Malban

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  • in reply to: Helmut's testing notes / findings / suggestions etc #4270
    Malban
    Keymaster

    I have added some different collision detection, which should be better performing with a low enemy count.

    I had to change quite a lot at different places… should probably be well tested…

    … next beta…

     

     

    in reply to: Title screen and Desktop: Graphics, drafts, … #4269
    Malban
    Keymaster

    I have changed the settings slightly – should be a bit better with next beta…

    in reply to: Helmut's testing notes / findings / suggestions etc #4262
    Malban
    Keymaster

    The shots missing… was that more when many enemies are on screen or rather when there are only a few enemies?

    in reply to: Title screen and Desktop: Graphics, drafts, … #4261
    Malban
    Keymaster

    Joystick.

    Thats the effect of something I did on prupose for optimization.

    I can take it out – doesn’t really matter – probably.

    But horizontal axis will still take precedence over vertical axis.

     

    in reply to: vtk testing notes / findings / suggestions etc #4256
    Malban
    Keymaster

    1 – new shop sound effect when moving between items:
    in my opinion the sound is a bit too aggressive and ‘out of place’ sounding, it would be better in my opinion if you have a simple short ‘beep’ sound, dont make it a low pitch sound, eg. a suitable sound would be like a ‘blip’ ‘blip’ ‘blip’ as you move between the items in the shop

    Will look at the sound again…

    2 – at the first boss, i had the triple shot, i cant remember if i had autofire or not but anyway, when i killed the boss and he was exploding, i can still keep firing bullets, and some bullets are stuck around the middle of the screen.  do you need a video recording of this issue?  note i only ever play on real vectrex, never emulation (vide)

    Will look at it again…

    3 – i think i mentioned before:  after completing minestorm, could you instead display that you receive cash $1000
    example: instead of the current display: “Success! 10000 bonus“, change to “Success! $1000 bonus” (or: “Bonus! 1000 Cash“) (or if you have space/cycles, you could display both..  so display that you been awarded 10000 points and 1000 cash)

    Will do…

    4 – if you get a weapon in the game because you collected EXTRA icons, in my opinion that weapon should be unlocked in the current game and you can now buy that again if u lose a life (currently you have set it so you can only buy the weapon grade one step below).  this seems a bit irregular and uncommon to me,  and annoying!  lol
    (ok it’s just my opinion of course but i wanted to voice this opinion) 🙂

    Won’t do 🙂 – otherwise you can “buy” the laser to early…

    5 – i have mentioned this in the other thread: in achievements screen, for ‘Greedy’ page details, the text and cup gfx are overlapping

    Already done

    6 – just an opinion of course but, for the large alien which appears down low on the screen from the left and then moves across

    Will not be changed.

    8 – 3rd boss (the death star), i notice when i hit him with my weapon (i think i had triple shot), that he makes a ‘jerking’ movement now, at his top half (of the circle of his body) …  i assume this is something new you added? –  well to throw in my opinion, it felt to me like the jerk is a bit too severe and should be reduced (it’s a good idea that he jerks like that when he is hit, but i think it should just be a slight jerk and not as much as it is currently set to .. currently to me it looks a bit ‘glitchy’ because of the high displacement when he jerks)

    Didn’t change anything. I’ll look at it. – But possibly this will simply stay…

    9 – falling bonus icons in game:
    i wanted to mention 2 of them, the ‘minestorm’ icon and the ‘extra life’ icon
    in the game i played this evening, they were both too common in my opinion.
    i must have got the extra life icon about 4-5 times in a single game (i played 79 levels).  it seems it would be better if the chance of getting the ‘extra life’ icon was reduced .. so eg. maybe i might see it approx. twice in 79 levels seems better to me)
    – the minestorm icon seems to me to be too common also (it feels like it should be reduced in odds a little, eg. reduced by 35% because it seems to me currently it shows up way too often)

    Didn’t change anything. This is pure random – the same randomness where you complained that Minestorm is to seldom :-).
    Will probably stay

    10 – super diamond .. i know this is quite rare to see… however, i got this ‘bonus stage’ when i played tonight, and to me it feels a little ‘unfinished’, as in, there is not really any sounds here if i remember correctly? and also, you dont really do anything, just a big diamond comes to you.  maybe you could reduce the big diamond size?
    suggestion: …. have the short ‘diamond minestorm’ section like you have now but which has some slower moving regular sized diamonds, but then after a pause, the (reduced in size as its way too big now) super diamond flies down the screen but REALLY fast, so it is not easy to grab it. sometimes you might get it, and sometimes not. like in the picture below, u could set it so the little diamonds dont all move too fast so u can grab some, but the larger super diamond which only comes once, moves VERY FAST so its not easy to get it!

