02 August 2024, 21:03 | #61 |
Local Moderator
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,699
|
Here we are with the 3rd Update Pack for Beta 2.
https://lifeschool22.itch.io/crysis-...teractive-demo It is a bit earlier than expected, but I've put a lot of effort in to it today, trying to iron out some annoying bugs! Please copy all of the files in the update pack to your install, as some of them have changed recently. The game is now 90% done. So just the very small bugs left (???) to fix now before release! Some recently changes:
Please write in with your feedback. The game is now harder, and enemies are more hidden. They appear faster on hard mode. The birds flap away from grenade explosions if they are not caught in the blast. Birds fly backwards on game over screen by design (well, I thought it was funny). Maybe I will remove the shield, as having shield and health dropping together looks a bit silly? Last edited by lifeschool; 02 August 2024 at 21:09. |
Yesterday, 03:16 | #62 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,977
|
Overall Very good and some major progress there. Well done...
Two minor things 1. Why is there a need for a streak of gfx with the birds? streak looks unnecessary imo. 2. Enemies near or on map hud is weird, Hard to see at times. I wouldnt put any there if possible Last edited by ransom1122; Yesterday at 03:34. |
Yesterday, 12:43 | #63 |
Local Moderator
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,699
|
Thanks again!
Do the birds always have those streaks, or is this only an issue sometimes? I think initiating a new bird on a new screen can do this, otherwise they are not meant to appear. This is the background of the bird, stamped behind it, instead of a screen refresh. Maybe sometimes it makes a streak if the bird was already on the previous screen? In my tests, I cant reproduce this. With the enemies in the HUD, it is a tricky one. If I limit the width of the enemys to avoids the Huds, then I cant place them on the left or right of the screen. If I limit the screen height, then all the enemies will spawn above the height of the map, which limits the screen area. I wanted to have enemies up close on the final section, but maybe having them hidden in the hud looks bad? btw, for any willing play testers out there, there is a CHEAT mode built in to the main game. Just click on the first pixel in the top left corner (0,0), and the word "Cheat" will appear on the map. Now you have unlimited energy. Ciick on 0,0 again to switch this off. Last edited by lifeschool; Yesterday at 12:52. |
Yesterday, 12:48 | #64 |
Local Moderator
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,699
|
I think the duck thing only happens rarely, when an error comes up, it branches to reset the duck.
Here is my code for the ducks. If there is anything obvious, please let me know. Code:
Init Duck, on timer routine: ================== If Duckstart<>1 Let duck=duck+1 If duck=duckcount Let Duckstart=1 Let PutDucky=Random(5,155) Let Duckfly=Random (4,20) If duckflip=0 Let moveduck=0 Let putduckx=-10 If DuckReDuck=0 ClipBrush 0,putducky,31,17,"clip" ShowBrush "flapR1",putduckx,putducky EndIf If DuckReDuck=1 ClipBrush putduckx,putducky,31,17,"clip" EndIf EndIf If duckflip=1 Let moveduck=windowwidth Let putduckx=windowwidth-10 ;If dead<>1 ClipBrush windowwidth-31,putducky,31,17,"clip" ;EndIf ShowBrush "flapL1",putduckx,putducky EndIf ReattachObject "ducktimer" EndIf EndIf Duck Timer: ========== Let flap=flap+1 If flap=3 Let flap=1 EndIf ; if the duck is already flapping, moving right If Duckflip=0 ;If MoveDuck<0 ; ShowBrush "clip",0,putducky ;endif If DuckReDuck=0 ShowBrush "clip",Moveduck,putducky IfError Do "startbird" EndIf Endif If DuckReDuck=1 Let DuckReDuck=0 EndIf Let MoveDuck=MoveDuck+duckfly ClipBrush Moveduck,putducky,31,17,"clip" EndIf ; if duck is moving from right to left, stamp background If duckflip=1 If Moveduck=>windowwidth ShowBrush "clip",windowwidth-31,putducky EndIf If DuckReDuck=0 ShowBrush "clip",Moveduck,putducky EndIf If DuckReDuck=1 Let DuckReDuck=0 EndIf ClipBrush Moveduck,putducky,31,17,"clip" ShowBrush "clip",Moveduck,putducky Let Moveduck=Moveduck-duckfly ClipBrush Moveduck,putducky,31,17,"clip" EndIf ; draw the duck on screen at the new position If duckflip=0 and flap=2 ShowBrush "flapR1",moveduck,putducky EndIf If duckflip=0 and flap=1 ShowBrush "flapR2",moveduck,putducky EndIf If duckflip=1 and flap=2 ShowBrush "flapL1",moveduck,putducky EndIf If duckflip=1 and flap=1 ShowBrush "flapL2",moveduck,putducky EndIf Variables ====== DuckReDuck = The duck is now respawning after a new screen is created, if DuckReDuck =0 then the duck is not respawning MoveDuck - the location of the new duck position duckfly - the gap between flaps to the new duck position Ducky - the horizontal line to draw the duck on PutDuckX = The new position of the duck DuckCount = Duck timer used to trigger spawning. DuckFlip = 0 is draw flight from left to right, Flip = 1 is move duck right to left DuckFlap = wings up or down Last edited by lifeschool; Yesterday at 20:12. |
Yesterday, 19:11 | #65 |
Local Moderator
Join Date: Oct 2009
Location: Lancashire, UK
Age: 48
Posts: 1,699
|
Can anyone else confirm the duck flight is broken? And when does it happen? I'm thinking maybe the package needs CanDoGFX library??
btw, I updated my code above, as I'd copied the wrong version of the code. Last edited by lifeschool; Yesterday at 19:24. |
Today, 02:26 | #66 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,977
|
All birds have streaks, but streak is only removed once another enemy is shot...
Also the HUD seems to fade in and out on every shot.. makes it look like the game is broken... Most games keep HUD intact all the time.. ...Bird Streaks ...Fade in/out HUD |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Joystick Prototype #2 | Swevicus | Retrogaming General Discussion | 5 | 10 October 2017 01:10 |
Tetris bartop prototype | DamienD | Retrogaming General Discussion | 8 | 31 January 2017 11:19 |
A500++ Prototype | Smiley | Amiga scene | 36 | 08 January 2015 01:55 |
A2631 Prototype | BinoX | Hardware pics | 29 | 05 December 2007 23:10 |
|
|