Pandora Pandora Panic


'Gruso' said:
Ah goodly. What's the max run time for Plander? I should have something that's pretty much ready to go.

Also, I PM'd Miggles last week but haven't heard back, so I'll just paste this here for now. It's some ambient casino noise for One Button Bandit. Probably too long, easy to trim with Audacity though.
CODE
http://users.tpg.com.au/pw2007/PP-OneArm.ogg

Sample attribution:
CODE
By Incarnadine (http://www.freesound.org/usersViewSingle.php?id=36298)
Living Minute - Casino Slot Machine Room.mp3 (http://www.freesound.org/samplesViewSingle.php?id=13225)
Miggles was very busy moving house last time I was able to catch him on Skype... real life is a busy thing... I'll see if I can get hold of him again though.

Max run time... I would say around 30 seconds... it's supposed to be quickfire minigames.

'Gruso' said:
Suggestion for Plander:
CODE
http://users.tpg.com.au/pw2007/PP-Plander-draft.ogg

Spacial ambience and percussive tension, can you feel that, u-huh.

I do like it, but it feels a little like cannibals are coming to eat my brain! The tension is there definitely!
 
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'MarkoeZ' said:
My progress: Currently i'm working on instructions/button guides for the minigames and menu's.
Hey MarkoeZ,

I wanted to remind you of my effort to help with button guides. :) It may not be what you're talking about or it may not be your cup of tea, but... You'll notice BadVista starts with a prompt as to which button to use. I tried to make the ButtomPrompter class very general purpose, with instructions included in ButtonPrompter.h. That should make it easy to flash a button at a desired location on-screen for a desired duration in order to indicate to the user which controls to use for any particular game.

--Todd
 
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'todd' said:
'MarkoeZ' said:
My progress: Currently i'm working on instructions/button guides for the minigames and menu's.
Hey MarkoeZ,

I wanted to remind you of my effort to help with button guides. :) It may not be what you're talking about or it may not be your cup of tea, but... You'll notice BadVista starts with a prompt as to which button to use. I tried to make the ButtomPrompter class very general purpose, with instructions included in ButtonPrompter.h. That should make it easy to flash a button at a desired location on-screen for a desired duration in order to indicate to the user which controls to use for any particular game.

--Todd


Hiya Todd,

That is exactly what i am doing atm ;) thanks for making the job easier

@ gruso: nice music again! Gamingroom is a bit very vague though. but it works

cheers
 
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Have global sound effects been chosen yet? I have an idea that we could use, akin to Wario Ware.
 
Alrighty, here they be! I actually, haven't played the game yet, so I don't know quite how these will fit in. So please give me your feedback! I have a long and short ball dropping sound, some pretty epic escape music (I was thinking chase when I read "escape", oh well), and I'm pretty sure I nailed cheesy rocky theme right on. None of these are mastered, 'cause I don't know how to do that yet.. Anyways, devs let me know if anything needs to be longer, shorter, looped more, slower, faster, or really anything that needs to be changed. Oh, and the Punch Wrestler themes are meant to be looped.. Yep, enjoy! :lol:

...oh yeah, and here's the link: I'm a Link
 
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'Zephyr-san' said:
Alrighty, here they be! I actually, haven't played the game yet, so I don't know quite how these will fit in. So please give me your feedback! I have a long and short ball dropping sound, some pretty epic escape music (I was thinking chase when I read "escape", oh well), and I'm pretty sure I nailed cheesy rocky theme right on. None of these are mastered, 'cause I don't know how to do that yet.. Anyways, devs let me know if anything needs to be longer, shorter, looped more, slower, faster, or really anything that needs to be changed. Oh, and the Punch Wrestler themes are meant to be looped.. Yep, enjoy! :lol:

...oh yeah, and here's the link: I'm a Link



Thanks! balldrop sounds good, and i think rocket escape is good as well (that's up to poke though).

I tried the music for Punchwrestler, and it sounds ok at an early level, but it really needs to be faster at later level. I think a speed increase is more important than the complexity in that game. Also the volume is a bit too high, but that i can fix myself.