    That is not realy a “level” more an “intermission” scene. You can’t really do anything – except get 100000 points and some  cash. Its a “reward” thing. Will not change except perhaps some sound.

    Regards

     

    Malban

     

    in reply to: Helmut's testing notes / findings / suggestions etc #4248
    Malban
    Keymaster

    I didn’t change anything. So it is all the same.

    The collision detecttion is not in all cases optimal – I know.

    If you only “just” are aware that some seldom shots are missing – I guess it is not too bad.

    IMHO it is worst when using blaster shots…

     

    in reply to: Downloadable Vectorblade versions #4245
    Malban
    Keymaster

    Vectorblade_Beta33.bin – 17th August 2019

    Same as 32 without the two mentioned bugs…

    in reply to: Downloadable Vectorblade versions #4242
    Malban
    Keymaster

    2 bugs I found…

    a) the divider in the achievement is placed wrong

    b) I think the game over screen hangs in an endless loop

    … will be fixed soon…

    in reply to: VecVox support #4238
    Malban
    Keymaster

    The pitch of the voice has already been lifted.

    I dunno if we can get more out of it. And Yesterday I discovered my Sound system doesn’t work anymore – so  I can’t listen to it at the moment anyway 🙂

     

    in reply to: Downloadable Vectorblade versions #4237
    Malban
    Keymaster

    Vectorblade_Beta32.bin – 15th August 2019

    Level 95 Boss? – I will have to look at it…

    Things done with this update:

    done: Helmut Page contents starts beyond up/down arrows

    done: When a bonus letter is “moving” and a minestorm is entered – the
    letter is remembered as collected, but not displayed in the “EXTRA” display!

    done: Helmut
    – except the “Shots fired” and the “Shots hit”. On the second page it says just “hit” (Shots is missing).

    done: score rollover should award max score

    done: waiting in “game over” screen repeatedly (after 5 minutes or so) awards bonus points

    done: Helmut achievement sortings

    done: to test
    level intro sometimes missing

    done: to test
    blade ranks 4,3,2 not given!

    done: to test
    Money rank 1 achievemnt not given

    done: Helmut / VTK
    First boss: Shot gets stuck (very minor issue)
    Currently, when destroying the boss one of the shots remains in the air. It looks as if this shot is frozen.
    If you keep on shooting you can do so but not in normal frequency.
    Suggestion: Shots should dissappear and not freeze in the air.

    -> Could happen in any boss fight without autofire!

    in reply to: Achievements: Order, … #4230
    Malban
    Keymaster

    Hehe.

    Actually I have no great preference about the ordering. My main concern is, that the achievements are achievable.
    My test yesterday showed, that 4 of them are not achievable yet.

    I tell you what, following is the current ordering in “code” form.

    First in the list is displayed first and scrolling is down.
    I can easily change that to scroll up.

    Why don’t you order them the way you like – and I compile a version that displays it – and we look how that works out.

    Only additional thing you must say is whether scrolling “up” from bottom (different than now), or “down” from top (like it is now):

