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Old Yesterday, 11:24   #81
Seiya
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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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Old Yesterday, 15:45   #82
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Quote:
Originally Posted by ransom1122 View Post
Update3C - Feeback

**Used WinUAE in both A3000 & A1200 mode With Cycle Exact Enabled**

1... Can the Pointer Change in realtime in the Quick Menu to see what type of pointer you are selecting?
This is something I almost did a few times in the past, and even considered it yesterday. The thing is, this will also change your normal Workbench pointer to that new pointer, I think. I'll have to do some experiments with this, but that is the reason.

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1a.. When Selecting a different Pointer, You must Click "Continue" for new pointer to work.. If you Click Start Crysis new pointer wont work...
Thanks, I'll definitely look in to this.

Quote:
1b.. Possible fix - have one Icon to start "Start Crysis" I don't see a need for "Continue"
That would mean people are forced to go through the full sequence in order to play the game. This has been on my mind from the start, to simply boot in to the full menu and force players to see the whole thing. But I dont want to force players to sit through the long intro, as after the first time, it is too long and boring when some players just want to jump in to the shooting action, like yourself.

Quote:
2... Can you Quit Back to OS from game to be able to change options again? We all need a Quit Key when we've had anough of Amiga Crysis
I forgot about an abort to WB/DOS key. I'll see if I can rig up the Escape key so that it aborts to WB/DOS.

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3... Stuck when entering the vehicle. No clicks would activate the video. (Played with and without skipping cutscenes - same result) - Tried both your HDF and my own same result
For some reason, the game seems to not like me using a big hit box on that screen. So I set it up in the heart shaped symbol, above where it says Enter Vehicle. If you click in that square it should work. Strange that you had no issues until now without knowing that, but maybe I can skip the hit box idea on that screen, and just have the trigger for the cut scene on the mouse button instead. That would certainly solve it.

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3a.. Birds in this screen can be shot and freeze in air as well...
Yes the birds can also be shot on the game over screen. It was tricky to abort the bird timer on this screen if the bird timer was already in use, unless I killed the bird off on the previous screen, like I do at the point of death of the player. So in the end I left those birds on there. The freezing of the timer is strange, and perhaps is a bug if you shoot them?? I've never done it. Maybe I should somehow kill the birds so they dont appear here.

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Originally Posted by Seiya View Post
i have already the game in directory format. i hope you release single patches to have final version without downloading hdf.
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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Old 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
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Old Yesterday, 19:44   #84
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Originally Posted by ransom1122 View Post
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
Don't worry, I believe you.

Here is the next build of the EXEs. Hopefully your issues will all be fixed.
  • Player can now press fire anywhere on the jeep screen to enter the vehicle.
  • Birds now disabled on the jeep door screen
  • Next Enemy Waiting Time is now listed in the debug menu
  • The Game and Full Menu now quit with the Escape Key
  • Error message traps added to stop further errors and crashes.
  • Quick Menu can now toggle though the mouse pointers (they are cleared when you quit to workbench)
  • Full menu now starts your pointer when choosing the difficulty modes, and when returning back to the menu from the game.
  • Choosing Full menu from Quick Menu and then running the game now preserves the pointer.
  • Full menu version updated

Hopefully it means you can now test out the final boss.

Last edited by lifeschool; Yesterday at 22:23.
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Old Yesterday, 20:37   #85
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Originally Posted by lifeschool View Post
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.
ok, i will wait the hdf
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Old 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.
Attached Files
File Type: zip V0.9fb.zip (36.6 KB, 6 views)

Last edited by lifeschool; Yesterday at 22:31.
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Old 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


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Old Today, 15:50   #88
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Quote:
Originally Posted by ransom1122 View Post
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.
Great The game probably still bugs out, but I added a few more Error traps, so that if the game breaks, it follows routes back to get it on track. There are a few exceptions. The Err sound effect when guys are killed sometimes refuses to load, and comes up with an error. But if you click Cancel it plays the sound effect as normal. So not sure what is going on there. Maybe I put the error trap in the wrong place.

Quote:
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..
Looking at your image, I can see ammo is on -1. This means the enemies will kill you as soon as the next one appears. Please keep an eye on the ammo. On hard, it allows for 2 or 3 misses in the first and last sections of the game. The pistol I'm not sure, but I think you have fewer shots. The automatic gun before the jeep has plenty of ammo on hard I think. The trick is to not miss or shoot the birds.

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:
... The enemy countdowns work
... Cheat Mode doesn't work for these enemies
I have no idea what you mean. When you loop the game, perhaps cheat mode will stop, because it resets everything. I'm not fussed about the cheat mode not working, because casual players should not even know it exists, unless they read the FAQ.

Quote:
... 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
I am struggling with your explanation. Are you saying you can launch the granade 4 seconds before the guy appears on screen, kill him, and it bugs out the game? Again, causal players are no supposed to know about my playtesters debug menu. If this is an issue, maybe I should disable this option completely for the final release, and then this wont be an issue?
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Old 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
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Old 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.
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Old 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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Old 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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