-the gamepad-like controls were quite bit confusing during the first few fights
Yeah I understand this and am making the new prologue/tutorial go a bit slower. I'll probably add some more visual cues too, to try and help explain what to do.
-like others already said, the text should scroll quicker during combat
Even quicker? It's a simple 1 number change to make it scroll as fast or slow as I want, but really I'm convinced you simply do not have the time to look at it. Too much time spent looking at health/ap/speed bars.
I'll come back to that menu once I've streamlined the interface better. Too much glancing around the screen for important information... I need all of it easily and quickly seen. The final fantasy ripoff menu is likely going away (it takes up too much space anyway)
-once you have a full team, the speed of combat is too high. It gets better after a few fights, but at first I had trouble to heal my ponies quickly enough to keep them all alive. Later that wasn't a problem anymore, though I still didn't manage to use my AP intelligently. Personally I prefer turn based combat if you control a whole party.
I'm pretty sure this is a difficulty curve thing. HOWEVER: if you're struggling with the
interface, trying to FIND a heal, then it's a different problem. I do want variety with my character abilities, but we're back to confusion about what to do if each pony heals in a different way (which they do). Ideally you taking 3 seconds to figure out what to do each turn won't screw you over (at least at the start). The parasprite enemies right now, kinda do.
-I like that curvy font, it fits good with the pony theme in my opinion
Sometimes I think I'm the only person in the world without an irrational hatred of comic sans and similar fonts.
That font still exists in the game, but it's been regulated solely to the "total damage" sprite. I just think it's more readable than any of the other fonts in the game for that.
Before that game I was mostly unaware and totally uninterested in MLP:FIM, but after I played it i went on youtube and watched two episodes of it. Count that as a success
Also, inspired and out of boredom, I created a vector image of Twilight Sparkle and tried to make her walk:
I'm not that great of an artist and have some reallife troubles keeping me from spending much time on it, but I might make some images for your game if you want.
I've got some projects for smaller graphical stuff if you want to try your hand (err, hoof) at that. The various icons (like for buttons) suck, and replacements would be nice.
http://www.daydreamspiral.com/forum/viewtopic.php?f=12&t=45 Register (anti spambot password: rarity) and claim anything you like, in that topic or in the others.
As for your sprite, the animation doesn't quite fit with the walking seen in-show, but you're rather on-model which is great!
Wow, the icons are completely botched. Please look at an actual Xbox 360 controller, which I was trying to use. The placement and coloring of the buttons is not accurate... to be specific. Also, Dpad or Left + Right triggers won't work. Thumbstick and secondary triggers work fine, though.
Uh oh. I might actually have to acquire an xbox controller since they're likely now the most common gamepad.
As for button placement/coloring, I based it off the old super famicom layout, not the xbox.
Super famicom controller.It doesn't surprise me that the dpad doesn't work (well not too much), since anything with a joystick on it seems to screw with the detection of them. Dpads are usually analog sticks in disguise, and while I check every analog stick that SDL detects, SDL sucks at detecting them. On my PS2 controller, the dpad fails to work if I have the analog enabled, but works fine if it's off. I don't think you can turn off the analog sticks on an xbox controller, though, so you might want to stick to the keyboard.