    achivementPointers: 
                        dw       snr3_t,snr3_n,snr3_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SNIPER_RANK3 
                        dw       snr2_t,snr2_n,snr3_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SNIPER_RANK2 
                        dw       snr1_t,snr1_n,snr3_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SNIPER_RANK1 
                        dw       scr5_t,scr5_n,scr5_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SCORER_RANK5 
                        dw       scr4_t,scr4_n,scr5_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SCORER_RANK4 
                        dw       scr3_t,scr3_n,scr5_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SCORER_RANK3 
                        dw       scr2_t,scr2_n,scr5_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SCORER_RANK2 
                        dw       scr1_t,scr1_n,scr5_r, 0*256+ ACHIEVEMENT_FLAG_BYTE1_SCORER_RANK1 
                        dw       mnr5_t,mnr5_n,mnr5_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_COLLECTOR_RANK5 
                        dw       mnr4_t,mnr4_n,mnr5_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_COLLECTOR_RANK4 
                        dw       mnr3_t,mnr3_n,mnr5_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_COLLECTOR_RANK3 
                        dw       mnr2_t,mnr2_n,mnr2_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_COLLECTOR_RANK2 
                        dw       mnr1_t,mnr1_n,mnr1_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_COLLECTOR_RANK1 
                        dw       blr5_t,blr5_n,blr5_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_BLADEMASTER_RANK5 
                        dw       blr4_t,blr4_n,blr4_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_BLADEMASTER_RANK4 
                        dw       blr3_t,blr3_n,blr3_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_BLADEMASTER_RANK3 
                        dw       blr2_t,blr2_n,blr2_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_BLADEMASTER_RANK2 
                        dw       blr1_t,blr1_n,blr1_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_BLADEMASTER_RANK1 
                        dw       ofr4_t,ofr4_n,ofr4_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_OFFICER_RANK4 
                        dw       ofr3_t,ofr3_n,ofr3_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_OFFICER_RANK3 
                        dw       ofr2_t,ofr2_n,ofr2_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_OFFICER_RANK2 
                        dw       ofr1_t,ofr1_n,ofr1_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_OFFICER_RANK1 
                        dw       spr4_t,spr4_n,spr4_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_SPY_RANK4 
                        dw       spr3_t,spr3_n,spr3_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_SPY_RANK3 
                        dw       spr2_t,spr2_n,spr2_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_SPY_RANK2 
                        dw       spr1_t,spr1_n,spr1_r, 3*256+ ACHIEVEMENT_FLAG_BYTE4_SPY_RANK1 
                        dw       chr4_t,chr4_n,chr4_r, 4*256+ ACHIEVEMENT_FLAG_BYTE5_CHALLENGER_RANK4 
                        dw       chr3_t,chr3_n,chr4_r, 4*256+ ACHIEVEMENT_FLAG_BYTE5_CHALLENGER_RANK3 
                        dw       chr2_t,chr2_n,chr4_r, 4*256+ ACHIEVEMENT_FLAG_BYTE5_CHALLENGER_RANK2 
                        dw       chr1_t,chr1_n,chr4_r, 4*256+ ACHIEVEMENT_FLAG_BYTE5_CHALLENGER_RANK1 
                        dw       blas_t,blas_n,blas_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_LASER 
                        dw       quad_t,quad_n,quad_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_QUADRO 
                        dw       trpl_t,trpl_n,trpl_r, 2*256+ ACHIEVEMENT_FLAG_BYTE3_TRIPPLE 
                        dw       loss_t,loss_n,loss_r, 4*256+ ACHIEVEMENT_FLAG_BYTE5_BIGGEST_LOSS 
                        dw       greed_t,greed_n,greed_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_GREEDY 
                        dw       life_t,life_n,life_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_9LIVES 
                        dw       all_t,all_n,all_r, 1*256+ ACHIEVEMENT_FLAG_BYTE2_ALL 
                        dw       0
    in reply to: Downloadable Vectorblade versions #4229
    Malban
    Keymaster

    Vectorblade_Beta31.bin – 13th August 2019

    Just a compile with the latest changes.

    I did a “little” test game just now…

    I played
    100 levels easy
    100 normal
    100 hard
    100 impossible
    54 super impossible
    in “one game”. I got all secrets all ranks and about 12 million points (though VB rolls over at 9999999 to 9000000).

    That took quite some time… I guess about 3 hours :-).

    Not fixed discovered bugs during play:

    • level intro sometimes missing
    • Money rank 1 achievemnt not given
    • blade ranks 4,3,2 not given!

    Everything else was fine :-).

    Following changes/considered/done since last version:

    Jacek:
    new boss animations
    done: boss 1
    done: boss 2
    done: boss 3 (stays the same)
    done: boss 4

    !!! not done: Helmut / VTK
    First boss: Shot gets stuck (very minor issue)
    Currently, when destroying the boss one of the shots remains in the air. It looks as if this shot is frozen.
    If you keep on shooting you can do so but not in normal frequency.
    Suggestion: Shots should dissappear and not freeze in the air.

