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Hey I was wondering if you were planning on changing the wallrun to running into the wall without having to hold jump button (space). This would really help fixing the misspress pattern of buttons.

I don't plan to change the wallrun mechanic. Making a wallrun automatic without having to hold the space button is (in my opinion) less intuitive and takes the control away from the player. Not to mention, there might be szenarios where you would want to stop doing a wallrun in mid-air. The current system is the best approach to solving this problem.

Please consider putting this into Steam Greenlight! :D

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It is already on greenlight. ;) http://steamcommunity.com/sharedfiles/filedetails/?id=657987818

Great! Also, I can tell this is heavily Mirror's Edge-based, since the mechanics are very similar :)

Hey just wondering if this game will be for mac later in its developement?

Currently there are no plans for a mac port.

wouldn't run much disappontment

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Can you tell me what exactly doesn't work? Is there any kind of error-message which i can look at?

___________________________________________

############################################################################################

FATAL ERROR in Vertex Shader compilation

ShaderName: sh_shadow_projection

D3DXCompile failed - result

at gml_Script_scr_render_scene

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--------------------------------------------------------------------------------------------

stack frame is

gml_Script_scr_render_scene (line 0)

gml_Object_obj_render_Draw_0

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This error can sometimes happen if the game can't compile the DirectX 9 shaders. (Some DirectX 10 and 11 installations don't seem to be fully backwards compatible with DirectX 9.) You can fix that by installing the DirectX 9.0c end user runtimes found here: https://www.microsoft.com/en-us/download/details.aspx?id=8109 (It will install the missing bits for DirectX 9).

Hi Lewa !

I'm a huge fan of your game but i'm waiting for the beta. When do you think you will upload the beta for the public ?

Sorry for my bad English, greetings from France ;)

Proxystyle

Hi! Can't say exactly how/when the beta is going to be released. The game is actually nearly complete (some minor additions to the server need to be made and all singleplayer maps need to be finished and compiled.) I'm currently also looking into the possibility of potentially releasing the game commercially on steam (would be my first commercial game. :D ) and this requires me to sort out a lot of legal stuff.

Sooo daaaamn hard, but very joyfull. But how did you managed to reached platinum medal's score? Like for real? :D

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Platinum times are set by me. :) After finishing building a map in the map-editor you have to validate the map by running through all checkpoints as fast as possible before exporting it as a mapfile. (This makes sure that it's possible to finish the map as a player.) The time which you achieve during the validation process is also used as the platinum time. :)

There's a button to run faster? xD

I reach my limit at copper medal, or maybe I use wrong routing, but I feel like I can only improve my score for 1 or 2 seconds, with more linear paths, better jumps on walls to avoid climb animation, but not that much.


The level design is nice to me, I got to rediscover some maps after wandering why a structure have been placed like this which makes it looks weird. So I'm like "there must be a reason" and try to reach it realising it connect to a shorter path.

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No, there isn't an additional run/sprint button. :)

The levels are specifically built for having multiple pathways between checkpoints. Generally speaking the easier paths are more obvious (but slower) while the less obvious paths are faster but harder to pull off. Balancing those paths is (in terms of level design) a bit tricky because i didn't want to have faster paths which are easy (or easier) to pull off compared to the more obvious paths. :P

So in order to get better times you will have to experiment a bit with the level geometry in each map and look for potential pathways to reduce your time even more. :)

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Game is awsome BUT, there should be:

1.A LOT of more levels.

2. next level option after finnishing course.

3. crosshair.

4. downloadable levels made by players.

5 SLOW MOTION.

Thank's for reading my feedback #MakeIndieGamesGreatAgain

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1) There will be more levels :) (25 maps are planned for the singleplayer.)

2) a "next level" button will be added to the final release

3) already thought about adding it. I'll note that on my todo-list. :)

4) there are already downloadable levels for the game. (on the games forum: http://forum.celaria.com/viewforum.php?f=13 )

5) Slow-motion isn't going to be added. Mostly because i wanted the gameplay to be 100% in realtime (rewarding players with quick reflexes) and because of the upcoming multiplayer mode. (Slow-motion simply doesn't work if you play against other players in realtime.)

This is a great game, but let us start at the beginning: The Main Menu reminds me a lot to „Mirror's Edge", which isn't a bad thing because it brings nearly the same amount of freedom. Freedom is also the main aspact of the game; not only because the super awsome looking alien playermodel can be custumized by painting but also because there are no connections to the real world: The courses consist out of blocks which consist out of smaller cubes, the floor seems like a giant glass plate shimmering in the light of the sun, which creates an atmosphere of freedom and peace. And of course: The alien can jump unimaginally high and wide and can perform extremely long horizontal wallruns and wallrun combos. Now we reached the gameplay: The mechanics work quite well but they are hard to master. Really hard. Especially the horizontal wallrun to jump to horizontal wallrun move. If the player doesn't reach the wall in the right angle the alien won't perform a wallrun but instead falls directly down. This can be frustrating but it also can be a motivation to gain more skill in those moves. The other mechanics work great, but it is a bit unrealistic that the alien can perform the vertical wallrun when standing as high as when running.

The predesigned courses are more levels than actual locations, the blocks are placed senselessyl around the map to give the player some obstachles and they don't seem to express something. The idea to add colored blocks wich have an effect on the player's movement is pretty great. However, hitting the floor doesn't kill the player, which opens some doors to cheaters and glitchers. And at least we have the course editor. I like course editors. And I am sure that will solve the problem of the random looking leveldesign.

I can recommand this game to everyone who does parkour himself or likes 3D platformer cause this is the ultimate form of freedom.

From the video it looks realy cool!

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Hum, a more playable Mirrors Edge. Looks cool!

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