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Re: Last Legacy: Null Space Beta

PostPosted: February 13th, 2014, 10:53 am
by -BY
It took me less than a day to get used to the controls. Even the spacebar hasn't been that much of a problem afterwards. It's for sure just the fact that you might need more time to get used to it or simply don't want to. Maybe you're even not that much aware of the keyboards key positions. In SM63 for example, you'd always need two hands for attacking and running/jumping as well. You're pretty much just switching the sides. That's been my main problem after all.

What I'm mainly trying to say. You're just needing time to get used to it.

Spoiler: show
Same goes for trigger boxes, people did long complain about. You can still design levels even if you aren't going to use them. And if you do, it's more than enough to know about the most simple basics of programming, as there isn't that much knowledge needed after all. It's in fact one of the most user friendly LDer I'm aware of. But this all doesn't fit too much into the topic. So... spoilers. : P

Re: Last Legacy: Null Space Beta

PostPosted: February 13th, 2014, 6:15 pm
by Harmless
JSlayerXero wrote:Space for jump is fine, because almost if not all FPS games use that. Castle Crashers uses it and it works, oddly enough.

The primary reason FPS games use Space to jump is because the environment is 3D, and players need to strafe with WASD or whatever they use and use another button to jump. In platformers I'd much rather keep that same aspect of going up instead of pressing some random space bar to jump. I dunno if that's just me though.

Actually, on more thought it could be better to use space to jump if the player was later given the option to attack upwards or use projectiles with the keyboard.

Re: Last Legacy: Null Space Beta

PostPosted: February 14th, 2014, 12:59 am
by Konradix
Well then, have you tried to play SMB with a jump button being up?

Re: Last Legacy: Null Space Beta

PostPosted: February 14th, 2014, 2:30 am
by Dtroid
I've gotten used to it now,but there are still some things which I can't do because I'm still not very used to it:

-flying kicks,
-delta-ing in mid-air,
-swinging the sword while jumping,
-able to double-jump back up when falling down,
-able to continously backflip and kick,
-able to strike the enemy at the right moment.

I was able to do these things before. I miss those times.

Re: Last Legacy: Null Space Beta

PostPosted: February 14th, 2014, 6:20 am
by -BY
Spoiler: show
Image


If you're fast enough you're able to skip these rooms. However, you end up dieing no matter what you're doing on the other side.

Re: Last Legacy: Null Space Beta

PostPosted: February 14th, 2014, 7:24 pm
by Dtroid
-KT wrote:
Spoiler: show
Image


However, you end up dieing no matter what you're doing on the other side.


Why?



My suggestions:
We could have a function to trade items to other players...
How about a boomerang item? Use that to get items/enemies or press switches far away.
We could have something that shows whether an item is rare or not.

Questions:
In the fourth level,while going through the last transition,a faint "You got a " appears on the top.Why?


Why are there no music on some levels? In the video of the previous announcement,the first level shown had music played. But the music didn't come out for me. I ensured that the settings had the sound and music volume to 100%. How come?