    -> I was not able to reproduce this.
    I explicitly remove all player shots upon death of the boss. And also there is no
    code that even calls “shotDisplay”.
    Please if you encounter this again hit “1” (the key) to save the game.
    Better yet – PAUSE the game – open Dissi, enable debug mode and
    on vecxi press the disk symbol with SHIFT pressed.
    This will take a few seconds – but it will save the game with all history.
    Please send me the saved game files (in directory “serialize” the newest StateSave file)

    !!!George
    In shop “bullet” counter (bar) can go negative
    -> Can not reproduce! (see above debugging)

    done – Helmut
    Shop sound <> shot sound
    Currently, in the shop when selecting a different item, a short sound is played. The sound ressembles
    very much the sound when you shot (shop sound = shot sound).
    Suggestion: During the game you hear the shot sound very often.
    It would be good if in the shop one heard a different sound.

    done – Boss levels are not displayed as Level + number anymore
    Helmut
    Level 25 twice?!
    Currently, there are two level 25: There is level 25 Boss allowed by level 25 normal. This is a bit confusing.
    Suggestion: From my point of viewer boss levels should mark the end of a larger unit.
    The first unit is levels 1-24 and level 25 should be the boss level.
    After that the levels 26 with new enemies should follow.
    In beta 28 it says: “LEVEL 25 BOSS”. Changing this to just “BOSS” or “BOSS LEVEL” would be a simple and effective solution.

    done: messages spellings wrong
    done: to Test
    Helmut:
    Blaster: Achievement achieved but not displayed as achieved (Bug)
    In this game I’ve achieved the blaster and could buy the quadro shot. When looking in the list of achievements,
    the “Blaster” achievement isn’t hooked and the trophee graphic isn’t displayed.

    done:
    Helmut
    Year of copyright
    Currently, when starting Vectorblade it says (c) 2018.
    Suggestion: (c) 2019

    not done: (no space left)
    Helmut
    Inner animation when attacking
    Currently, enemies have some inner animation when displayed at the top. When flying and attacking, the enemies have no inner animation.
    Suggestion: Add a minor inner animation to attacking enemies. This will make enemies and game look even more lifely.

    not changed – no time (in game time)!
    Helmut
    Number of highscores
    Currently, four highscores are displayed, only.
    Suggestion: Display five or even 10 highscores.
    Notes:
    – 1, 3, 5, or 10 highscore entries feel ‘natural’ to me. Four entries is somehow odd.
    – Displaying ten highscores would make the screen look too cramped and would require a complete redesign.
    So five highscores would be best, I think.

    half changed: awards are only given when shotcount >1000
    Helmut
    No Sniper > 100%
    Currently, with double or triple shots you can get a hit rate > 100%.
    My impression is that once you die and you have a hit rate > 100 % you don’t get any sniper rewards.
    Sugestions: Sniper rewards should be rewarded even with a percentage higher than 100%.
    Rank 3 – 90%
    Rank 2 – 100%
    Rank 1 – 120%

    not changed: Helmut
    Shop: Size of symbols
    In the shop, in the top left the symbol of the selected power-up is displayed.
    Currently, the symbol is displayed in normal size, i.e. the size that is used within the game.
    The top left area looks pretty empty.
    Suggestion: The symbol could be displayed a bit larger. This way, one can recognize the symbol more
    easily and the empty area is filled.
    -> no game time left. I could do this – but have to remove something else

    done: Helmut (single arrow)
    Single and double arrows
    Currently, there are single and double arrows used as indicators for the list:
    – Status info uses double arrows
    – Achievement list uses single arrows
    Both lists use paging for displaying the various items. In Status info the item at the very bottom is displayed again
    on the next page at the very top. This means that some items are displayed on two pages.

    Suggestions:
    – Use single arrows for both lists (the double arrow is not helpful for the user I think).
    – When paging in status info the item at the very bottom should not displayed on the next page at the top, again.

    Note:
    The list in the shop scrolls item by item and doesn’t display items pagewise.
    So the list in the shop is different to the list of achievements and the status info.

    done: Helmut (Laser costs 5000)
    Some thoughts on the laser:
    With laser the game is really much simpler. But, if I understood right,
    once you die you loose everything (=greatest loss). And I do die during playing the first 50 levels -even with laser. A new laser could be bought for just 1000 bucks which is not much compared to the other stuff. So you can gather money (using the known technique) and when buying things in the store you always keep a bit of money for powering up the player ship and even buy a laser, again. This worked out for me several times.
    Suggestion:
    The laser could be more expensive (e.g. 2500 bucks or even 5000 bucks).
    This way its hard to get a laser and the laser remains something special from the bonus side and from the money side.

    done: VTK
    Scroll text not always centered

    done:
    – money – no speech (gets on ones nerves)

    Helmut (still relevant?)
    Currently, there is line-wise vertical scrolling in the shop and paging (Achievements screen, Status screen) use joystick up/down.
    Suggestion: For paging use joystick left/right instead of up/down. Appropriate arrows indicate this.
    This will help the user to understand the concept of scrolling and paging better and usage gets more intuitive.

