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	<title>Comments on: Ocean Media Releases Public Demo &#8211; Wants Feedback</title>
	<atom:link href="http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/</link>
	<description>I bake games. Indie style.</description>
	<lastBuildDate>Thu, 16 May 2013 13:23:44 +0000</lastBuildDate>
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	<item>
		<title>By: Vedran Klanac</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-20049</link>
		<dc:creator>Vedran Klanac</dc:creator>
		<pubDate>Fri, 10 Nov 2006 10:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-20049</guid>
		<description>Ok, new update is available.

[start screens]
- user can skip these screens by pressing ESC or left mouse button

[menu]
 - it&#039;s faster now

Another change is available in this update. Active puzzle which is in cursor, is now rendered of same size as tiles on the board. Matching of the puzzles is now more enjoyable :)

http://oceanmedia.hr/downloads/FireFlowerPublicDemo_v106.exe</description>
		<content:encoded><![CDATA[<p>Ok, new update is available.</p>
<p>[start screens]<br />
- user can skip these screens by pressing ESC or left mouse button</p>
<p>[menu]<br />
 &#8211; it&#8217;s faster now</p>
<p>Another change is available in this update. Active puzzle which is in cursor, is now rendered of same size as tiles on the board. Matching of the puzzles is now more enjoyable :)</p>
<p><a href="http://oceanmedia.hr/downloads/FireFlowerPublicDemo_v106.exe" rel="nofollow">http://oceanmedia.hr/downloads/FireFlowerPublicDemo_v106.exe</a></p>
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	<item>
		<title>By: Kal_Torak</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19961</link>
		<dc:creator>Kal_Torak</dc:creator>
		<pubDate>Fri, 10 Nov 2006 01:15:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19961</guid>
		<description>&quot;At least there is ESC now for each sub-menu to quit from and also pause game menu can be invoked on ESC during the game.&quot;

Thank you.  ;)</description>
		<content:encoded><![CDATA[<p>&#8220;At least there is ESC now for each sub-menu to quit from and also pause game menu can be invoked on ESC during the game.&#8221;</p>
<p>Thank you.  ;)</p>
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	<item>
		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19863</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Thu, 09 Nov 2006 13:31:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19863</guid>
		<description>[start screens]
not tutorial... but the 2 screens that display your logo BEFORE the menu appears. Pressing ESC or something could skip the screenies

[menu]
Well, in that case I&#039;d made them faster :) ... and it&#039;s bit confusing that I cannot press OPTIONS button even when I can clearly see it.</description>
		<content:encoded><![CDATA[<p>[start screens]<br />
not tutorial&#8230; but the 2 screens that display your logo BEFORE the menu appears. Pressing ESC or something could skip the screenies</p>
<p>[menu]<br />
Well, in that case I&#8217;d made them faster :) &#8230; and it&#8217;s bit confusing that I cannot press OPTIONS button even when I can clearly see it.</p>
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	<item>
		<title>By: Vedran Klanac</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19859</link>
		<dc:creator>Vedran Klanac</dc:creator>
		<pubDate>Thu, 09 Nov 2006 12:29:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19859</guid>
		<description>&gt;- is there a way to skip those start screens?
Yes, from options menu you can disable tutorial, and hint as well. Actually, on every tutorial screen, there is checkbox on the right and label noting &quot;disable tutorial&quot;. It works pretty much same as in other casual games.

&gt;- i think the glow could be bit more visible - 
Yes, this one is not that noticable....we&#039;ll fix that one any time soon.

