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2182
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Feedback / DevLogs / Re: Closure
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on: April 26, 2009, 05:35:53 PM
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The editor does not work on my laptop with PS2.0 shader support. Whole app freezes after typing the level name.
which level name? try not to conflict with one that's already created, they won't load properly (except test.lvl, jump.lvl, and youtube.lvl), it's also fairly glitchy in this build. Does the game part work?
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2185
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Feedback / DevLogs / Re: Closure
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on: April 26, 2009, 03:22:41 PM
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one thing i did notice, that...didn't feel bad, but did make me think, was that you can jump when you're falling? (provided you haven't jumped before)
There's a 30 pixel leeway where you can jump if you haven't fallen 30 pixels yet. I need to tweak it, but a lot of people complained about having trouble jumping off of the curved edges of light sources so I'm fixing that
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2189
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Feedback / DevLogs / Re: Closure
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on: April 25, 2009, 04:57:45 PM
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Will there be any additional art assets, etc. or is the only difference in this more levels and polish?
it's actually being remade from the ground up. Completely new, even some new items to interact with and some new abilities even
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2190
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Feedback / DevLogs / Re: Closure
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on: April 25, 2009, 04:56:51 PM
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hmm; i tried it once there; my macbook doesn't have shader support so that might scupper my efforts. cast.lvl displayed a black level, dunk.lvl killed my computer [w/ no error messages of note; just got a crazy amount of processor usage + everything became really unresponsive, to the extent that i couldn't kill it (all while the 'select level' screen was still visible)]. neither of these were recommended in your instructions, but, I'm sure you'll understand, I'm not at all inclined to try out the others without some reassurances that the same should not happen with them.
all the non-recommended ones were old versions of the file format and I forgot to remove them from the folder before uploading... so it's sending a crap ton of garbage to the gpu when you try to load them
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2193
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Player / Games / Re: [s]Bob's Game[/s] POKEMAN
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on: April 24, 2009, 02:47:37 PM
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Dude, the thread title says POKEMON. Have you been paying attention at all? I'm a nice man, though, so I'll refer to a good Bob's Game website. http://www.bobsgame.com/Favorite Pokemon: Sandslash. haha bob has a contest asking people to draw fanart. You don't do that, you let people decide that they like it enough to draw fan art on their own. ON TOPIC: A pokemon MMO would be amazing and not exactly hard to design or anything
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2194
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Feedback / DevLogs / Re: Closure
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on: April 24, 2009, 02:08:35 PM
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damn I'm working light speed on this haha
inverse orbs in, improved the object and level editors, orbs can now start either off or on, got the light fading out/in transitions in too
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2195
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Player / Games / Re: Using Flash for Indie Games?
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on: April 24, 2009, 12:58:00 PM
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I have found that some keyboards restrict you holding two arrow keys and the spacebar down at the same time. Now I think most game engines can avoid this by firing events for keydown/keyup instead of polling directly for the state of a key on the keyboard, which is what the old version of actionscript, and the version still most used by new developers, did (even though it did have key listeners, nobody though to use them when Key.isDown was more convenient).
The new version of actionscript removed Key.isDown completely, forcing you to listen for keydown/keyup events instead, alleviating this problem I think. I still avoid trying to use arrows/space combination and instead opt for arrows/asd
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2196
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Developer / Design / Scrolling levels?
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on: April 24, 2009, 12:02:25 PM
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Ok I just got the basics of closure (flash: http://www.newgrounds.com/portal/view/480006) working in a c++ engine I made from scratch recently. And I was able to hack scrolling in to see how it would feel. Anyway the game just doesn't feel right with scrolling. Like, I didn't exactly put any sort of complex camera in, but the problems inherent in a simple camera wouldn't go away with a more complex one. The game, being a puzzle game, requires the player to know whats going on in the entirety of the level (despite the level being shrouded in darkness), and scrolling kinda obstructs the vision more than the game wants it to be. So basically my question, is it possible to have a single-screen game feel as professional as other platformers if I focus on making the single screen you play on varied and visually impressive?
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2197
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Developer / Design / Re: On Design Documents
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on: April 23, 2009, 07:27:30 AM
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on a team its kinda useful if the team is large, but on my own I usually get away with a text file of ideas and file format descriptions
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2198
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Feedback / DevLogs / Re: Closure
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on: April 22, 2009, 08:51:26 PM
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compatibility test plz: http://www.glaielgames.com/NewClosure.ziphit game, load test.lvl, jump.lvl, or youtube.lvl, arrows to move space to pick up. in the resources folder (mac: right click show package contents) there's a file settings.cfg, open it and mess with it if you so choose. feel free to mess with the editor but its not well documented and it's full of hotkeys (land: mousewheel, click, shift, tab, S, X, Y are hotkeys. enter switches between editors. object: s=startingpos, o=orb, hold space and click to place things. you cant delete stuff yet in this one. esc goes back screens.) raycaster is nothing yet, arrows to rotate and expand view angle, space to move forward
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2200
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Developer / Technical / [s]Get / Set in c++?[/s] pointless debate about references and pointers
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on: April 22, 2009, 01:47:17 PM
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One of the only things in actionscript/java/c# that I miss when coding in c++ is the get and set keywords.
This is probably a bad idea, but is it possible to use some preprocessor template reference magic voodoo to emulate the same behavior in a c++ class?
Again I'm fine making stuff publicly accessible, but sometimes it'd be nice to do stuff that is a computer value and treat it like a variable (like length on a vector class, in my flash class I can do vector.length += 42 and it increases its length by 42 even though length isn't stored on the object).
It's probably more trouble than it's worth to figure this out in c++ though to save a little extra typing.
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