     

    Malban

    in reply to: Downloadable Vectorblade versions #4225
    Malban
    Keymaster

    VectorbladeWheel.bin – 12th August 2019

    This is a compile especially for the “wheel of fortune” test.
    It starts with “EXTR” given and only “A”s drop :-).

    I am not 100% content with the whole thing. “Beautifiers” are welcome. Only thing to keep in mind is that I have in that bank only 31 bytes left (I already squeezed a lot). I didn’t touch bank 0 yet, since I wanted to keep the MH option open.

    It is as of now pretty “quiet” – and doesn’t really display which EXTRA does what. Should I leave that for the player to figure out?

    This is the only “sequence” that I “stuffed” right in the game. RAM management doesn’t really allow much within the game, because all the game information is held in RAM and that makes it difficult.

    For YOUR info:

    LASER – as before gives you laser + autofire

    MONEY – gives you 5000 credits

    LIVES – gives you full lives (9)

    POWER – gives you full power (6)

    LOCK – gives you 15 locks

    EQUIP – gives you full speed, full bullet speed, max bullets, armor, 10 bombs, and 1 minute + timer

    IMMUNE – gives you immunity to single shot and double shot drops

    SECRET – gives you the secret rewards: sccopy lock, money sucker and status enhancement

     

    YES

    All of them are pretty damn nice – I think the money 5000 is even the worst of the lot :-).
    Thing is while getting one EXTRA is pretty easy, getting two or three of them is pretty hard… so that might even that out.

    Anyway… pls tell me your thoughts

     

    Malban

     

    in reply to: Downloadable Vectorblade versions #4220
    Malban
    Keymaster

    I little bit more refined… (click to watch)

    in reply to: Downloadable Vectorblade versions #4218
    Malban
    Keymaster

    For information…

    This is my current todo list… have I listed everything you guys are concerned about – or did I miss anything?

    done - Boss levels are not displayed as Level + number anymore
        Helmut
        Level 25 twice?!
        Currently, there are two level 25: There is level 25 Boss allowed by level 25 normal. This is a bit confusing.
        Suggestion: From my point of viewer boss levels should mark the end of a larger unit. 
        The first unit is levels 1-24 and level 25 should be the boss level. 
        After that the levels 26 with new enemies should follow. 
        In beta 28 it says: “LEVEL 25 BOSS”. Changing this to just “BOSS” or “BOSS LEVEL” would be a simple and effective solution.
    
    done: messages spellings wrong
    done: to Test
            Helmut:
            Blaster: Achievement achieved but not displayed as achieved (Bug)
            In this game I’ve achieved the blaster and could buy the quadro shot. When looking in the list of achievements, 
            the “Blaster” achievement isn’t hooked and the trophee graphic isn’t displayed.
    
    done:
        Helmut
        Year of copyright
        Currently, when starting Vectorblade it says (c) 2018.
        Suggestion: (c) 2019
    
    not done: (no space left)
        Helmut
        Inner animation when attacking
        Currently, enemies have some inner animation when displayed at the top. When flying and attacking, the enemies have no inner animation.
        Suggestion: Add a minor inner animation to attacking enemies. This will make enemies and game look even more lifely.
    
    not changed - no time (in game time)!
        Helmut
        Number of highscores
        Currently, four highscores are displayed, only.
        Suggestion: Display five or even 10 highscores.
        Notes:
        - 1, 3, 5, or 10 highscore entries feel 'natural' to me. Four entries is somehow odd.
        - Displaying ten highscores would make the screen look too cramped and would require a complete redesign. 
          So five highscores would be best, I think.
    
    not changed: awards are only given when shotcount >1000
        Helmut
        No Sniper > 100%
        Currently, with double or triple shots you can get a hit rate > 100%. 
        My impression is that once you die and you have a hit rate > 100 % you don't get any sniper rewards.

    Sugestions: Sniper rewards should be rewarded even with a percentage higher than 100%.
    -> TODO
    Change sniper rewards to be more difficult (needed percentage > 100%)

    not changed: 
        Helmut
        Sniper achievements: One at a time?
        Currently, if you have a hit rate of 90% or more you get all three sniper achievements at a time once the game ends. 
        This way you can play one game with precise shots and your are done with all sniper achievements.
        Suggestion: Sniper achievements could be rewarded one by one, i.e. in one game you can get one achievement (the lowest), only.
    