&gt;- i would still like to click different menu buttons instead of â€œbackâ€â€¦ ;)
Heh, actully that&#039;s how it started. Transitions between menus, when they&#039;re blending in and out at the same time, looked really bad. On the other hand, we decided to keep rigid structure here. Casual games can get lost in user interface which provides too much freedom :):) 
Anyway this one is still in the air, it might change, still not sure...
At least there is ESC now for each sub-menu to quit from and also pause game menu can be invoked on ESC during the game.</description>
		<content:encoded><![CDATA[<p>&gt;- is there a way to skip those start screens?<br />
Yes, from options menu you can disable tutorial, and hint as well. Actually, on every tutorial screen, there is checkbox on the right and label noting &#8220;disable tutorial&#8221;. It works pretty much same as in other casual games.</p>
<p>&gt;- i think the glow could be bit more visible &#8211;<br />
Yes, this one is not that noticable&#8230;.we&#8217;ll fix that one any time soon.</p>
<p>&gt;- i would still like to click different menu buttons instead of â€œbackâ€â€¦ ;)<br />
Heh, actully that&#8217;s how it started. Transitions between menus, when they&#8217;re blending in and out at the same time, looked really bad. On the other hand, we decided to keep rigid structure here. Casual games can get lost in user interface which provides too much freedom :):)<br />
Anyway this one is still in the air, it might change, still not sure&#8230;<br />
At least there is ESC now for each sub-menu to quit from and also pause game menu can be invoked on ESC during the game.</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19852</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Thu, 09 Nov 2006 08:36:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19852</guid>
		<description>- tutorials say you need to click mouse to drop? (after reading it again... it said &quot;over container&quot; - I thought it meant that you must drop pieces in the board...)
- is there a way to skip those start screens?
- i think the glow could be bit more visible - like... it could blink only once but the effect would be more eye catching? (not sure if that&#039;s good - but then it would be more like in the KahunaReef - and I liked that one :)
- animations is great addition!:)
- tutorial looked fine 
- i would still like to click different menu buttons instead of &quot;back&quot;... ;)

Nice job - let us know when the full version is here.</description>
		<content:encoded><![CDATA[<p>- tutorials say you need to click mouse to drop? (after reading it again&#8230; it said &#8220;over container&#8221; &#8211; I thought it meant that you must drop pieces in the board&#8230;)<br />
- is there a way to skip those start screens?<br />
- i think the glow could be bit more visible &#8211; like&#8230; it could blink only once but the effect would be more eye catching? (not sure if that&#8217;s good &#8211; but then it would be more like in the KahunaReef &#8211; and I liked that one :)<br />
- animations is great addition!:)<br />
- tutorial looked fine<br />
- i would still like to click different menu buttons instead of &#8220;back&#8221;&#8230; ;)</p>
<p>Nice job &#8211; let us know when the full version is here.</p>
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		<title>By: Vedran Klanac</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19851</link>
		<dc:creator>Vedran Klanac</dc:creator>
		<pubDate>Thu, 09 Nov 2006 08:07:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19851</guid>
		<description>New Fire Flower demo v1.05 is available on-line. You can check our web for downloading it.

Direct link : http://oceanmedia.hr/downloads/FireFlowerDemo_v105.exe

There&#039;s bunch of improvements in the game, just to list major ones :
 - added delay when matching puzzles on the board
 - tutorial is less intrusive, and explaines better game mechanic and features
 - menus are animated bit faster
 - added hint feature (can be enabled/disabled from options menu), if player doesn&#039;t succeed to find solution, in cca 15 seconds, subtle orange glow is rendered around solution position, if no match on the board, trash can is blinking immediately
 - game board is now much brighter and occupied tiles on the board are animated, this makes game to look even more appealing

That&#039;s all for now. You can expect full version with purchasing links any time soon :)</description>
		<content:encoded><![CDATA[<p>New Fire Flower demo v1.05 is available on-line. You can check our web for downloading it.</p>
<p>Direct link : <a href="http://oceanmedia.hr/downloads/FireFlowerDemo_v105.exe" rel="nofollow">http://oceanmedia.hr/downloads/FireFlowerDemo_v105.exe</a></p>
<p>There&#8217;s bunch of improvements in the game, just to list major ones :<br />
 &#8211; added delay when matching puzzles on the board<br />
 &#8211; tutorial is less intrusive, and explaines better game mechanic and features<br />
 &#8211; menus are animated bit faster<br />
 &#8211; added hint feature (can be enabled/disabled from options menu), if player doesn&#8217;t succeed to find solution, in cca 15 seconds, subtle orange glow is rendered around solution position, if no match on the board, trash can is blinking immediately<br />
 &#8211; game board is now much brighter and occupied tiles on the board are animated, this makes game to look even more appealing</p>
<p>That&#8217;s all for now. You can expect full version with purchasing links any time soon :)</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19454</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 07 Nov 2006 08:44:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19454</guid>
		<description>This sounds great!</description>
		<content:encoded><![CDATA[<p>This sounds great!</p>
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	<item>
		<title>By: Vedran Klanac</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19449</link>
		<dc:creator>Vedran Klanac</dc:creator>
		<pubDate>Tue, 07 Nov 2006 08:19:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19449</guid>
		<description>Well, we introduced delay between the moment when you find the solution on the board, and the moment when puzzle really fits on the board. It turned out to be major improvement in whole game experience. Actually, we were aware of the problem even before, that was one of the reason why we put this demo out for testing, hoping that we&#039;ll gonna get some feedback to help us resolve the issue. 
And something like that really happened in the end. That&#039;s why we&#039;re so eager to release our next game demo for testing any time soon. :):)
Letting your game being reviewed by lots of people for the first time really adds something to the game in the end. Because, you&#039;re become aware of certain problems other people see and you don&#039;t. That&#039;s just because we as developers are too close to the project all the time.

