CF78's Recent Forum Activity

  • Robot 505 – Devlog Update 7-12-15

    It's been awhile since my last post. The game is still being actively worked on, but my time to post has been limited. (work requests, part time job, etc...) I have been working hard on refining the demo. Smoothing out any minor issues, optimizing, small additions, and the final bits I have been putting off.

    Minimap Added:

    On major update is the addition of a minimap. The minimap helps a bunch with gameplay navigation, for it gives the player a bit more to view of the level area. At the moment it's just a map, and lets you know your placement. It can be turned on and off during gameplay by pressing “M” on the keyboard.

    This thread helped me immensely : https://www.scirra.com/forum/viewtopic.php?t=98065&p=949623#p949623

    The minimap is pretty simple in terms of usage and execution. I exported my level tilemaps via Tiled as images. I then recolored and scaled them onto a sprite strip in Photoshop. Level tilemaps are 6016 x 6016 and the scaling of the minimap is 16X smaller. (376x376) Each level of the game corresponds to a specific frame of the minimap sprite animation. I'm pleased with the results.. It's pretty lightweight and efficient for it's purpose.

    Story Art & Functions:

    I put off the story and story art due to changes in direction of the game since day one. I didn't want to have to re-create story elements as the game evolved. With that said the game is at the point where the story and gameplay are pretty well set. I had been mulling over ideas for the story all along, and recently created the story board to help aid with the layout and structure of the story.

    I haven't put the actual story text into the demo as of yet. I'm holding off for the “Official Demo Release” which I plan to have done within the next 20-30 days. Though, most of the artwork and layout of the story is in place. (aside from some fun animations )

    Keyboard Control:

    I'm severely struggling in this department. The biggest gripe from users is controls. I recently updated keyboard controls to WASD and moved the action keys to the opposite side of the keyboard “N,J,K, and L” to help with this... but it seems it's still an issue. I don't play a lot of games with my keyboard, aside from EVE or like first person shooters where WASD and a mouse are key. I developed the game with a controller in mind. It's just way easier considering I wanted the game to feel like an old retro console game.

    My only other option is, implementing configurable keyboard controls... Accessible from the start / options screen. I am taking any feedback in this department. If there is a better setup for keyboard controls – I'm all ears.

    In other news :

    I was recently approached by Mozilla about bringing Robot 505 to their Firefox desktop app marketplace. Seems the people over at Mozilla really dig Robot 505, which is awesome! It's a neat opportunity to see what kind of traction the game will get when placed on a marketplace with 300+ million users. I'm a tad excited and overwhelmed – for it means I actually have to finish the game Considering this is my first real game that people actually play... The pressure is on. Plus it's given me an added boost of motivation, along with helping me decide on the things in game I was unsure about. What stays, what's a good feature, and what could be added to increase gamer experience.

    That's it for now. Stay tuned for their will many updates to follow as I nail down the Official Demo Release.

  • It just helped me

  • Robot 505 Demo Update v0.1.7a

    12 Major bug fixes in this update. And 1 Added function.

    Bug Fixes :

    • Fixed inverse image effect on start for Quantum CPU
    • Fixed 1st Level elevator return – A 3 tier elevator would not return when player was positioned at bottom
    • Fixed Jump & Speed boost issue on death. Speed and Jump boosts are now removed on death.
    • Fixed Jump Pad - double jump bug. In some cases, on landing after a jump on jump pad, jump increase, some times stayed applied to player.
    • Fixed Grenade 0 ammo Bug – When Grenade launcher was collected but out of ammo selecting through weapons would allow for a single grenade shot.
    • Fixed Holo-Spawn next level bug – If a Holo-Spawn was dropped and you advanced to next level. Holo-Spawn would show on initial level entry. Also prevented spawn drop.
    • Fixed Main Boss Defeated Bug – After beating boss – exit remained closed. Now opens.
    • Fixed Boss Defeat score board bug – Score board didn't reflect that round was complete. Stated Level 1 was.
    • Fixed “Can't Kill” Quantum CPU bug – Sometimes the QCPU wouldn't die when HP < 0
    • Fixed Holo-Spawn if door closed for mini boos and spawn point was out side of that area, player could not re-enter mini boss area
    • Fixed “Level Item” HUD image – now shows item collected.
    • Fixed Level overlap / Exit Elevator bug – if player was overlapping the level and pressed down on exit elevator – player could get stuck and not exit level.