    (not sure...)
    Helmut
        perhaps: COLLECTING RANK MARKERS IN ASCENDING ORDER WILL GIVE YOU GREAT BENEFITS!
        and
        COLLECTING E-X-T-R-A IN CORRECT ORDER WILL MAX YOUR WEAPON!
        Splitting the secret message has two benefits:
        1. Messages are easier to understand.
        2. The EXTRA can be last secret that you can buy. This helps us in the laser discussion, 
        I think, because the laser secret will be revealed last.
    
    Helmut / VTK
        First boss: Shot gets stuck (very minor issue)
        Currently, when destroying the boss one of the shots remains in the air. It looks as if this shot is frozen. If you keep on shooting you can do so but not in normal frequency.
        Suggestion: Shots should dissappear and not freeze in the air.
    
    Helmut (probably not changing)
        Shop: Size of symbols
        In the shop, in the top left the symbol of the selected power-up is displayed.
        Currently, the symbol is displayed in normal size, i.e. the size that is used within the game. The top left area looks pretty empty.
        Suggestion: The symbol could be displayed a bit larger. This way, one can recognize the symbol more easily and the empty area is filled.
    
    Helmut (pending?)
        Single and double arrows
        Currently, there are single and double arrows used as indicators for the list:
        - Status info uses double arrows
        - Achievement list uses single arrows
        Both lists use paging for displaying the various items. In Status info the item at the very bottom is displayed again 
        on the next page at the very top. This means that some items are displayed on two pages.
    
        Suggestions:
        - Use single arrows for both lists (the double arrow is not helpful for the user I think).
        - When paging in status info the item at the very bottom should not displayed on the next page at the top, again.
    
        Note:
        The list in the shop scrolls item by item and doesn't display items pagewise. 
        So the list in the shop is different to the list of achievements and the status info.
    
    Helmut
        Some thoughts on the laser:
        With laser the game is really much simpler. But, if I understood right, 
        once you die you loose everything (=greatest loss). And I do die during playing the first 50 levels -even with laser. A new laser could be bought for just 1000 bucks which is not much compared to the other stuff. So you can gather money (using the known technique) and when buying things in the store you always keep a bit of money for powering up the player ship and even buy a laser, again. This worked out for me several times.
        Suggestion:
        The laser could be more expensive (e.g. 2500 bucks or even 5000 bucks). 
        This way its hard to get a laser and the laser remains something special from the bonus side and from the money side.
    
    Jacek
        new boss animations
    
    Helmut
        Shop sound <> shot sound
        Currently, in the shop when selecting a different item, a short sound is played. The sound ressembles very much the sound when you shot (shop sound = shot sound).
        Suggestion: During the game you hear the shot sound very often. It would be good if in the shop one heard a different sound.
    
    
    Helmut (still relevant?)
        Currently, there is line-wise vertical scrolling in the shop and paging (Achievements screen, Status screen) use joystick up/down.
        Suggestion: For paging use joystick left/right instead of up/down. Appropriate arrows indicate this. 
        This will help the user to understand the concept of scrolling and paging better and usage gets more intuitive.
    
    George
        In shop "bullet" counter (bar) can go negative
    
    Nico
        When returning to the beginning after a game, you get directly to the desktop. As I really like the title screen It would be nice to get there first.
    
    Nico
        On the desktop screen you begin with greetings, which is kind, but it would be more informative to show the different bonus items first.
        I'd love to see a really short introduction text, like "Captain V. Tiberius Rex - you are the last hope to rescue the galaxy from the Alien invasion...." on this screen.
    
    VTK 
        Scroll text not always centered
    
    Unclear!:
        Crash: Star wars boss, player on the complete right, destroyed by laser, 4 shot
    
    Unclear!:
      VecFever? crash after "achievment officer rank 2"?
    
    - do level select -> and hide it again
    
    - scrolling smoother (y) in intro text?
    
    - money - no speech (gets on ones nerves)
    
    - laser??
    
    - VecFever support
    
    - triangles on desktopn top/bottom not equal?
    
    - minestorm success also print about 500 credits?
    
    - in demo mode also do a high score table?
    
    - Hardcore mode
    
    - add beta tester credits
    
    - MH
    
    

     

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