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Udderdude
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« Reply #300 on: March 04, 2012, 05:27:59 AM » |
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It's likely that they're playing it, but not up to the point where that bug is. A save feature that works after each level would go a long way towards alleviating this. I know I don't have the patience to play through the beginner levels of a game every time I sit down to play a game these days ..
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Rakugaki-Otoko
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« Reply #301 on: March 04, 2012, 05:31:10 AM » |
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Then set the difficulty to easy. It saves after each stage and gives health more often.
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McMutton
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« Reply #302 on: March 04, 2012, 09:03:38 PM » |
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For the shops, you could do what SoulCalibur 2 did in its Weapons Master Mode, wherein it had the shops as little off-shoot paths at certain intervals.
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Rakugaki-Otoko
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« Reply #303 on: March 05, 2012, 12:02:48 AM » |
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Hm, that sounds like a great idea.
I'm thinking... how would you all feel about a little hidden switch or pickup in certain stages that summons the shop on the map, or unlocks the branch in the map path that leads to the shop?
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Conker
BANNED!
Level 10
Hey I'm Batman Too!
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« Reply #304 on: March 08, 2012, 07:17:00 AM » |
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Branch sounds cool.
But they both sound cool.
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rdein
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« Reply #305 on: March 08, 2012, 01:13:04 PM » |
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just dropping by to ask if you are coding your own dlls yourself
i remember early in the thread you refused to use grandma engine, so you are not using supersound / cleanmem dll either? cause those would definitely help a "huge scale" game like this
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Rakugaki-Otoko
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« Reply #306 on: March 08, 2012, 03:50:15 PM » |
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Well, actually. I don't even know how to use dlls. I've asked some other people, but they usually don't reply or give a very vague and unhelpful for some reason.
Before this game can be completed, I'm going to have to ask someone to teach me how to use supersound (or whichever one can play pxtone/pctop files) because the soundtrack is already huge in filesize as pctop files, and I can't afford to convert all of them to WAV/MP3/OCC files, because the game's filesize would become so ridiculously huge that no-one would want to download it.
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Jawnsunn
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« Reply #307 on: March 08, 2012, 04:40:11 PM » |
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reduce them all to OGGs. Most songs converted to ogg format are around 1-4 MB or something. can't remember.
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Rakugaki-Otoko
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« Reply #308 on: March 08, 2012, 04:46:26 PM » |
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You're going to have to trust me here, that would still be way too big. When I typed "OCC" before, I meant OGG. There are currently 100+ tracks, and each is on average 1MB in size. They are in pctop format, of course. If converted into anything else, the filesize would shoot up exponentially. It just can't be done practically.
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Rumrusher
Level 6
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« Reply #309 on: March 08, 2012, 05:08:35 PM » |
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You have to love a game where the wall folks would be stuck at is the flower miniboss. Just past that hurdle and her boss and notice how the game stops holding your hand. Beta testing this going to be first catching up to Rakugaki-otoko then going back to fiddle around with the different power ups on old levels. So far for beginners use the shield power projectile immunity(pressing down) up until you master timing your dodges. So far the only minor glitch was around the flower boss with the shooter power up you can up close shoot the shield guy into the stump causing him to get stuck in the falling animation then no clipping through the floor.
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Jawnsunn
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« Reply #310 on: March 08, 2012, 06:20:18 PM » |
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There are currently 100+ tracks, and each is on average 1MB in size.
oh my fuck. i hope they are amazing. I didn't see that OCC mistake there, I actually thought it was a different format than OGG. I wish you luck on solving this problem bro.
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rdein
Guest
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« Reply #311 on: March 08, 2012, 06:33:25 PM » |
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Well, actually. I don't even know how to use dlls. I've asked some other people, but they usually don't reply or give a very vague and unhelpful for some reason.
it's not hard, and extremely useful. trust me on this mr game developer Before this game can be completed, I'm going to have to ask someone to teach me how to use supersound (or whichever one can play pxtone/pctop files)
i've made a game using a dll that played .pttune files, but there was a problem that made the game run really slow (aka: unplayable) in 64 bit systems or something like that. it happened in some 32 bit, too. so i changed to supersound/.oggs because the game's filesize would become so ridiculously huge that no-one would want to download it.
this is a grip i personally have myself, but dont forget we are in 2012 and not 1992. people can download a 100mb game REALLY fast. unless you have dial up (aka almost anyone anymore) EDIT: i'm going to destroy your game with mean words if there is some extreme memory leaking going on. also, audio in game maker is ~A BITCH~ so you may want to get that fixed soon (demo is audioless?)
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Rakugaki-Otoko
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« Reply #312 on: March 08, 2012, 07:20:23 PM » |
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@Rumrusher: Hmm.. "Catching up" to me? Do you mean playing the game up until the part where it's unfinished? Because if that's what you mean, the game is entirely beatable. The final boss is there, it's defeat-able, and there's even an ending cutscene after that. I haven't put in the credits yet, though.
@Jawnsunn: I'd like to think they are. I'm using SNES instruments in order to keep it sounding legitimate. I should post some here, huh. I'll have to convert a bunch into wav files to make them easier to listen to, I suppose.
@RABBIT NOBOKOV Well, telling me "it's not hard" doesn't help me learn at all. This is an example of "Vague and unhelpful" that I mentioned. I don't even know where to start looking how to use them. I've tried to read the game maker's manual on how to use DLLs and it was too confusing for me, and I didn't understand most of it.
Does Supersound have the ability to play pixeltone files? I've tried using Supersound as well, but I couldn't get it to play any music, and once again, when I asked anyone about it, they either didn't know how to use it, or didn't answer.
Well. alright. If the time comes and I haven't learned how to use pixeltone files, I'll just load the game up with OGGs (although I'm against that, because in my previous game, RotAKoko, using OGG files made a very noticable pause whenever a song loops.)
and... I'm not sure what that last sentence means. The demo has no music, no. but it does have some sound effects. I haven't ever had any problems with sound not playing in Game maker.
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John Sandoval
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« Reply #313 on: March 08, 2012, 07:37:32 PM » |
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step one
get the dll
step two
put the dll in the same directory as the game
step three
copypasta the scrips that the developer provides to call/activate the dll
step four
run the scripts at startup
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Rakugaki-Otoko
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« Reply #314 on: March 08, 2012, 07:41:33 PM » |
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Directory means folder, right? Where do the scripts go? How do I activate the dll? Startup of the game?
I think people assume I know more technical jargon and programming than I actually do.
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