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by lessmilk 4478 days ago
Thanks, I love feedback! You make some interesting points.

About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this.

Gravity could definitely be better. I'll look at Cave Story then.

I have only 5 short levels, so adding checkpoint will make the game too easy I think.

6 comments

I'm not a game developer, but I found the jump key to be slightly inconsistent, specifically pressing jump while running towards a ledge. Whether or not the jump registers seems to depend on how close to the edge you are. The closer you are, the less likely the jump is to register.

I guess depending on what you want out of the game mechanics, you could leave it as is or extend the "range" of a valid jump to slightly beyond the edge (perhaps half the width of the character). I guess some good questions that you could ask are: - Is it a faster paced game where jumping from platform to platform quickly matters? - Do you want to focus more on fluid movement and the ability of the player to think about their moves ahead of time? - Are there any gaps in any level where the jump is nigh impossible without performing a "perfect" jump. If so, is that a feature? (maybe it's supposed to be that difficult?)

EDIT: I've been looking at the source and I'm pretty sure it has to do with how Phaser checks whether the character is on solid ground or not (body.blocked.down). I'm not too sure how it calculates it (I couldn't understand the SAT.testPolygonPolygon function[1]. If anyone wants to help me with that, I'd appreciate it). I think the tilt of the character when it's running potentially makes it worse too.

[1]http://docs.phaser.io/SAT.js.html line 605

Most platformer games actually let you jump for a short time after you run off the edge of a platform. The lack of this mechanic is what causes the jump to feel inconsistent.
I ran into the same jump issue. Playing with two hands (one for right one for jump) seemed to help. Maybe it has something to do with rapid consecutive inputs being lost.
I think it tends to not register especially if you've just started going right or left.
I liked the lack of momentum. It made it easier to fall and collect coins stacked vertically!

Input lag not noticed here. Win 8, Chrome.

Yes checkpoints would be overkill in this size of level. I enjoyed the challenge of completing the last level, having to start again many times!

Well designed levels and fun graphics, sound and text. Make bigger games and I think they could be really popular!

I also found the hardest thing about the game to be figuring out the lag in timing between pressing jump and my character actually leaving the ground. Windows 7, Chrome.
I worked through the fourth level. It took me a few tries, but I made it. I'm not going to finish the 5th level. The first few sections are not fun enough to make it worth replaying them repeatedly to move forward in the game. So I would be in favor of a checkpoint system (try it in next platformer you make!).

That being said, solid game.

I developed a couple of small demo games and one huge one (3-month project) with HTML5 and browser behavior is often lacking performance-wise, especially on Linux and mobile devices. I decided to limit myself to mouse controls only and slower games like turn based strategies or similar.

I have plans to make a faster 2D paced game this year and I'll go back to desktop and SDL for it. Especially since the SDL author joined Valve in 2012 and development pace has picked up again. Looking forward to run in on my Linux Desktop, Windows, Mac and a Steam Machine. I'm not sure I want to go any more cross-platform than that. Especially since mobile devices are polluted with low quality nickel-and-diming games.

I like your efforts though, keep it up.

I have input lag on Firefox, Linux. Well, maybe lag isn't the word, but it's definitely not responsive (meaning I did notice that being annoying before seeing comments about that).