Frogatto

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Dixie
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Re: Frogatto

Post by Dixie » July 4th, 2010, 9:40 pm

Just played through the whole game, but somehow it feels like I missied some stuff. Like, those houses with golden locks in the forest? On that "central house" which has a door with a blue lock and upper platforms I can't reach. Maybe it just ain't complete, though.

Also: I saw nothing of your editor. I thought it might get unlocked when passing the game or something, but no. Maybe it's not available for the mac port? Dunno.

Good game, anyway. Perhaps short, perhaps a tad easy (especially the last boss :? , but I enjoyed it overall, and I usually don't enjoy platformers much. Good Job people :)
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shadowm
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Re: Frogatto

Post by shadowm » July 4th, 2010, 10:56 pm

The editor is accessible with CTRL-E.
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StandYourGround
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Re: Frogatto

Post by StandYourGround » July 5th, 2010, 1:31 am

Dixie wrote:On that "central house" which has a door with a blue lock and upper platforms I can't reach. Maybe it just ain't complete, though.
Spoiler:
I will now resume lurking silently.

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Jetrel
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Re: Frogatto

Post by Jetrel » July 5th, 2010, 1:53 am

Dixie wrote:Just played through the whole game, but somehow it feels like I missied some stuff. Like, those houses with golden locks in the forest? On that "central house" which has a door with a blue lock and upper platforms I can't reach. Maybe it just ain't complete, though.
Actually, we're non-linear. Like in diablo 2 or zelda, there are a few side-things - such as that central house, you actually don't have to do, but will be rewarded for if you do end up doing. We're hoping to add more.
Dixie wrote:Good game, anyway. Perhaps short, perhaps a tad easy (especially the last boss :? , but I enjoyed it overall, and I usually don't enjoy platformers much. Good Job people :)
Yeah, Milgram is going to get _massively_ buffed. He was currently artificially easy for testing purposes (so we could see the transition between his level and the epilogue as we worked on it).
sur.nhm wrote:I've downloaded the ubuntu version and played it. It's a fun game, and I like the idea of spitting bugs at other bugs. Cheers to the developers!
Yeah, that was actually a surprisingly late addition. Frogatto himself originally was sort of a "brawler" type character, and would attack only with punches and kicks. We later realized that there was much more potential for originality via him being a frog.

We have two other characters, actually - pato and nene, who are partly implemented (and accessible via the editor). We cut them for this release to get the damn thing out the door, but the plan for them had been to make nene a character who uses various guns, and for pato to be a classic "fighter" character who uses punches, kicks, and throws, including combo-based attacks. You see them as NPCs, but assuming we're not sick to death of working on frogatto, they're probably a shoe-in for the sequel. Their current functionality is of course quite broken.

Another thing we wanted-but-had-to-drop was multiplayer.
Play Frogatto & Friends - a finished, open-source adventure game!

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Re: Frogatto

Post by penguin » July 5th, 2010, 5:09 am

Aw, no one mentioned my involvement! :P
sur.nhm wrote:I've downloaded the ubuntu version and played it. It's a fun game, and I like the idea of spitting bugs at other bugs. Cheers to the developers!
That version is actually quite out of date, I think - the person who made it seems to have disappeared pretty soon after they did it. :?

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Captain_Wrathbow
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Re: Frogatto

Post by Captain_Wrathbow » July 5th, 2010, 1:45 pm

I figured out that it isn't necessary, but how do you get into Nene's basement? I know she drops that key, but I can't use it or anything. If I try to grab it, I just talk to her.

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Re: Frogatto

Post by monochromatic » July 5th, 2010, 2:06 pm

Swallow it with your tongue.

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Captain_Wrathbow
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Re: Frogatto

Post by Captain_Wrathbow » July 5th, 2010, 7:29 pm

OH!! :shock:
Duh, why didn't I try that? :oops: :lol2: I kept thinking I was supposed to use down-arrow-key to pick it up or something.
Thanks!

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Frogger5
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Re: Frogatto

Post by Frogger5 » July 6th, 2010, 1:24 am

Yer, after playing cave story I got quite confused between down and up.
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Re: Frogatto

Post by artisticdude » July 6th, 2010, 4:58 am

Frogger5 wrote:Yer, after playing cave story I got quite confused between down and up.
Hehehe. XD

I kind of miss the ability to shoot projectiles as well as spit bugs, but it did make removing foes rather easy, so I understand why it was removed. Still, there's something attractive about limitless ammo... :P
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Zarel
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Re: Frogatto

Post by Zarel » July 6th, 2010, 5:33 am

The tongue is kind of unforgiving in terms of accuracy, which was kind of frustrating. The physics engine in general is unforgiving, like how you bounce down if your jump hits a ceiling, instead of sliding as you do in some platformers. And sometimes sticking to the wall doesn't work - it appears to depend on some factors I can't figure out, which is not a good thing for a game to do. Sticking to a wall apparently intentionally doesn't work if you do a running jump, which is silly and I can't think of either an in-game or an out-of-game justification for why that should be. Oh, and running is frustrating. Why can't you just hold down D or something?

For the title screen, how you have to wait for the instructions for jumping and running to come up is kind of annoying. All the instructions should be on the screen at once, or maybe in an introduction screen, or something like that. The problem with a scroller like that is that the text appears and disappears too quickly for some people and too slowly for others.

That said, awesome game. I especially liked the introduction sequence right before the final boss fight.
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Re: Frogatto

Post by penguin » July 6th, 2010, 3:31 pm

The limitation for wall jumps, is just that you have to be still in the upward part of your jump. You can most certainly run and wall jump.

I wanted a separate key for running as well, but we definitely couldn't have one for the iPhone (well, maybe we sort of could...), and we were talking about removing it and increasing the normal speed a little... in the end, nothing happened.

I kind of agree about the scrolling text on the title screen, but I'm not sure of a good alternative that'd look nice.

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Zarel
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Re: Frogatto

Post by Zarel » July 6th, 2010, 11:41 pm

penguin wrote:The limitation for wall jumps, is just that you have to be still in the upward part of your jump. You can most certainly run and wall jump.
See, that's the kind of low-discoverability limitation that should not be present in a game.
penguin wrote:I wanted a separate key for running as well, but we definitely couldn't have one for the iPhone (well, maybe we sort of could...), and we were talking about removing it and increasing the normal speed a little... in the end, nothing happened.
Two fingers? Even then, just having the key (even optional) for PCs would be enough.
penguin wrote:I kind of agree about the scrolling text on the title screen, but I'm not sure of a good alternative that'd look nice.
Show it all at once when you go to "New Game" (complete with "Next" button). Then, you only need "Left and Right to move, Up to open a door" in the title screen.

Also: Having the whole game operable with keyboard-only would be nice. It's kind of silly that the Pause screen requires a mouse, when nothing else does.
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Re: Frogatto

Post by thespaceinvader » July 7th, 2010, 9:45 am

Jetrel wrote:copywritten
I'd have expected better from you :P

The content is copyrighted. Copyright has nothing to do with writing, and everything to do with the right to copy. I know you know this already, but not everyone reading does :eng:
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Sgt. Groovy
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Re: Frogatto

Post by Sgt. Groovy » July 7th, 2010, 10:45 am

I would appreciate an option to reconfigure the control keys. As three of the arrow keys on my keyboard are dead, I haven't been able to try the game. :(
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