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First Impressions - Printable Version +- Midnight Mansion Forums (https://actionsoft.com/forum) +-- Forum: 120 (https://actionsoft.com/forum/forumdisplay.php?fid=10) +--- Forum: 999 (https://actionsoft.com/forum/forumdisplay.php?fid=55) +--- Thread: First Impressions (/showthread.php?tid=1307) Pages:
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First Impressions - VernJensen - 04-03-2010 Post here with first impressions about the sequel. But do remember various things are still missing, such as the story. Re: First Impressions - VernJensen - 04-03-2010 FYI, a few things that aren't done yet: - Story screen, when you start the game the first time - New Difficulty Screen artwork - No more Open Mansionbutton on Difficulty screen. (Since there is now an Open Mansion button on the title screen.) - Ability to post high scores online. - New About screen - New Buy me!teaser screen when you quit - New screens for when you beat the entire game Plus various fixes. (For instance, when lightning flashes on the title screen, the Version 1.0.0text blinks.) But -- once you are playing a mansion, everything is complete and there are no known bugs, so please report any problems you find while playing a mansion! Re: First Impressions - pleomax - 04-04-2010 1.) Binary is (still?) PowerPC PEF executable. Rosetta is called: jbaumgar@zucchini > pwd /Users/jbaumgar/Desktop/downloads/games/Midnight Mansion Sequel Beta 1/Midnight Mansion_Sequel/Contents/MacOS jbaumgar@zucchini > ls -l total 2024 -rw-r--r--@ 1 jbaumgar jbaumgar 871025 Apr 3 00:26 Midnight Mansion -rwxr-xr-x@ 1 jbaumgar jbaumgar 64734 Apr 3 00:26 RezLib jbaumgar@zucchini > file Midnight\ Mansion Midnight Mansion: header for PowerPC PEF executable 2.) Start screen seems to be a little nervous. The lettering is hard to read. Re: First Impressions - triforceguy1 - 04-04-2010 It all looks very well presented so far and I haven't had any problems so far either. I'll be able to test it more tonight. Re: First Impressions - VernJensen - 04-05-2010 627E777D7F736A120 wrote: 1.) Binary is (still?) PowerPC PEF executable. Rosetta is called: Yes. It will be PPC-only at release. AFTER release, I will begin work on porting it to iPhone, Windows, and native Universal Binary. This will be a major rewrite of the game to accomplish this, hence why I m holding off until after the sequel is out.nervous" can you explain more what you mean? Re: First Impressions - pleomax - 04-05-2010 No problems with Rosetta occured yet. No performance degradation. Rosetta is very modest... I just mentioned it because you never know when Apple will remove one of the last PowerPC relicts. However, thanks for the information. BTW: In which language you have written now? Which language you plan to use for the future? With nervousI meant the lightings which occur. I winced the first time ;-) But it's only my personal opinion. No problem at all. The only thing which could be improved is the readability of the menue items. My other first impressions are: - intuitive UI - no errors found so far - funny new behaviour of platforms - good ideas: - new sorts of flying monsters/ghosts - monsters appearing accidentally after activating hidden switches Re: First Impressions - Wingy - 04-05-2010 213D343E3C3029510 wrote: ...The only thing which could be improved is the readability of the menue items. In my opinion, I think the text looks fine. Only thing that bugs me, is it meant to be off center like that? Or would that block the pathway of the castle and the castle entrance, key elements of the artwork background? I originally thought you had plans for having an animated Jack looking up at the castle in the pathway, so the menu couldn't go over Jack at all, or something - If that's the case, nevermind. ![]() Re: First Impressions - VernJensen - 04-05-2010 5F434A40424E572F0 wrote: BTW: In which language you have written now? Which language you plan to use for the future? Midnight Mansion is written in straight C. The future versions will be too. Re: First Impressions - VernJensen - 04-05-2010 516F68617F060 wrote: Nope, no plans for an animated jack. Yeah, the text is off-center to not block the path and part of the castle (gate). But I'm considering splitting the menu into 2 columns: 4 buttons on the left, 4 on the right. Would that be better? Re: First Impressions - Wingy - 04-05-2010 Have you considered having an icon menu? Crazy idea- I'm sure you've played Starcraft 1, right? Remember how the space-station was the multiplayer button, the planet was the editor, the ships in battle was single player, etc -- what if -- With text near each thing: • You had the castle door the Start Gamebutton. • The bottom of the screen on the pathway the Quitbutton. • A tree the Open Mansion(or part of the castle?) • The other tree Open Save(would be better name instead of Open Game imo; could get confused with opening a mansion) (Or another pat of the castle?) • The gate Options• The gravestone High Scoresmaybe? • Another Gravestone About• On the other wall opposite of the gate, Help• Instead of having the version and the current player, add two gravestones infront of the gate for each of them? (Or maybe they are fine the way they are) Sounds like a crazy idea, and makes the menu much different from the original game, but I think it would be cooler. Keep in mind however, the trees are so big you might be able to put two buttons on them, if you did this idea. Your other idea could work, though, if you didn't want to put too much work into the menu. It would mostly be on the artist' shoulders, right? (and you punching in the x,y on the screen of the button, of course )
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