Yesterday, 11:24 | #81 |
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i have already the game in directory format. i hope you release single patches to have final version without downloading hdf.
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Yesterday, 15:45 | #82 | ||||||
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There are so many unused files, deleted files, and over-written updated files, that it would be too difficult to release an update. There aren't too many people interested in this thread to have downloaded the beta, and so it would be much easier if players can delete the beta from their hard drive (or at least, put this to one side) and simply copy in the new archive instead. This means you dont need to install or compare any files, just unpack and that's it. The files on the beta are out of date anyway, so may as well just delete the whole thing. |
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Yesterday, 15:48 | #83 |
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Getting in the vehicle le never caused a problem... since today's update... anywhere I clicked would not allow me to enter..
And believe me I clicked everywhere |
Yesterday, 19:44 | #84 | |
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Here is the next build of the EXEs. Hopefully your issues will all be fixed.
Hopefully it means you can now test out the final boss. Last edited by lifeschool; Yesterday at 22:23. |
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Yesterday, 20:37 | #85 |
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Yesterday, 22:24 | #86 |
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Oops, sorry Ransom,
I forgot to switch the game back to level 1 instead of level 10. This one is now working fully. There are still some requesters if the cut scenes are skipped within 2 seconds it seems, but I clicked on Cancel, and the game just worked as normal. Last edited by lifeschool; Yesterday at 22:31. |
Today, 03:03 | #87 |
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V0.9fb - Feedback
All you're fixes from yesterday worked perfectly. I was able to finish the game twice on normal mode with and without skipping cutscenes and never got any errors or issues. Upon finishing the game I went on to Hard Mode, but found out... 1. All enemies from Room 6 / Guys 2 Kill you as soon as they appear on the screen.. ... The enemy countdowns work ... Cheat Mode doesn't work for these enemies ... You can throw a bomb with 4 seconds on enemy timer it will kill them, but next enemy (Room 6 / Guys 1) has the same no timer issue and onwards |
Today, 15:50 | #88 | ||||
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If ammo is not being reset correctly after beating Normal, then this is an issue....? I had a go with beating the whole game yesterday. Easy and Normal done, no errors. There was one glitch of a guy appearing in the middle of one of the HUDs - which shouldn't happen, but not sure if this was early or late in the game. I might have only coded it for after the jeep (or hummer, or whatever it is called). I died on hard mode about 4 screens from the end, having been struggling for health. I added a few more 20% extra health top-ups when going in to the final 4 screens of the game, on all modes, but I also reduced the maximum enemy respawn time down to 50 (I think it was) from maybe 60 or 70, so players cant randomly get all of their health back from a string of long pauses. Two blips of the enemy gun will lose maybe 10% health, and with a 44 example next enemy wait time, it restores this 10%, so the aim is to shoot everyone with two or three blips of their gun, which means the player is going to have to move faster. I know that this is brutal, but in fact, I DONT want people to be able to beat the game. That is... unless they are worthy of it by their own skill and luck. I WANT plays to feel beaten by the game, on the last section, so it is a challenge to come back to, instead of a PD graphics demo - which it is. Quote:
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Today, 16:09 | #89 |
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I did spam a lot of bullets in hard mode as cheat mode was enabled...
So maybe that's why I was dying half way through hard mode? I wasn't aware that lack of bullets leads to a quick inescapable death.. At the time of lack of bullets when enemy kills you instantly . This is what I mean about using grenade 4 or 5 seconds before he appears kids him, thats all.. So lack of bullets basically enables you to be instantly killed by next enemy. (Even with chest mode enabled) but I guess that's how it's developed I'll have to try again in hard mode but more reserve on my ammo |
Today, 16:44 | #90 |
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The way I figured it... If players are going to run out of ammo, they are going to die anyway, so the next enemy triggers death. If the player has an odd ammo count, it can go down to -1, which is probably a bug. And you can shoot without ammo before the next enemy appears. But as the enemies routine controls everything (Kill, or BE killed), this is something I dont think I want to spend time on. Maybe I should just enforce Zero ammo at Zero when it happens, but this comes into issues because the gun will try to reload itself from the cartridge if Ammo = 0. So it might just blow the player up each time they need to reload the gun ammo! lol.
I suppose the player can still use grenades and fluke their way to a screen with another gun, and more ammo, but you only get 2 in hard mode. So either way up, its just easier to call it game over at that point. There is a bug where if you beat hard mode and dont use any grenades, they carry over to the next retry. I'm not concerned about this kind of stuff. Call it a bonus. |
Today, 16:58 | #91 |
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The ammo isn't critical to observe until you get to the final boss, and then its best to use a grenade. I gave the player an extra grenade at that point, and I was going to reduce all ammo to zero, but I couldn't bring myself to let a good moving hit box go to waste. The green flashing of the boss is annoying, but that can't be fixed with my current knowledge and ability. It doesn't do it so much on my editor, but seems to be an issue in the final game.
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Today, 19:09 | #92 |
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Today I added a line in the game Complete screen, and also the game over screen, telling the player if they survived or how they died. That means they know what they died of.
I've also added a rating on those screens as well, based on player progress. |
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