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AethosGames
Hi, I make games and stuff!

Age 34, Male

Flash Programmer

Johnson & Wales University

Denver, CO

Joined on 8/30/08

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[Visible] III officially in production!

Posted by AethosGames - May 30th, 2010


Well it will be starting June 1st. I want to hear from you, the players, what you want included in the third and final installment of the [Visible] series. I've heard your strong pleas for a level editor and more... forgiving collision detection, which has always been a challenge with the [Visible] games. I have had a lot of practice on collision detection and have even made my own custom collision detection codes reuseable, so the succesful collision detection from my past games will be included in the third [Visible].

There are also some questions I would like to ask you, the players, as well:

-Stylistically, I liked the first [Visible]'s tutorial as a non- scrolling single screen puzzle. Would you prefer the entire game be non scrolling with more levels or scrolling with the same?

-Also, did you prefer the character more black than the second characters more grey look with green accents? Or would you prefer even more color, given the traditional silvery color scheme?

-How do you feel about character upgrades, such as upgrading invisiblity power or even special abilities like immunity to explosives?

Feel free to throw out any other suggestions that you feel would improve the game, because it's ultimately your experience with the game that makes it succesful.


Comments

As of now, the whole visible/invisible aspect of your games has been nothing more than a gimmick. As far as I've played, once you get the hang of checking both the top and the bottom screen, all that remains is a poor platforming challenge.

Hello Worlds! actually used multiple screens to have interesting puzzles.
<a href="http://www.newgrounds.com/portal/view/537310">http://www.newgrounds.com/portal/view /537310</a>
Since you are implementing power ups anyways I would suggest implementing powerups that are local to only one of the screens. That way, the player has to piece together which power ups he needs on which screens to navigate through the obstacles. A poor choice of power ups will not make the level impossible, but will make it more challenging.

I would also like to suggest a run button, so people who want to pretend to be pro can rush through levels at breakneck speed.

To your specific questions: All of them can be well done going either way.

I suppose it's kind of misleading to describe the [Visible] series as puzzle games when they really aren't, so I guess that's my bad. However, the Visible series has done well enough for me to disagree with you on the "gimmick" and "poor platforming challenge" comments.

Other than that, I found your feedback very useful. The one- sided powerup isn't going to happen, however I think making a sprint ability unlockable is a very good idea. Thank you for your suggestion.

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