02 August 2024, 21:03 | #61 |
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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. |
03 August 2024, 03:16 | #62 |
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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; 03 August 2024 at 03:34. |
03 August 2024, 12:43 | #63 |
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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; 03 August 2024 at 12:52. |
03 August 2024, 12:48 | #64 |
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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; 03 August 2024 at 20:12. |
03 August 2024, 19:11 | #65 |
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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; 03 August 2024 at 19:24. |
04 August 2024, 02:26 | #66 |
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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 |
04 August 2024, 15:02 | #67 | |
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Quote:
Possible options why it is not working? * - CPU is 040, 060 ? * - JIT on? * - Cycle Exacts are NOT on? * - Fastest Possible CPU mode is selected instead of approximate * - CPU caches are on? * - setpatch not running? * - Roms which are from Cloanto? * - Roms which are not 3.0 or 3.1? Here is a video showing this build on my system. No errors. The delay and quick flash when loading up the new quick menu is because the software takes a photo of the options panel, and then scrolls that photo over the screen. For some reason, OBS captured this footage very darkly?? [ Show youtube player ] Last edited by lifeschool; 04 August 2024 at 15:20. |
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04 August 2024, 15:17 | #68 |
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I was running a default a1200 winuae quickstart... but I'll double check all other settings in startup tomorrow.
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05 August 2024, 01:28 | #69 |
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The bird Streak does not happen on A1200 Quickstart 2MB Chip / 4MB Fast
but happens on a A3000 Quickstart KS31 2MB Chip / 8MB Fast A4000 Quickstart KS31 2MB Chip / 8MB Fast Long story short I figured out Quickstart for A3000/4000 does not enable Cycle-Exact Wheras A1200 does.. And... Cycle Exact Disabled casues the Bird Streak |
05 August 2024, 02:35 | #70 | |
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Quote:
I was going to suggest hold down both mouse buttons for the pre-boot menu on reset, and disable CPU caches. I am so happy that the issue is not with the game. That means I can now move on to Version 0.9 and get this ready for release. |
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05 August 2024, 02:40 | #71 |
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That's right
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05 August 2024, 15:11 | #72 |
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Here is the latest, and probably final, update of the game - give or take the last few tweaks for difficulty with 0.9x.
I added a debug menu to the game, by clicking in the top right corner (pixel 319, 0). I know it seems very silly to add this as the very last feature, when it could have been used to debug the game itself during development. But the game didn't really need the debugger, as everything seems to just work. But it has helped me fix the broken timers at Game Over point, and now the player can't use grenades on the game over screen anymore. Perhaps if there are any further issues, I can ask people to show the debug menu in their screenshots? I also added a HAM Bleed buffer, to try to stop the large enemies bleeding lines of colours to the right so much. The HAM bleeds now flicker on and off, but at least they are less annoying than having huge streaks of colours all over the place. With the small background guys on ropes I didn't bother to add the buffer, so they appear with random streaks as before. Next week is a case of playing the levels, and then making a HDF, so that I know the package runs in isolation without nagging for dependencies. Once this is done, the final package can be put together and released. |
05 August 2024, 17:03 | #73 |
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btw, you might notice I got the shield working as well, so now the player energy goes down, instead of both the shield and the energy.
https://img.itch.zone/aW1hZ2UvMjc3MT...nal/yhLl9I.png |
Yesterday, 03:29 | #74 | |
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Crysis V0.8H
1... After a bird is shot the damage remains on the screen until you shoot the next enemy . It doesn't disappear like normal enemies 2... A Few times i noticed the bird gfx go corrupt 3... This screen i kept instantly rapidly dying (even with cheat on) on 1st enemy.. Only way I passed it was just spamming fire button as soon as level loaded 4... Seems some more missing files or is this the limit of the development? Quote:
Feedback... 1... Could you at times put more then one enemy on screen at the same time 2 or even 3, which is then most likely the best time to use a grenade (Im thinking in the same gameplay of Take 'em out ) I don't see a need for 1 grenade for 1 person when you can really just shoot the person with your gun instead 2... Everything else is pretty good |
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Yesterday, 14:46 | #75 | |||||||
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Thanks for the HDF. I've now got your files. Great job. I never imagined anyone would help me with this project like this. There have been very few people interested in my game, and perhaps a handful are following my thread. Hopefully you have seen the progression of this game in development, and you got to see a bare bones skeleton of an idea take shape, and get some flesh on the bones.
You saved me at least a day making the HDF, and now I can drop files on there and test them. Quote:
Quote:
Quote:
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This seems to happen mainly when players press left mouse to skip the cut scenes, and this somehow means the first enemy pops up before all of the gfx files have been loaded. There is no reason (I can find) for the game to do this at random, but I guess I should add delays so that the game code is not tripping over itself at random. The Flap files the game is looking for are in Pics, as Bird4a, Bird4b (to fly left to right), Bird4c and Bird4d (if flying right to left). Any of those files are fine to choose if the error comes up again. Quote:
Quote:
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I honestly cant think of anything I want to add or fix in the game now, apart from your point 3 and 4 above., so the only thing now is to add more health help for easy mode, and to make sure the game is completable. Last edited by lifeschool; Yesterday at 14:54. |
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Yesterday, 15:04 | #76 |
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#3 happens when you don't skip cut scenes as well
Wow that FAQ on itch is huuuge... I've read it all and it gives a good insight to the game and its development... Last edited by ransom1122; Yesterday at 15:14. |
Yesterday, 18:31 | #77 |
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@Ransom1122 is one the best beta tester around.
after my initial interest to try this game i take 10 days of 39,5 °C fever and so i lost interest in everything. Now i waiting your final version |
Yesterday, 21:13 | #78 | ||
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Quote:
Quote:
Here is the latest build. I've included all the other new files as well, so that everything is up-to-date on your machine. I fixed #3 on your list. The health was set to 00 instead of 99, a slip of the fingers, so this is now solved! #4 still happens. I tried delays but nothing is working. The game just forgets to do things if you skip the cut scenes too quickly. If you wait 2 seconds, it seems fine? I fixed the end texts so they have no extra spaces at the end, as I noticed it looks like a Square symbol on Retro Gaming Dino's video. [ Show youtube player ] Fixed a bug which tried to use the guy1 background mask on the rope commandos as well. Added an end boss, of sorts. It's a duck, image included. The duck is multi-coloured, so there are lots of ham bleed artifacts all over the place. After a pathetic attempt at drawing a duck from the front, it looked more like a space ship, so I ripped a duck image from online. You can shoot the ducks head if you have any ammo left, but if you run out of ammo on the duck, its game over. So I gave the player an extra grenade. No matter the process, the duck always blows up like you used a grenade. So now there is some use for them. The duck animation is fairly glitchy at the end, and somehow the duck box goes green in the background on some frames, for some reason. I had a go at real-time sprite scalling. It seems to work well with the duck small enough, but it seems to stutter once the duck gets to medium size. |
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Today, 01:50 | #79 |
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Ok, the game is now 98%. Here are the recent changes:
V0.9A-D - 6 Aug - Fixed zero health bug. Fixed texts. Added Duck final boss. V0.9E - 7 Aug - x2 more crosshair pointers. ReadMe file. Assign Crysis tool is now included. I made a HDF with the latest build, and as soon as the game is bug tested, it can be released. |
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