Anyway, new FireFlower demo with these new features will be released soon. We assume, by the end of this week.</description>
		<content:encoded><![CDATA[<p>Well, we introduced delay between the moment when you find the solution on the board, and the moment when puzzle really fits on the board. It turned out to be major improvement in whole game experience. Actually, we were aware of the problem even before, that was one of the reason why we put this demo out for testing, hoping that we&#8217;ll gonna get some feedback to help us resolve the issue.<br />
And something like that really happened in the end. That&#8217;s why we&#8217;re so eager to release our next game demo for testing any time soon. :):)<br />
Letting your game being reviewed by lots of people for the first time really adds something to the game in the end. Because, you&#8217;re become aware of certain problems other people see and you don&#8217;t. That&#8217;s just because we as developers are too close to the project all the time.</p>
<p>Anyway, new FireFlower demo with these new features will be released soon. We assume, by the end of this week.</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19445</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 07 Nov 2006 07:32:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19445</guid>
		<description>Hah, I completely forgot that. You are so right. Maybe have right button for rotation, and left button for matching?

&quot;Anyway, this small change which is introduced, we got much better gameplay, and more skill is required, than simple mouse waving. People who tested the game this way, said that game feels much better now.&quot;
What did you do?</description>
		<content:encoded><![CDATA[<p>Hah, I completely forgot that. You are so right. Maybe have right button for rotation, and left button for matching?</p>
<p>&#8220;Anyway, this small change which is introduced, we got much better gameplay, and more skill is required, than simple mouse waving. People who tested the game this way, said that game feels much better now.&#8221;<br />
What did you do?</p>
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	<item>
		<title>By: Vedran Klanac</title>
		<link>http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/comment-page-1/#comment-19442</link>
		<dc:creator>Vedran Klanac</dc:creator>
		<pubDate>Tue, 07 Nov 2006 07:04:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/11/01/ocean-media-releases-public-demo-wants-feedback/#comment-19442</guid>
		<description>Heh, that&#039;s interesting, actually many people are suggesting that, and every single person forgets that left and right mouse clicks are already used for rotating patterns. I don&#039;t mind even changing it to that, but how to resolve input for rotating patterns ? Have in mind that all you&#039;re working with is mouse, no keyboard for casual players. And also forget about middle mouse button. Some complicated combinations of mouse clicks are also out of reach for this type of game.

So there were some ideas, &quot;when puzzle is over the match, let the player to click the puzzle down&quot;....well that would just confuse players even more. Main idea about user interface in casual games is to make it as simple as possible and to be symetric. 

Anyway, this small change which is introduced, we got much better gameplay, and more skill is required, than simple mouse waving. People who tested the game this way, said that game feels much better now.</description>
		<content:encoded><![CDATA[<p>Heh, that&#8217;s interesting, actually many people are suggesting that, and every single person forgets that left and right mouse clicks are already used for rotating patterns. I don&#8217;t mind even changing it to that, but how to resolve input for rotating patterns ? Have in mind that all you&#8217;re working with is mouse, no keyboard for casual players. And also forget about middle mouse button. Some complicated combinations of mouse clicks are also out of reach for this type of game.</p>
<p>So there were some ideas, &#8220;when puzzle is over the match, let the player to click the puzzle down&#8221;&#8230;.well that would just confuse players even more. Main idea about user interface in casual games is to make it as simple as possible and to be symetric. </p>
<p>Anyway, this small change which is introduced, we got much better gameplay, and more skill is required, than simple mouse waving. People who tested the game this way, said that game feels much better now.</p>
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