instantly.
     
  4. pante

    pante Well-Known Member

    Jan 1, 2009
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    i want this game now. yes, i know i once wrote it... but it looks SO AMAZING.
     
  5. sam the lion

    sam the lion Well-Known Member

    Jan 12, 2009
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    the arts look even better in motion.
    this is going to sell a lot.
     
  6. Hehe. You know, I am very surprised no-one has asked what the "Endurance" fight type consists of.
     
  7. docsweet

    docsweet Member

    Apr 15, 2009
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    Interesting ..I love fighting game!

    Those visual are placeholder right? When will you add in the real sprite?
    Cause the color and menu and character are kind of horrible...

    Sorry but honestly right now it doesn t look much better than smack boxing...
     
  8. Welcome to the forum. All you see in the trailer and screenshots are the final product, so I am sorry if you don't like them. But I am happy with the menus myself, and character sprites will be tidied up for a future update, although I am happy with them as they are too.
    I am not trying to compete with Smack Boxing. Theirs is a boxing game, with boxing gloves, cartoon characters, rounds. Mine hasn't got gloves, hasn't got rounds, has more lifelike but comic-style characters, with a campaign mode that holds a fair amount of strategy in choosing your opponents etc etc.
    I love SB myself, and helped beta the last version for the devs, which included it's career mode. It was when I helped on that, that I decided I should do my own but with my own twist.
    I think my game, especially with it's strategy element, will be significantly different to the rest and stand out from the crowd.
    But thank you for your opinion.
     
  9. Kumulus

    Kumulus Well-Known Member

    Nov 1, 2008
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    i don't like the look of the game at all and i doubt it will be able to compete with other titles gameplaywise.

    but i wish you good luck anyway ;)
     
  10. Hell_Gamer98

    Hell_Gamer98 Well-Known Member

    This is going to be awesome! Congrats!
    I see you've put a lot work in this game! How long have you worked on this?
     
  11. hehe! Thanks for your honesty. But can I ask you what you don't like the look of? Is it just not your type of game, or is it your type of game but you don't like certain aspects of how mine in particular looks?

    There's no point in criticising unless it is constructive.

    I have lost count the amount of hours that have gone into it. Don't forget I was learning the code at the same time too. I have spent many a late night on it with work the next day too. This Monday, I was up till 3:30 am Tuesday morning on it, with work at 8am. I'm looking forward to a bit of a rest from these late nights I assure you.
     
  12. Mr. Charley

    Mr. Charley Well-Known Member

    Sep 6, 2008
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    Congrats Wasted, this looks great.
    You should be real proud for your first product.
    Wish you lots of success!!
     
  13. yourofl10

    yourofl10 Well-Known Member

    Dec 11, 2008
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    Hey, for 99 cents what heck it dosnt hurt....
    Cant wait!
    Gratz again!
     
  14. Cheers Charley. Yes, I am.

    Thanks. You have said exactly what I hope a lot of people will be thinking. For the price of a chocolate bar (well thats how much they are in the UK anyway) you are getting, at the very least, a good stress reliever (you could pretend that opponent in front of you is your boss!). At most, your getting a decent fighting game with a bit of thinking to be done before fights.
    I am not pretending this is going to be the best fighter ever, because I know it's not. But I do hope people will have a blast playing it- especially on the harder ranks.
     
  15. Kumulus

    Kumulus Well-Known Member

    Nov 1, 2008
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    right, i'm much more into real looking games......for example IFB looks more crisp imho. and animations in such games have to be smooth. and the animations in your game are not smooth enough for me, even if some other art aspects might have some potential.

    gameplaywise i don't think, that i will be happy with left/right punch and left/right dodge. need some more variety.
     
  16. #76 wastedyuthe, Apr 15, 2009
    Last edited: Apr 15, 2009
    Thanks very much for your feedback. I would like to respond if I may.

    Regarding animations, the only animation in my game that is not smooth is when the characters are in the stance position. There are three frames of animation for each characters stance, and there is a longer gap between frames. Smoother animation for the stance would require possibly double the amount of sprites, so that would be 6 in all for each characters stance. Is it really necessary to have 6 large 2D sprites just so they animate more smoothly when standing still? Especially when those extra sprites are in memory all the time like the rest of them, using up the RAM?
    The rest of the animation, which is a little hard to see on the trailer (it is only my compact camera, normally meant for photo's) is SUPER smooth. I thought the punches, especially the opponents punches, took priority in this area. With the smooth animation of the opponents punches for example, it makes it a lot easier to see their attacks coming.

