Thieves' Honor by Mach60KAS
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Hi guys! If the server's down or if there's no-one playing contact me on twitter via @Mach60KAS. I'm up from 12:00 -> 03:00 GMT most days. Thanks, and enjoy!
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Invite your friends! I'll try to play when I can, but it's more fun with more players! If you play alone, you're majorly missing out :(
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== INSTRUCTIONS
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* WASD to Move, Jump and Dive.
* Space to fire at current mouse cursor
* Hold Left-Mouse Button to charge a blink, Release to blink towards the mouse cursor.
\-> While blinking, you move extremely fast and are immune to bullet-fire!
\-> Blinking through a solid opponent will rob them of 25% of their money!
\-> Players turn light blue while charging, orange when fully charged and dark blue while blinking. While on cooldown from a blink, you turn red and have your movement speed cut.
\-> Cooldown lasts 1.5 sec, Charge lasts up to 4 secs.
* The winner is chosen at the end of the timer!
If you want to play the game but the server is down, leave a comment and I'll comment on your page when the server is running smoothly. Thanks for understanding.
(Temporarily hosted on my DynDNS.)
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== Libraries
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* Phaser
* ws for node.js
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== BUG FIXES
=======
* The server fails to kill ended game instances, adding players to already dead servers. [DONE 11/12/2014]
* Players may control one another if they set their name to an enemy player's name. [DONE 11/12/2014]
* Game fails to end on Google Chrome. [DONE 11/12/2014]
* Timer not responding to server update packets. [DONE 11/12/2014]
* Socket ends early, forcing a reload of the page to play multiple games. [DONE 11/12/2014]
* The player does not have the correct sprite, and instead is identical to all enemy players. [DONE 11/12/2014]
* Player's blink cooldown function not calling. [DONE 11/12/2014]
* Player now placed back to centre of map if the collision bugs out. [DONE 11/12/2014]
=======
== Known Bugs
=======
* Wrong map occasionally loads.
Hi guys! If the server's down or if there's no-one playing contact me on twitter via @Mach60KAS. I'm up from 12:00 -> 03:00 GMT most days. Thanks, and enjoy!
====
Invite your friends! I'll try to play when I can, but it's more fun with more players! If you play alone, you're majorly missing out :(
=======
== INSTRUCTIONS
=======
* WASD to Move, Jump and Dive.
* Space to fire at current mouse cursor
* Hold Left-Mouse Button to charge a blink, Release to blink towards the mouse cursor.
\-> While blinking, you move extremely fast and are immune to bullet-fire!
\-> Blinking through a solid opponent will rob them of 25% of their money!
\-> Players turn light blue while charging, orange when fully charged and dark blue while blinking. While on cooldown from a blink, you turn red and have your movement speed cut.
\-> Cooldown lasts 1.5 sec, Charge lasts up to 4 secs.
* The winner is chosen at the end of the timer!
If you want to play the game but the server is down, leave a comment and I'll comment on your page when the server is running smoothly. Thanks for understanding.
(Temporarily hosted on my DynDNS.)
=======
== Libraries
=======
* Phaser
* ws for node.js
=======
== BUG FIXES
=======
* The server fails to kill ended game instances, adding players to already dead servers. [DONE 11/12/2014]
* Players may control one another if they set their name to an enemy player's name. [DONE 11/12/2014]
* Game fails to end on Google Chrome. [DONE 11/12/2014]
* Timer not responding to server update packets. [DONE 11/12/2014]
* Socket ends early, forcing a reload of the page to play multiple games. [DONE 11/12/2014]
* The player does not have the correct sprite, and instead is identical to all enemy players. [DONE 11/12/2014]
* Player's blink cooldown function not calling. [DONE 11/12/2014]
* Player now placed back to centre of map if the collision bugs out. [DONE 11/12/2014]
=======
== Known Bugs
=======
* Wrong map occasionally loads.
Ratings
| Coolness | 81% | 2 |
| Overall | 3.28 | 459 |
| Audio | 2.32 | 765 |
| Fun | 3.40 | 273 |
| Graphics | 3.05 | 583 |
| Humor | 2.25 | 731 |
| Innovation | 3.07 | 601 |
| Mood | 2.73 | 731 |
| Theme | 3.56 | 618 |
Nice piece of coding though.
Seriously high jumping skills.
Great idea, good mechanics, multiplayer is a plus. SFX are a bit annoying, since there's seemingly no downside to shooting there's not a moment when you ever not want to be shooting. Controls a bit annoying, W is a bad jump key in platformers, better to use ASD and another key for jump. Would have preferred W for blink, mouse for shooting (lines up with the control isolation concept of your cursor control, firing and aiming, all being controlled by one hand, like a normal FPS).
Blink stealing is pretty difficult when others shooting at you makes you lose coins, and shooting could have maybe worked in mouse button, but otherwise this was pretty solid.
* @asobitech, I agree - there's not much to do without other players. I might work in some solo content in a post-compo to reduce the reliance on multiplayer.
* @Hempuli Yeah, I threw them together in sfxr in the last hour or so while trying to get the UI in an acceptable state - so they're far from the best they could be. The controls seem to be a common issue, I'll definitely remap them if I do a post-compo. Thanks!
* @alvarop I definitely agree with the controls, I wasn't thinking straight at the time! P: The characters were drawn //very// late-stage into the process, and character art and animation are NOT my strong suit.
* @RHY3756547 I call it my patented "Oh god I have 2 hours, no UI and Adobe Fireworks" approach. The main focus of a post-compo would be completely redoing the art into something not generic and hodge-podge. Thanks, glad you found it fun though!
* @01rafael I aim to be a comedian one day. Aww, what didn't you like about the gameplay? :( Glad you liked the overall chaos of the game though!
* @cxsquared Thanks very much! :')
* @monkeedude1212 My apologies, I'd put myself into a situation where the only feasible solution was to get the fixes in. I've given full disclosure of all the changes I've made thus far, and I'd thought that they'd be fine since the gameplay remained unaltered. I agree with the controls, maybe mapping to the FPS paradigm would be a way better approach in a post-compo. The idea of a downside to firing is interesting, I hadn't considered it before!
* @AdventureIslands Thanks a lot! I agree, @RHY3756547 brought that up in conversation after a couple of rounds played - I'd like to increase the hitbox in future. @monkeedud1212's idea would alleviate the problem of being fired upon constantly - I think players need a break from the chaos, giving them a little time to aim a strike! Again, I fully agree on the issue of controls. Thanks again. :)
If you have any further feedback, don't hesitate to post!
The controls are a little complicated at the beginning, I think the shoot button fit more on the mouse and the blink on the spacebar ;-)
Overall, good job and sorry my bad english! ^^'
@ilokimo Thank you very much! Yeah, it's mental right now for pacing, I'm intending on making the player sprites way bigger in the future - should make it way easier to see what you're doing.
@edve98 That's what I was going for, though I never considered what it'd be like with that many people...
@OctoTeam The pace is intentional, but I think trying to combine the pace with shooting very small targets was maybe not the best idea on my part. I'll be thinking about ways to tweak this. Thanks! :')
@Snicklodocus Oh dear, that's not intentional at all! The scripts only add up to a megabyte or so with very little audio. It might have been a server connection bug - occasionally the "Map" name packet disappears somewhere, giving you a black screen until the next round. Thanks again! :)
@Xanjos I'm glad you liked it! Yeah, the controls issue is pretty big - remapping it will have a high priority in future.
@ramoncb Thanks! Yeah, the control placement is a little bit weird, but what's done is done (for now, at least). Aww, cheers!