Very nice game, but some things are not quite well. I didn't know how to save(F1 F2), learn about it later, exit the game and lost all progress. Why don't gave this options in menu on Esc(why it's not on escape? again)? And keyboard control is bad. I walk on keyboard, shoot on keyboard(in 2D), but for inventory better use the mouse. Why action button on Enter? Why not E? Why shoot on alt, why not mouse button? Why not split inventory and other menus in one, opened by Tab, like in other games, instead of looking for buttons all over the keyboard? Why not reading logs immediately, instead of open journal? Switch between mouse and keyboard all the time this is bad, bad. Very uncomfortable. This all spoils the impression of, in fact, a wonderful game.
Hey all - I just put together a blog post on the Super Icon tumblr with a bit more background on They Came from Beyond, and the concept - if you fancy a read, here it is:
Hey, this is looking pretty solid so far, and I definitely want to keep up with it. I noticed a few things from the start, both good and bad (nothing more than graphical bugs minus the fact I couldn't figure out how to save if it's implemented). It somewhat has an Earthbound feel to it, at least to me. I did a few videos of it, and will do some more later (The thumbnail is temporary right no).
Bugs I noticed:
First, I noticed that the collision between objects vs the player is a bit off, where there shouldn't be an overlapping collision like you have (from the looks of it) and instead a collision detection that doesn't actually collide but still shows it as if the player is colliding, resulting in a smoother collision graphic.
The second, I saw that you forgot or mislayered some of the flowers and grass as they would be on top of NPCs.
Overall, the music and graphics were nice, and I kinda got inspiration to work on an RPG myslf lol.
About a week ago I redid all the 2D collision system, so all the 2D levels got changed - one of the main changes was the collision sorting for the player to the NPCs - so if you are in front of them, their sort layer gets bumped down, and when you are behind them, their sort layer gets bumped up so they are drawn in front of the player. Some of the flowers were still on a layer just one below the player, so when the NPCs get bumped down the sorting list, they get drawn below the flowers - I thought I'd got them all but must have missed a few.
I also redid the collisions to scenery - any specific objects where the sorting was bad? I'll go through the videos shortly - I'm currently re-writing the AI for the 3D FPS bits, so as soon as I've finished that I'll be going back to fix any issues with the main world/collisions.
Currently F2 saves - and it auto saves every time you play a video/game/arcade machine.
Thanks again for taking the time to play and comment and to do some videos - that is seriously awesome :)
I actually just noticed that F2 saves when I reread the controls html file. xD
That's understandable, especially since it's currently in development anyway. I figured I could suggest things and sort out bugs since I'm a game dev myself and I know how a lot of things can go unnoticed by our own debugging. I can't remember exactly which flowers, though, I just remember some of the ones in the first part of town where your home is has some, and the animated grass seems to be in front of the NPCs as well.
I'll keep up with this for sure, but sometimes I venture away from itch.io so PM me if you release any big updates, I'll be glad to play through it.
I've nearly done on the FPS AI re-write, works much better now, so that is cool. Soon as that is done and tested, I'll iron out the sorting and collision issues.
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Very nice game, but some things are not quite well. I didn't know how to save(F1 F2), learn about it later, exit the game and lost all progress. Why don't gave this options in menu on Esc(why it's not on escape? again)? And keyboard control is bad. I walk on keyboard, shoot on keyboard(in 2D), but for inventory better use the mouse. Why action button on Enter? Why not E? Why shoot on alt, why not mouse button? Why not split inventory and other menus in one, opened by Tab, like in other games, instead of looking for buttons all over the keyboard? Why not reading logs immediately, instead of open journal? Switch between mouse and keyboard all the time this is bad, bad. Very uncomfortable. This all spoils the impression of, in fact, a wonderful game.
A couple of videos of the game start and completing the first couple of quests, and unlocking the town...
https://supericonblog.tumblr.com/post/183635844171/they-came-from-beyond-gamepla...
Hey all - I just put together a blog post on the Super Icon tumblr with a bit more background on They Came from Beyond, and the concept - if you fancy a read, here it is:
https://supericonblog.tumblr.com/post/183453625586/they-came-from-beyond
Had fun playing this one, even though I am absolutely miserable at it and didn't get very far.
Thanks Captical Toast - cool username BTW :)
Thanks! It's a portmanteau of Captain and Practical... Then the word toast, lol
Hey, this is looking pretty solid so far, and I definitely want to keep up with it. I noticed a few things from the start, both good and bad (nothing more than graphical bugs minus the fact I couldn't figure out how to save if it's implemented). It somewhat has an Earthbound feel to it, at least to me. I did a few videos of it, and will do some more later (The thumbnail is temporary right no).
Bugs I noticed:
First, I noticed that the collision between objects vs the player is a bit off, where there shouldn't be an overlapping collision like you have (from the looks of it) and instead a collision detection that doesn't actually collide but still shows it as if the player is colliding, resulting in a smoother collision graphic.
The second, I saw that you forgot or mislayered some of the flowers and grass as they would be on top of NPCs.
Overall, the music and graphics were nice, and I kinda got inspiration to work on an RPG myslf lol.
Hi Chachii - huge thanks for the feedback.
About a week ago I redid all the 2D collision system, so all the 2D levels got changed - one of the main changes was the collision sorting for the player to the NPCs - so if you are in front of them, their sort layer gets bumped down, and when you are behind them, their sort layer gets bumped up so they are drawn in front of the player. Some of the flowers were still on a layer just one below the player, so when the NPCs get bumped down the sorting list, they get drawn below the flowers - I thought I'd got them all but must have missed a few.
I also redid the collisions to scenery - any specific objects where the sorting was bad? I'll go through the videos shortly - I'm currently re-writing the AI for the 3D FPS bits, so as soon as I've finished that I'll be going back to fix any issues with the main world/collisions.
Currently F2 saves - and it auto saves every time you play a video/game/arcade machine.
Thanks again for taking the time to play and comment and to do some videos - that is seriously awesome :)
I actually just noticed that F2 saves when I reread the controls html file. xD
That's understandable, especially since it's currently in development anyway. I figured I could suggest things and sort out bugs since I'm a game dev myself and I know how a lot of things can go unnoticed by our own debugging. I can't remember exactly which flowers, though, I just remember some of the ones in the first part of town where your home is has some, and the animated grass seems to be in front of the NPCs as well.
I'll keep up with this for sure, but sometimes I venture away from itch.io so PM me if you release any big updates, I'll be glad to play through it.
It is very much appreciated :)
I've nearly done on the FPS AI re-write, works much better now, so that is cool. Soon as that is done and tested, I'll iron out the sorting and collision issues.
Thanks again for the feedback, it really helps.
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lol play