    Gameplay wise, you are right about limited gameplay to an extent. Yes, there are only two punch buttons and two dodge buttons. But when you can pull of 4 attacks with those two punch buttons, using 4 combos in total, it makes it more interesting than just left punch, right punch. Couple that with having to time your attacks carefully when the AI gets tougher. Then there is the different fight types which add a fair bit of variety. No-one has even asked what the Endurance fight is all about yet!

    Here are the fight types and what they are about:

    Normal- first to KO their opponent

    Timed- You have 30 seconds to KO your opponent

    Endurance- You have 30 seconds in which you must dodge ONLY, before you are allowed to attack your opponent

    Double- Endurance then timed- 30 seconds of dodging only, then 30 seconds to KO your opponent!

    Then there is the strategy of picking the right opponent for the fight type given. You won't want someone who likes to dodge a lot in a timed fight for example.

    So you see, there is a little more to the game than just left punch, right punch.
     
  17. nickels

    nickels Well-Known Member

    Oct 15, 2008
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    Really good stuff for a newbie! I am impressed that you had a goal and worked hard to achieve it. Congrats!

    I have some feedback based on the youtube vid.
    First sound. This game could go a long way with more realistic punching sounds, connecting sounds, grunts, and verbal taunts.

    Graphics:
    Here is where a few minor tricks would go a long way. In animation there is a way to improve fast motion using blurs, and it makes a huge difference. Here is a (very simple and quick) flash animation of my point:
    Sample motion with blur
    If you added this concept to the punches, where the in-between animations contain blurs your game will look a thousand times more polished.

    Gameplay: connecting with multiple punch combos could charge a meter. Getting hit drains it. When it is full you get a KO punch that does more damage. Just a thought.

    Nice work, and good luck with your game!
     
  18. nattylux

    nattylux Well-Known Member

    Sep 17, 2008
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    Wow, this looks really impressive - I can't believe you just started coding in January! Great work - I'll definitely be buying a copy.

    I'm all the more impressed that you managed to do this on top of a full time job. Hope you can catch up on your sleep now that it's submitted :)

    Good luck!
     
  19. Hey there Nickels! Wow! Great feedback there buddy.

    Firstly, sound. Yes, more sound can be added. But I didn't want to push the RAM too much at first. When I am confident memory won't be an issue, yes I would like to add more sounds, such as grunts etc.
    Regarding the punch sounds in particular, you are not the first to mention them not sounding right, and you are right- but like I said before, the camera and the Touch speakers combined do not make for ideal audio recording for the trailer. However, just in case I have removed a little treble from the punch sound effects to give them a little more Oomph than before. What's ironic is in reality, punching someone in the face actually does make a light smack noise, not a 'thump'. However, for gaming purposes, the more realistic approach obviously doesn't work, so the effects need to be over the top. Don't worry, get the headphones on if you buy the game, and you will have thumping music AND punch sound effects. Trust me.

    Graphics next. I have attached a photo of one of my sprites, edited in the way you suggest- something like that? I think it is a great idea, and something I would like to spend a bit more time on after the first version is out.

    Finally, gameplay. To be honest, one area my game differs from the rest is in the length of the fights. We arent talking a few minutes here- the usual fight lasts about 30 seconds if that. The reason for this is because I wanted it realistic in that sense- a bare-fist fight wouldn't last much longer than that in real life. With the earlier ranks, it takes no more than a few well timed 4 hit combos to KO your opponent. So having a bar fill up really isn't needed in my game. Besides, the difficulty isn't horrendously hard as it is. The bar would make the game easier, and I would have to look into balancing the difficulty to compensate again.

    But overall, excellent feedback there Nickels. Thanks.
     

    Attached Files:

  20. nickels

    nickels Well-Known Member

    Oct 15, 2008
    744
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    Product Designer/Mobile Game Developer
    PA, USA
    To be honest I am kind of pissed at you. I started my 3D training when you started your coding and you seem to have invested way more time and effort to get to where we are today. I feel like I should be kicking out some decent 3D models by now, but I am still halfway through a book and the concepts are more challenging then I imagined.

    DAMN YOU! ;)
     

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