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Re: Inversion Trailer

Posted: Sat May 25, 2013 7:21 pm
by Zelex
This game is awesome :) So much fun!

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 11:59 am
by Denine
Inversion is public from today now.
You can grab it from here.
Check out readme.txt for basic instructions.
Let me know if you find any bug.

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 12:38 pm
by Zelex
Great game! =D

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 2:08 pm
by rainwarrior
Hey, you finished it! Congratulations!

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 3:21 pm
by tokumaru
Pretty cool, but I find the grayscale palette confusing as hell. I's very hard for me to tell what's solid and what's not...

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 4:41 pm
by zzo38
Can you add the difficulty mode that has timer and unlimited lives?

I did find some bug when a projectile hits you at the edge of the screen it won't hurt you. Also, the documentation doesn't seems to mention to activate the switch (although I figured it out).

But, it is good game.

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 5:14 pm
by 3gengames
Pretty good! Only SUPER annoying thing (as 2 menus and 1 level in) is how it says "PRESS START", WHY DOES IT NEED TO BE START? Make it check every button that CAN/USUALLY is used to advance, AKA A button. It's so annoying to HAVE to start a game with A, as the START button is used for that.

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 6:36 pm
by tokumaru
3gengames wrote:Only SUPER annoying thing (as 2 menus and 1 level in) is how it says "PRESS START", WHY DOES IT NEED TO BE START? Make it check every button that CAN/USUALLY is used to advance, AKA A button.
What I found weird is that some menus only accept A, while others only accept START. This inconsistency is the most annoying thing about the menus IMO. I agree that the best would be to have them all accept both A and START.

Re: Inversion Trailer

Posted: Sat Jul 20, 2013 8:25 pm
by tepples
Some games accept only Start to submit the title screen because historically, arcade games had separate start buttons.

Some games do different things for A and Start. Tetris for Game Boy and NES, for example, has A to switch among controls in a form and Start to submit the form. They differ in what they do when A is pressed on the last control: NES wraps around to the first control, while Game Boy submits.

In cut scenes, Thwaite uses A to go to next screen and Start to skip. In Practice mode, it uses a point-and-click model where A activates the item under the cursor, Start begins a game, and A also begins a game if the cursor is on (Play).

Other games involve A in a command to be entered on the title screen. Super Mario Bros. lets the player hold A + Start to start from the previous world. Contra lets the player press ↑ ↑ ↓ ↓ ← → ← → B A to add lives, and Teenage Mutant Ninja Turtles II has its own extend code that Nintendo Power infamously flubbed up when it was first printed.

Re: Inversion Trailer

Posted: Sun Jul 21, 2013 7:05 am
by Denine
Thank you all for your opinions.
I was seriously concerned if the game is good enough to be showed.

@tokumaru
I'm not sure how to make grayscaled palette better :\ There was also another guy who claimed to have actual color blindness and have huge problem with recognizing solid and non-solid ground.
When I think about it...maybe you people are right.
I'll wait a couple of days before releasing final version(in case some nasty game bugs surface).

How this sounds:

Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)

Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...

Re: Inversion Trailer

Posted: Sun Jul 21, 2013 7:18 am
by tepples
The NES PPU has six usably distinct brightness levels: 0.00, 0.20, 0.40, 0.70, 0.85, and 1.00. If you want to make a game playable on a black-and-white TV, make sure no two things with the same brightness level are next to each other.
  • 0.00: Black ($1D, $xE, $xF)
  • 0.20: Dark colors ($01-$0C)
  • 0.40: Medium colors ($11-$1C), dark gray ($00)
  • 0.70: Light colors ($21-$2C), light gray ($10)
  • 0.85: Pale colors ($31-$3C)
  • 1.00: White ($20, $30)

Re: Inversion Trailer

Posted: Sun Jul 21, 2013 8:56 am
by zzo38
Denine wrote:Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)
Yes this is fine, I think. Another possible thing is that on some menus you might make SELECT to move the cursor (if moved past the bottom, it move back to the top) like many NES/Famicom games does. I also think there are too many menus before the game will start (the menu that says nothing except "PRESS START" isn't needed).

Another thing you could do if you want is provide Game Genie codes for skipping the language selection menu.

I do like this game and think is good game, though.

Re: Inversion Trailer

Posted: Sun Jul 21, 2013 2:34 pm
by 3gengames
Denine wrote: How this sounds:

Language selection: Accepts both A and START
Title screen: Accepts START only
Main menu: Accepts both A and START
Password screen: Accepts both A and START for submitting password
New World screen: Accepts START only
"READY" countdown can be skipped with START and B button(in current build only start, but I'll add B)

Or maybe I should make everything accepts both A and START, bespite of "PRESS START" message? I would be a little strange...
Just make them do both. Only reason not to have A and Start be the same button (Since I is for advancing through 90% of menus.) would be where you need both. I mean, when start is the only button to press, why not have A work too? If the first button I pressed when it said "Press Start" since I usually finish menus and exit/start the game again by pressing A. But also, the select to move the cursor on menus, 100% agreed. It's what I tried at first too, just didn't think it was as big of a design flaw. But yeah, it took me a while to figure out if my controls were set up right because I pressed what works for most games and the menus are all different, so it was always a different key, so I thought my emu was broken, as it was the first game I tested with it. :P

Re: Inversion Trailer

Posted: Sun Jul 21, 2013 5:05 pm
by Sik
Denine wrote:You can grab it from here.
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Re: Inversion Trailer

Posted: Sun Jul 21, 2013 9:07 pm
by thefox
I think it's OK to accept just Start on screens where you explicitly say "PRESS START".