Retro64 Releases Cosmo Bots

Discussion in 'Feedback Requests' started by Mike Boeh, Nov 11, 2004.

  1. Mike Boeh

    Administrator Original Member

    Joined:
    Jul 26, 2004
    Messages:
    949
    Likes Received:
    0
    I am pleased to announce that Cosmo Bots has been released! Many people played the beta, thanks for all the nice suggestions and comments :)

    EXE: http://www.retro64.com/cosmobots.exe
    Screenshots and info: http://www.retro64.com/cosmobots.asp

    I also redesigned the homepage, but it's a little bandwidth heavy, so I have to run the clickthrough numbers before I know whether or not I will keep it...

    Thanks!
     
  2. tolik

    Original Member

    Joined:
    Sep 20, 2004
    Messages:
    1,407
    Likes Received:
    0
    For some reason I don't like filling sounds and the sounds of splitter (line) attaching to a surface.

    Combo sound sounds like mono. On the ambient sound background it sounds really bad.

    Still, you can shoot sitting inside an enemy.

    I think killing all enemies on the screen should autofill entire surface.

    Starting world selection is much better.
    Starting level selection is buggy. You can drag and drop this guy to a further distance than moving him using left/right arrow.

    Writing 99% when level is complete is confusing. How about cool INFINITY sign there instead of two digits?

    (more to follow)
     
  3. EpicBoy

    Original Member

    Joined:
    Jul 27, 2004
    Messages:
    624
    Likes Received:
    0
    You also have a spelling mistake. I meant to point it out during the testing phase but I forgot. :(

    "All ememies destroyed"
     
  4. luggage

    Moderator Original Member Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    2,132
    Likes Received:
    0
    If I click on the 4th from the left thumbnail I get a different large picture. The small one looks interesting!
     
  5. tolik

    Original Member

    Joined:
    Sep 20, 2004
    Messages:
    1,407
    Likes Received:
    0
    Level 8 is too hard.
    I lost all my lives there. Twice.
    I think you had another level instead of it before.

    Also, I think there's a very easy way to make this game casual.

    Every time you add a new enemy to level, make screenover hint (like in AstroPop with every new brick type) with very basic explanation of enemy behaviour.

    Also, help page wouldn't hurt.
     
  6. Sirrus

    Original Member

    Joined:
    Jul 27, 2004
    Messages:
    760
    Likes Received:
    0
    It's great and all to have input/criticism, but at this point, I think its important for congratulations to Mike.

    Good work!

    Look forward to trying the final build...
     
  7. Mike Boeh

    Administrator Original Member

    Joined:
    Jul 26, 2004
    Messages:
    949
    Likes Received:
    0
    Not much I can say here except that I like the sounds.

    Yes, I elected to keep this.

    I did it this way, and it just confused the user. EDIT: Let me explain a little more. When I did it this way, the users didn't understand why the level ended, and it was a big jarring. So I removed it.

    I don't think buggy is the right word. The slider can move freely, but you can't go to a higher level than what the arrows give.


    That's embarassing. Anyway, corrected- I can't believe that made it through testing with NOBODY noticing!

    Nah, I can take it :D

    Thanks!
     
    #7 Mike Boeh, Nov 11, 2004
    Last edited: Nov 11, 2004
  8. tolik

    Original Member

    Joined:
    Sep 20, 2004
    Messages:
    1,407
    Likes Received:
    0
    Great work, Retro64. Thanks for all the commentslapping :)
    It's very great to hear what and why happened in this game!
     
  9. Mike Boeh

    Administrator Original Member

    Joined:
    Jul 26, 2004
    Messages:
    949
    Likes Received:
    0
    I will look into the sounds though. I always found them pleasing, but I don't play without the music. As for the bonus points sounds, I did make them mono on purpose, because it didn't sound "right" when they were directional...
     
  10. GrahamGoring

    Original Member

    Joined:
    Aug 17, 2004
    Messages:
    124
    Likes Received:
    0
    Just installed it over the beta version (so this may be an issue connected to that) but when I restarted and clicked the 0-9 level option it crashed. It also crashed on the old beta version whenever I tried selected a level with the slider that I hadn't got to yet.
     
  11. Mike Boeh

    Administrator Original Member

    Joined:
    Jul 26, 2004
    Messages:
    949
    Likes Received:
    0
    Sounds like you still have the beta somehow... Because you can't select a level you haven't been to in the release version.
     
  12. Anthony Flack

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    2,176
    Likes Received:
    0
    No, it's just a highly zoomed in tiny piece of the screenshot. It's a bit weird, because the thumbnail is actually at a higher resolution than the screenshot...
     
  13. Optigon CG

    Original Member

    Joined:
    Oct 28, 2004
    Messages:
    6
    Likes Received:
    0
    We decided to use higher contrast versions in the thumbnails. The actual background images wouldn't have shown up very well as thumbs. They are darkened quite a bit as to not interfere with gameplay.
     
  14. GrahamGoring

    Original Member

    Joined:
    Aug 17, 2004
    Messages:
    124
    Likes Received:
    0
    The thumbnail screen is totally different (circle of piccies instead of a line with two rows of them) and seeing as I'd got to like level 5 or 6 I thought I'd be able to click the 0-9 icon...

    Rebooted it and it loaded the level select fine this time, though.
     

Share This Page

  • About Indie Gamer

    When the original Dexterity Forums closed in 2004, Indie Gamer was born and a diverse community has grown out of a passion for creating great games. Here you will find over 10 years of in-depth discussion on game design, the business of game development, and marketing/sales. Indie Gamer also provides a friendly place to meet up with other Developers, Artists, Composers and Writers.
  • Buy us a beer!

    Indie Gamer is delicately held together by a single poor bastard who thankfully gets help from various community volunteers. If you frequent this site or have found value in something you've learned here, help keep the site running by donating a few dollars (for beer of course)!

    Sure, I'll Buy You a Beer