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Edit history:
mikwuyma: 2007-04-26 04:16:29 am
wise fwom yo gwave
First, wanted to say I really enjoyed the game, even if we did break it to hell  ;D.

I just wanted to comment on the "what i would improve about the game." I think more of a variety in moves, even if they were only cosmetic, would have been a nice touch.

With the "justice league character assists," I think it would have been better to allow the person to cotinue fighting while superman or whatever did his thing. It just seemed kind of strange that everything would stop.

Allow flash to "flash" to enemies when the slowdown was on (Mike's note: I apologize for stanski's illiteracy, it is truly a tragedy). Its really annoying lining up punches with the slowdown on, so I ended up flashing to the person, then putting on slowdown when I got there. I think eliminating this would be nice.

Any other tips for glitches/skips that we may have missed may have missed would be nice as well :-).
Yes, a cucco riding the ground.
I'd also like to thank you for posting here. It is nice to know that there are developers that genuinely appreciate what we do. Some larger companies (most notably Retro Studios and Nintendo) are heavily anti-sequence breaking, so it's good that guys like you find enjoyment in seeing your work put to the test. Tongue
I love YaBB 1G - SP1!
Quote:
I noticed "the making of the flash" extra said the development time was nine months start to finish.  But five months???


Nine months was from first discussions (and to give a more accurate dev process - 5 months is definitely not the norm). We finished X-Men 3 on GBA (a much more flawed game, but I still like it) and then immediately started on JLH. From the day we sat down to design it to when we submitted the final build was 5 months.

Quote:
Anyways, don't apologize for the bugs, they're what made the game fun to speedrun.  Also, thanks for not taking the "GLITCHES?!?!?!?!!  THEY GO AGAINST ALL OF OUR INTENTIONS!!!!" route.


Hehe, never. Games have to get made fast and all a dev can do is make the best game possible. Obviously more time makes better games, but that's not always available to devs.

Quote:
I always assumed you let hitting back cancel your punch animation so you could dodge attacks, is this true?


I dunno, the lead programmer (David) would know better than me. We were always planning to do an 'empty seek' which would be tapping A twice to dash away from enemies (ala Castlevania) but just ran out of time. The game really needed it, too. Some of the enemies get in some cheap shots.

Quote:
I'm sure I'll have more suggestions later, but one thing that stuck out was a lack of a grab or throw move.  Maybe the Flash can grab an enemy, spin him around at super speed, then throw him across the screen.


Grab would be good for a DS or console, especially if he really threw them hard (like breaking walls with enemies). On GBA we only had the four buttons so we couldn't get much in there.

Quote:
Oh almost forgot, try to make the collision detection on punches less finicky.  I know seeking makes up for most of the collision detection problems, but when you're only slightly above/below enemy, it's very annoying to whiff your punches.


Yeah, we wrestled with that the whole development time. The enemies were supposed to cheat a little and help you by lining up with you if you were very close, but it never got perfected. Really, you mostly just line up with enemies when in Flash speed. If we'd been able to do a slow seek during Flash speed I think it would have fixed this problem (or at least made it less of an issue).

Quote:
Again, thanks for posting on our forum for more insight about this game.  Is Wayforward developing anything right now?


I'm working on an unannounced DS game. We're working on another DS game that's gonna get a lot of people excited, and our third DS game "Duck Amuck" just got announced. Basically, you annoy Daffy Duck, who's stuck in your DS. Beyond that are a few more projects but nothing formally announced yet.

Quote:
First, wanted to say I really enjoyed the game, even if we did break it to hell  ;D.  I just wanted to comment on the "what i would improve about the game." I think more of a variety in moves, even if they were only cosmetic, would have been a nice touch.  With the "justice league character assists," I think it would have been better to allow the person to cotinue fighting while superman or whatever did his thing. It just seemed kind of strange that everything would stop. Allow flash to "flash" to enemies when the slowdown was on (Mike's note: I apologize for stanski's illiteracy, it is truly a tragedy). Its really annoying lining up punches with the slowdown on, so I ended up flashing to the person, then putting on slowdown when I got there. I think eliminating this would be nice. Any other tips for glitches/skips that we may have missed may have missed would be nice as well :-).


Haha, none that I know of. You guys have tried the cheats, right? And also beaten away Death (the Black Flash)? Aside from the extras there's not much in there. There's a debug access code, but I'll never tell.... Wink

- Adam
bläää
haha, this is fun to see =)

I will also play the game later.. Sometime. To see The speedrun were intresting. This is fun shit I guess.

But somehow I couldn´t see the last minutes of the run. Something happened. But I will watch it again sometime. I was surprised because fast fun 2d games like this is fun games =P
Edit history:
mikwuyma: 2007-07-03 04:42:06 am
My feelings on The Demon Rush
Hey I just wanted to say...

http://kotaku.com/gaming/clips/contra-4-ds-looks-amazing-in-motion-too-273865.php

...nice top secret project AdamWF :). Hope to play it soon.

To stay on topic, I thought 3-2 in JLH: The Flash was terrible.  There isn't enough space to dodge enemies because there are a ton of tight spaces.

P.S.  For anyone that is confused, Wayforward technologies also developed this game.