deadeye's Recent Forum Activity

  • Everything fine here. Nice work!

    Oh, by the way, you compose also?

    Eh, not really. I just mess around with Fruity Loops a bit.

    EDIT: I didn't notice it before, but I'm getting the jumpy pixels also (when scrolling)!

    EDIT2: Having a further look, I think I can explain the issue. The tiled background, the one that is going 'outside' the frame shakes, and any sprite it overlaps will 'shake' also. It is quite hard to explain the phenomen, but that is how I see the bug.

    ARGH

    I really don't know what to do about it. If I use sprites instead of a tiled background, then when it scrolls you can see the seam between each one.

    Maybe it's just because it's a really big image? It does take up the whole screen vertically.

  • Attacking while jumping hurts both the enemy and the sprite.

    I know what you mean, this mainly has to do with how the hammer colliders are set up. It's being tweaked.

    Movement feels almost imperceptibly off somehow. As if it's a whole frame or two out of sync with my key presses. This causes issues when jumping close the the edges of platforms, often ignoring the jump while the character is still a good two pixels before falling.

    The phenomenon you're experiencing is known (rather wordily) as "ambiguity due to imperceptible state changes." Which basically means exactly what you're describing. There's an article describing the phenomenon on Cowboy Programming:

    http://cowboyprogramming.com/2007/01/02 ... g-buttons/

    I think changing the player's max speed and slowing the acceleration slightly will help it out a bit. I might put in a 1 tick grace period for jumping off of platforms if it's still a problem.

    Due to instant acceleration of the movement, small adjustments to the player's position are impossible.

    I know, as I said the speed and such is being tweaked.

    As previously mentioned, custom controls should be a priority as soon as Construct allows for it. What I've done in the past, however, is use INI files to reference custom control schemes back in MMF. Don't know if it's possible with Construct.

    I'm not aware of any good method. Custom controls are on Ashley's to-do list though.

    --

    What I like..

    Graphics are tight, colorful, and fun to interact with.

    Lego platforms work perfectly for me.

    Solid, locked frame rate, even on this p.o.s. laptop.

    EDIT: Particle effects are very cool, too.

    Thanks

    I cannot reproduce the bugs Vrav pointed out, no matter how hard I try.

    In many indie games I try, there is some odd visual bug no one else receives. Perhaps the card is shot. Or, like... from another planet.

    Okay, I'm beginning to relax a little now. It's starting to look like you just have a "special" computer, Vrav. Hopefully that's the case. Still sucks that it's buggy for you, though.

    I'll just go forward with what I have now. I'm on a deadline! Monday at Midnight! Ugh, I still have to make music

    If anyone else wants to, feel free to post your results on the graphics glitch problem.

  • Well that's partially good news. Maybe this needs further testing after all.

    Looks like I'm going to open this up to everyone...

    http://www.mediafire.com/?jusg09yhytm

    Controls:

    X to jump

    Down & X to jump down off of a lego platform

    C to swing your hammer

    The lego platforms are jump-throughable

    Everybody keep in mind that this is just a test level in an unfinished state, so there's a lot of stuff missing (some sounds, some sprites, the "About" screen, etc.). At this point I'm just worried about the graphic glitches that Vrav mentioned.

    Anything else, like collisions, player speed, and sound volume and such, is being tweaked.

  • More feedback?!?

    Character doesn't jump while holding down.

    That's because Down+Jump is the control to jump off of a pass-through platform (the lego platforms). If you're standing on a solid platform, you can't jump downward.

    I'm like the ONLY person here who ever surfaces complaint regarding such, but since I use dvorak, x and c are an odd layout. It's not hard to switch back, but something like ctrl and shift would be more universal. However, I am under the impression that userdefined controls are a possibility?

    Perhaps this:

    < arrow is left, ^ is jump, > is right, Ctrl is attack?

    Well, user-defined is out (Construct limitations), but I can always just add more controls. It wouldn't hurt to have five different jump buttons.

    Okay, and I'm getting the random slight vertical shifting of all background graphics when I tap left and right spastically. The pink blocks fall out individually also, displaying their modular construction. Kudos!

    Ahrg, this is terrible news! It doesn't do this at all for me. Everything stays solid as a rock when I spaz it out like that. I have no idea what to do about this. Hopefully it's not too common an occurence.

  • Eh, don't worry about the PM, that's fine.

    But yeah, glad to hear some good news. According to both you and Dopple things seem to run okay speedwise. I was a little worried that I'd have to learn how to use Time Delta or something.

    This is the only thing that worries me:

    Some odd jumpiness with the lego blocks while running laterally, as they seem to... shift up and down like half a pixel, but, might be imagining it.

    This is an issue I was having with Tiled Backgrounds a while back. I filed a bug report on it. The platforms in this are just plain sprites, though, and I don't get the jumpiness.

    Dopple, do you get any jumpiness or jitters on the lego bricks when you run back and forth?

    Opstay on'tday ibgay.

    My piglatin's a little rusty... oh! I see. Tops don't gib. Yeah, I should have mentioned the gibs for the tops aren't in this build. Not to worry, they'll gib like crazy in the final build.

    And thanks for helping out, guys

  • Well that was fast.

    You must be some kind of programming machine. That, uh, programs programming programs.

  • There's no way to do this yet, but I'll see if I can add one for the next build.

    Awesome, thank you!

  • Okay, PM sent.

  • Oops... forgot to mention:

    For controls, if you press X while holding Down on a lego platform, you can jump down through it.

    And as a simple benchmark, on the start menu you should be able to pick a polka-dot when it appears on the right and count "one-one-thousand, two-one-thousand," up to six before it gets to the left edge of the screen.

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  • Okay, PM sent.

    Anyone else want to have a go?

  • EDIT:

    I've decided to open this up to anyone who wants to test it out. If you're going to test this out please post a response.

    http://www.mediafire.com/?jusg09yhytm

    Controls:

    X to jump

    Down & X to jump down off of a lego platform

    C to swing your hammer

    The lego platforms are jump-throughable

    Everybody keep in mind that this is just a test level in an unfinished state, so there's a lot of stuff missing (some sounds, some sprites, the "About" screen, etc.).

    Please let me know if you get any graphics glitches like the ones Vrav mentions in his post:

    Some odd jumpiness with the lego blocks while running laterally, as they seem to... shift up and down like half a pixel, but, might be imagining it....

    Okay, and I'm getting the random slight vertical shifting of all background graphics when I tap left and right spastically. The pink blocks fall out individually also, displaying their modular construction.

    ---------------------------

    Original post:

    Blah blah blah I need a demo tested out.

    Basically what I need is one or two people with fast computers/good graphics cards/newer monitors to give my test level a run and see if it runs at a playable speed. It runs good for me, but I'm worried it may run too fast for most people.

    Any takers?

  • Is there a way to toggle between windowed and fullscreen at runtime?

    I can't seem to find any action that does this. I've checked through the system and Window object actions. Am I missing something, or is there just no way to do it currently?

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deadeye

Member since 11 Nov, 2007

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