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878293 Posts in 32914 Topics- by 24329 Members - Latest Member: 8BitPimp

May 21, 2013, 01:48:09 PM
TIGSource ForumsDeveloperFeedbackDevLogsJack the Reaper - SNES-inspired platformer
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Author Topic: Jack the Reaper - SNES-inspired platformer  (Read 46463 times)
Rakugaki-Otoko
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« Reply #285 on: February 27, 2012, 01:22:46 PM »

see, this is strange for me to hear...
Jumping does happen immediately. Pressing the button makes Jack jump, no delay.
I'm concerned as to why you are experiencing this problem.
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Udderdude
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« Reply #286 on: February 27, 2012, 02:19:18 PM »

Personally, I didn't experience any problems with the controls or input delay.  However input lag is a common problem with a lot of people's setups that they don't even realize.  USB lag, controller/converter lag, monitor lag, windows lag can all combine to have an effect.  If you can't detect any lag on your end, and you know your code is correct (starts jumping on the first frame) there's not much you can do.
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godsavant
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« Reply #287 on: February 27, 2012, 02:35:06 PM »

Like I said, the delay is very slight, a quarter of a second at most. My primary difficulty is Jack's collision box not actually encompassing both of his feet - it seems walking off a ledge farther than the gap between his shoes causes him to fall down immediately, when one thinks they can eke out a few pixels further to make the jump easier. At first I thought it was an issue with the tiles, but this has both helped (not taking damage on the extremities of the sprite) and hindered (slipping off a tile to instant death).
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sonicblastoise
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« Reply #288 on: February 27, 2012, 02:58:38 PM »

Personally, I didn't experience any problems with the controls or input delay.  However input lag is a common problem with a lot of people's setups that they don't even realize.  USB lag, controller/converter lag, monitor lag, windows lag can all combine to have an effect.

Input lag is definitely possible, but the problem does exist largely because it's consistent, and amplified by sequences requiring those tight, 1-tile platform sections. Is there a debug tool I can use while I play to record my input vs. what the game reads?

What dissuades me from believing it's input lag is that it isn't consistent across other games, of various type in various engines. Then again, I'm pretty ignorant about this stuff so ehhhh
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HernanZh
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« Reply #289 on: February 28, 2012, 03:06:17 AM »

I tried the demo, it looks great Beer! Really promising.
Sorry, I didn't take the time to read through the 20 pages of this thread, so this is probably already mentioned. But large amount of health items and not being pick them up (even though I didn't need them) kinda bothered me.

I found everything else pretty clear.
Didn't have any control lag either Smiley
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Rakugaki-Otoko
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« Reply #290 on: February 28, 2012, 05:15:12 AM »

Hm. Would you prefer it if you could grab health even if your meter is full? I suppose it couldn't hurt.
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Udderdude
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« Reply #291 on: February 28, 2012, 05:46:52 AM »

You could give the player bonus points for collecting health when already at full health. 
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sonicblastoise
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« Reply #292 on: February 28, 2012, 02:49:46 PM »

Yeah, that's what I meant when I was talking about making it like Mario 64.

"Health" pickups are just the "common" pickup. Contributes to "coin" count (for extra lives) and replenishes health. Maybe you could make duplicate power pickups (like if you pick up a cutter even if you already have one equipped) be worth slightly more "coins".
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Rakugaki-Otoko
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« Reply #293 on: March 01, 2012, 04:33:44 AM »

I just spent a few hours at a friend's house watching her generously play through the game for me, as I took notes on what I can improve and any things I need to fix or change. We got a lot written down. I apologize for how difficult the game has been, and I think that a lot of these changes will help fix that.

And just so that this post isn't as boring, here's a screenshot of what I've been working on with the new currency system:


More on that later.
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mokesmoe
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« Reply #294 on: March 01, 2012, 05:22:31 AM »

I can not figure out the gender of that shopkeeper.
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Rakugaki-Otoko
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« Reply #295 on: March 01, 2012, 05:41:19 AM »

good. I purposefully made the character androgynous.
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Udderdude
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« Reply #296 on: March 01, 2012, 05:55:16 AM »

It's totally a chick >_>
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HernanZh
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« Reply #297 on: March 01, 2012, 08:38:09 AM »

It's totally a chick >_>
But where are the boobs D: Must be a man!!
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Rakugaki-Otoko
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« Reply #298 on: March 02, 2012, 01:46:14 PM »

That's not a good way to think.

Anyway, doing more work on the shop for now:
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Rakugaki-Otoko
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« Reply #299 on: March 04, 2012, 05:09:51 AM »

So far so good. I've made two usable items that you can buy from the shop, and fixed a lot of old bugs that I never got around to before.

People must not be playing the demo, because I found that I accidentally left in a bug that makes it unplayable after a certain point, but no-one's said anything yet.

I'm still trying to figure out how I'm going to implement the shop. I'm thinking of putting it on the map somehow.
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