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Artist's Comments
Braids is a simple but deep ragdoll fighting game, for one or two players.
It's on Kongregate now, with high scores and statistics! Try it: [link] I've polished up the presentation and finally added music to Braids, but I will probably not be working on this one anymore. Instead, I'm focusing on Braids NEON: [link] But please feel free to leave comments and suggestions if you have any. Updates for February 2008: - added alerts for damage and combos - adjusted recoil and slow motion Updates for December 2007: - added ropes to title screen - improved tutorial instructions - perfect mouse out detection - added back button to menus Updates for March 2007: - finished music system - made music react to action - recorded and added melody - improved help and tutorial - improved AI learning - all of legs now invincible For some historical background, read these threads: - on Stick Page Portal - [link] - on Newgrounds - [link] |
Details
October 1, 2006
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Comments
the colors are weird, unorganized and don't really make sense. if I were you, I'd get with an art guy and have him do the graphics and you program.
I'd have to understand exactly how the program worked, I'd have some more suggestions for you. we can talk over aim some time if you want to turn it into something that armorgames would sponsor.
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[link] :-0 :-0 :-0
I just wrote a long response at the end about what I realized.
About the colors, I actually have showed it to some art people, like someone who has worked as an art director on commercial games, and they liked it a lot. :/ But I have some other -flashier- versions that are much more popular with the NG audience. Check my Scraps.
Well, once I start experimenting with the controls again and try to come up with an actually helpful, structured tutorial, it would be great to get some of your feedback. I'll let you know.
Thanks.
Honestly, I think...it's pretty good. I don't know if it's supposed to feel like your character is swimming or not, but I'd prefer a more floaty feel myself, the way they jerk around can be a bit hard to control. I like the simplistic gameplay, I picked it up in no time, so props for that.
Graphics could be fleshed out, but I don't think it deserved anywhere near a blam on NG for that. In fact, fleshed out with stages and different levels, along with tougher enemies that would progressively show more direct control over their limbs, I think this could be a great, challenging game.
Nicely done!
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'Cuz.
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"We should talk..."
If you've been using the keyboard, try using the mouse (the blue player) if you would like a smoother feel to the controls.
It's nice to hear that some people do understand the controls - are you a game designer? Maybe it's easier for game designers to pick up.
I keep hearing a lot about adding levels and backgrounds and such, so I'm trying to think of how to do that. But I'm not too familiar with level design. For the enemies, I wouldn't change their control scheme to directly control their limbs, but I could try to make them able to block and take advantage of openings the way an experienced player can with these controls.
Thanks for the suggestions.
I was hoping that people would appreciate the simplicity of the graphics because it makes the motion more clear, but that doesn't seem to be the case.
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'Cuz.
About the larger battlefield, that's what Ragdoll Masters does, and I could do that, though my original intention was for this to be a simple project.
Once I add music, I'll probably be working on some other more conventional projects with ragdoll physics, where hopefully I'll get some practice doing larger levels and collision detection for platforms and such - maybe I should take a look at the Metanet tutorials.
I may eventually return to this project, or more likely start over and make the epic ragdoll fighting RPG that everyone seems to be asking for...
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