If you would like to play the game, i uploaded fully playable linux and windows versions yesterday, links are in the in the beta-testing part of the forum.

Thanks and cheers!!
 
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Ah, new builds. Excellent.

Zephyr, I really like the Rocket Escape and Balldrop contributions too. Haven't listened to the PW music yet, grabbing it now.
 
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QUOTE
I tried the music for Punchwrestler, and it sounds ok at an early level, but it really needs to be faster at later level. I think a speed increase is more important than the complexity in that game. Also the volume is a bit too high, but that i can fix myself.


Will the games become increasingly harder? I mean, is it even necessary to have music for multiple levels of difficulty within the same minigame?
 
What about simply increase the music speed?
Of course there can't be only one theme for every game but for some levels you can simply make the rithm of the music get faster like some tetris games or Super Mario...
 
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That's a sick idea. Like, you're playing that game where the ball drops into your little basket and as it starts dropping faster the speed increases.
 
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Wow - a very polished product so far, actually quite addictive and once a few of the wrinkles have been ironed out it'll hold it's own as a standalone product. Honestly, great effort guys.

I tested the windows build and didn't get the zooming logo until I'd played the selection mode then it started zooming.... doesn't make much difference to me if it does it or not, but it's a shame to have a snazzy zoom that only happens now and again randomly. It should at least start by zooming on initial load.

My observations:

High scores
As you can only enter 3 chars, you need to be able to pick an [end] option or it should just timeout and finish once the 3rd character has been entered for a couple of seconds. It's weird to have to pick any other character that you don't actually want to enter to continue. Also, spaces and characters would be nice to be able to do nice effects. Maybe there’s a specific end button – but the general action button seemd to be the most appropriate one to press.

Selection play mode
It should be a little more obvious that you have to move up and down to select the subgames. maybe a scrolling menu in the middle would be more useful? What about centering the game name in the middle or showing a preview screenshot? There’s alot of dead space in the middle of the screen in that mode.

It's also not as obvious when playing in this mode how many games / lives there are played/completed or remaining.

Wrestling game
The werstling game's just not at all obvious in what you should do - despite this, I've won 2 times out of 5!

The LR shoulder button Pandora browser game
(sorry - can't remember the full name) doesn't display the help for long enough - it may be an idea for all games to give a brief instructional screen that can be easily skipped that remains until the player is happy he's read the page and wants to continue playing the game.

Spelling contest
The spelling contest needs a bit more variety in the random choice. I had the same word 3 times in 5 plays. Is there any way to save an ini file with a count of the number of times a word's been used and this can be a basis for the random count algorithm?

The music and presentation are all spot on - again, well done guys, excellent work.
 
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'Mqark' said:
Spelling contest
The spelling contest needs a bit more variety in the random choice. I had the same word 3 times in 5 plays. Is there any way to save an ini file with a count of the number of times a word's been used and this can be a basis for the random count algorithm?
Hmm, the game should use a standard number generator and with about 20 different words I woulds say that you've been quite unlucky to recieve the same word 3 times out of 5.
Keeping count of which words has been presented can be done, but an easier (though less elegant) way would be to just add more words to spell. It's no gurantee but with more words to choose randomly from, it should lower the odds of recieving the same word two or more times in quick succession.
The game has been designed so that anyone can esaily add more words to it.
 
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The game should just use a bigger dictionary list. If you find one of the dictionary brute force ones, they have like 100,000+ words. You won't get the same word twice then.
 
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I guess what I was trying to ask was if a sped up version of the Punch Wrestler would be used or not. If so, I'll be glad to upload a faster version.
 
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'Zephyr-san' said:
I'm currently working on some music for the Jumper game.
Ah, nice! jumper has been kind of a side project all this time. I have most of the tile and enemy functionality there, and a level editor is wip as well. It's fully playable atm, it just needs that final touch. The background images by gruso are great, im probably going to use the one with the b/w pipes as main one.

Also, if anyone is interested in making a level for the Jumper game, contact me, its easy ; )
 
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