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 Magnaut 
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Post Re: Magnaut
Contrary wrote:
I will test the ♥♥♥♥ ♥♥♥♥ out of this game. None of its orifices will work the same after I'm done playtesting.

That's what I like to hear. The only way to release a non-shitty game is to test that ♥♥♥♥ right out of it.

Here's an update for today:
After working on this project for such a long time, it's inevitable that some of the earlier work isn't going to be quite up to par with the rest of the project. I've been going through all the music in the game recently and making things sound a little nicer.

Mostly, I've been playing with the compression levels of the songs to make things sound more crisp and powerful. As well, I've reworked the drum samples to sound more lo-fi while still keeping the integrity of the tracks. The drums in particular have been a problem since the very beginning. A few of the earlier songs were written using the Ultimate Mega Drive Soundfont, so there were some great 16-bit era drum samples to work with. I wasn't entirely comfortable using sounds ripped straight from another game, though, so I decided to switch over to using VOPM, which emulates a similar sound chip to the Mega Drive. That also meant coming up with new drum samples, but all the ones I have are high-fidelity. After a lot of playing around, I've gotten them to sound nice and crunchy using a mix of pretty heavy compression and a bitcrusher VST.

Here's a quick sampler of some of the older tracks that I've remastered, including Electroargentum, The Tough Get Going (Cyphon Theme) and Fast Travel. Let me know what you think!


Mon May 13, 2013 9:22 pm
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Post Re: Magnaut
The slash lines are now weighted toward the screen's center a bit more, there are 4 more slashes, and it all goes 25% faster.

Dear god.

Image

Also, a sword boss wouldn't be complete without a spinny attack:

Image

All that's left now is to tie the attack sequences together and put in an outro animation. After that, I think it's finally time to address the controls... Stay tuned for another post on that matter.


Thu May 16, 2013 9:53 pm
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Post Re: Magnaut
Okay, let's talk controls!

The first version of Magnaut (technically Magno-Warrior) had some serious control issues. The main problem was that the attachments didn't arrange themselves automatically, and the ship pointed its front toward the mouse -- if you only had attachments on the sides, that made it pretty hard to aim. Obviously that's no longer an issue, but I still want to make sure that everyone can be comfortable with the controls.

Sadly, I just learned the other day that Flash doesn't have native joystick support. It's sort of possible to get it working in AIR, but it would be a huge hassle to get it functional cross-platform, so for the time being, I'm going to be leaving gamepad controls out.

So, what I've come up with is a few different PC-based control schemes that you can switch between. Also keep in mind that in all of these cases, you'll be able to re-bind the keys.

Method 1: Keyboard Only (Radial)
Image

Description
You turn your ship manually, then can either go forward or backward. Firing is a separate button. Basically, this works like Asteroids. This is the one I've been using in all of the videos and pictures you've seen to date.

Pros/Cons
    + Easier to use non-frontal attachments
    + Movement looks more acrobatic and round
    - Aiming takes longer
    - Some might find the movement awkward, especially in intense moments

Method 2: Keyboard Only (Twin-Stick)
Image

Description
You use a set of directional keys to move your ship, and another set to aim the attachments. Attachment firing is automatic while you aim.

Pros/Cons
    + Movement is intuitive
    + Can be plugged into Joy2Key pretty easily
    - Aiming is locked to 45-degree increments
    - If you're not using Joy2Key, it can be a bit difficult managing all these keys

Method 3: Mouse and keyboard
Image

Description
You use a set of directional keys to move your ship, and aim with the mouse. Click to fire.

Pros/Cons
    + Aiming is faster and more precise
    + Movement is intuitive
    - Harder to aim with non-frontal attachments
    - Flash doesn't let me constrain the mouse (except in fullscreen), so that could get annoying in windowed mode

Any thoughts about controls?


Fri May 24, 2013 2:34 am
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Post Re: Magnaut
Keyboard only seems a little awkward but the other two methods are clearly for scrubs.


Fri May 24, 2013 8:55 am
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Post Re: Magnaut
I like to think of it like the control schemes in CC. Everyone's going to use mouse and keyboard, but true pros (read: masochists) will go for keyboard-only.

In all seriousness, though, I think the radial keyboard scheme isn't too bad — I mean, other games have used it. It definitely takes the most getting used to, though. I'll probably set mouse and keyboard as default, though.


Fri May 24, 2013 7:20 pm
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Post Re: Magnaut
Working on a background for the next world:
Image


Sat May 25, 2013 4:23 am
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Post Re: Magnaut
That seems a bit distracting, but it does look really cool.


Sat May 25, 2013 10:45 pm
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Post Re: Magnaut
how many worlds will there be?


Sun May 26, 2013 4:42 am
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Post Re: Magnaut
Urch: It might be too distracting, yeah. If it is, it's not hard to turn down the contrast a little.

Miggles: The one I'm working on right now is the last one, so there'll be five total.


Sun May 26, 2013 7:24 am
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Post Re: Magnaut
Is this game going to be costy once it's released? Because I'd totally buy it.


Sun May 26, 2013 10:37 am
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Post Re: Magnaut
I'm planning to sell it for less than $10, probably closer to $5. The price probably depends a bit on what distributor(s) I end up with, since I'm sure they'll have some say in that.


Sun May 26, 2013 7:11 pm
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Post Re: Magnaut
make it about blocks and sell it for $27


Mon May 27, 2013 6:26 am
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Post Re: Magnaut
Make the first level cost 1 dollar and every other level cost 10 dollars and make use of each weapon cost 30 gems which you can buy 20 of for 10 dollars .


Mon May 27, 2013 7:23 pm
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Post Re: Magnaut
In order to give players a true arcade experience, you'll be required to frantically fumble through your wallet for your credit card and send me 25 cents every time you die.


Mon May 27, 2013 8:20 pm
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Post Re: Magnaut
You should make some extra levels later on and sell them as dlc for twice the cost of the original game.


Mon May 27, 2013 10:25 pm
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