    Added :

    • Added elevator control. If the player is moving up or down up you can press the opposite direction to change elevator direction instantly. Used to have to wait.

    Scirra Arcade & Leader Board :

    If you want to be ranked for high scores head over to the Scirra Arcade and play Robot 505

    PLAY : http://bit.ly/1L0huV8

    Downloads for the Robot 505 Demo :

    LINKS : http://bit.ly/1F4noDY

  • Fixed now, it seems.

  • You do NOT need 3D to take advantage of holo tech :

    2D hologram game testing - https://vine.co/v/eB0znrtVA9q

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  • Thanks Ashley That clears it up a bit. I see now that it is a double (or quad) edged sword.

  • That shield ability is pretty rad. The water portion of the map and splash animation ryanrybot ... Whoa! That looks really good!! Keep it up man!!

  • One word ... Impressive! Keep it up!

  • Still killing it!! Tokinsom Copy Girl is coming along so well! I agree with ryanrybot the movement patterns are awesome.

  • Played the concept on the Arcade! Great start! Artwork updates are looking really great as well - Keep it Up!!!

  • I've noticed this as well Colludium but it's not an accurate measurement.

    As Ashley stated, CPU utilization it's not all that accurate, thus your CPU % numbers are most likely incorrect as well. Knowing this shouldn't leave you scratching your head though. Granted the debugger adds to the CPU usage and can bog your game down in the Inspect tab (All of the game ) - knowing that it adds overhead, it still provides some useful info on a per event basis. I typically will use the Profile tab to see what events are using the most CPU. After I see something that is using a bunch of CPU (accurate %'s or not), I will dig deeper and single out those events and and monitor the (Watch) tab to see what they are doing so that I can optimize.

    I'm not looking for rock solid performance on the debugger, (though it would be sweet!) - Ultimately no one will be playing your game with debugger running. Knowing that it adds to the CPU usage makes it pretty easy to figure out where the real issues and spikes are. Profile tab is the key, and then singling out specific events via the Watch tab.

    Out of curiosity and lack of knowledge on multi threading CPU stuff Ashley what is the likely hood of multi threading support in the future or with C3? or is the effectively an HTML5 limitation for the moment?

  • Robot 505 Demo Update v0.1.505a

    I'm a little late, but a new demo is available to play! 3 levels and a Boss Level – along with the mini boss (on level 1). Made some changes, optimized enemy spawning, fixed a bunch of minor issues.

    Updates & Changes

    • Level 2 has become level 1
    • Level 1 has become level 2
    • Level 3 is... Well... Level 3
    • 4th Level is the main boss level.
    • I removed the fall death on the player. Jump or Fall from where ever you like. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
    • Spikes still kill
    • Crushers (still kill) and are working perfectly as expected. They can be a bit more forgiving since I added a close call function to them. When you have a speed boost or in the thick of battle the crushers wont be as nasty.. They do still kill you on the downward crusher contact.
    • WASD and updated Keyboard controls. - Many issues due to the keyboard configuration. I don't get it, cause I typically play with a gamepad. (which greatly improves game play) But I made adjustments based on feedback and testing.
    • Quantum CPU Minin Boss : added to level 1.
    • Shape shifting crates have NOT been implemented yet. Still testing them out.
    • Potential Hover Ability – NOT added due to fall death removal

    I also added Leader Board functionality.

    If you want to be ranked for high scores head over to the Scirra Arcade and play Robot 505 : http://bit.ly/1L0huV8

    Downloads for the Robot 505 Demo : http://bit.ly/1F4noDY

    I still have to bang out a bunch of story and promo art along with adding some cinematics to the mini boss and main boss levels.

    Updated Controls :

    More to come, and as always feedback is welcome and have fun!

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CF78

Member since 21 Dec, 2012

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