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TIGSource ForumsCommunityDevLogsDadaists Gone Wild 2 [Unfinished demo version released]
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Author Topic: Dadaists Gone Wild 2 [Unfinished demo version released]  (Read 17185 times)
deathtotheweird
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« Reply #40 on: September 28, 2009, 08:08:56 PM »

oh yay. downloading now.
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Alec S.
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« Reply #41 on: October 12, 2009, 01:03:17 PM »

So I should be able to release a new trailer relatively soon, probably within the next week or two.

Also, remember, there's still time to donate/preorder though kickstarter here.
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Alec S.
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« Reply #42 on: October 13, 2009, 04:17:00 PM »

And, just like that, new trailer!



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Aquin
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« Reply #43 on: October 13, 2009, 06:33:30 PM »

Your advertisement of the dadaist lifestyle both intrigues and arouses me.  I shall consume!   
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I'd write a devlog about my current game, but I'm too busy making it.
Alec S.
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« Reply #44 on: October 14, 2009, 09:09:42 PM »

I really want to use that as a line of dialogue now... :D
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Alec S.
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« Reply #45 on: October 16, 2009, 01:13:53 AM »

So the game continues onwards.  The IGF deadline is approaching, and thus I need to finish a demo by then.  If the Kickstarter pledge thing actually works out (which is not looking likely at this point  Roll Eyes) then that demo will also be available to the people who pledged at least $5.  For everyone else, I'm probably going to do another Pseudo-Demo like Super Pumpnik.

I've been working on quite a few cool things for the game.  I briefly showed some of them in the trailer, so I don't want to reveal straight out what they are quite yet, to give more time for people to examine the trailer more closely and discover them for themselves.
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Alec S.
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« Reply #46 on: October 20, 2009, 03:29:12 PM »

Wheeeeee


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Alec S.
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« Reply #47 on: October 23, 2009, 01:09:53 PM »

Hey everyone!  I'm nearing completion of the IGF demo.  The one thing is I could use some beta testers for the demo to make sure it works/is fun.  I'd like to keep it a limited beta test, so, for now, the first 5 people to respond asking to test can test.  I'll send those people a few iterations of the demo as it progresses towards the IGF deadline.

Thanks to anyone who is interested.
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mokesmoe
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« Reply #48 on: October 23, 2009, 01:30:42 PM »

FIRST!!!!  Giggle
I would like to beta test! Or is there another way I'm supposed to respond?
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SidM
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« Reply #49 on: October 23, 2009, 01:44:47 PM »

Raskolnikov grazes his tongue in his cheek and splat falls a cabbage with a cat.
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Alec S.
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« Reply #50 on: October 23, 2009, 01:47:43 PM »

FIRST!!!!  Giggle
I would like to beta test! Or is there another way I'm supposed to respond?
Seems like a good a way as any.

Raskolnikov grazes his tongue in his cheek and splat falls a cabbage with a cat.
This is also a good way to respond.  (I assume this is to get into the beta.   :D)

Alright, I should have the first testable version ready later tonight some time tomorrow.  I'll PM the testers with the link to the file when it's ready.
« Last Edit: October 23, 2009, 02:17:28 PM by malec2b » Logged

Alec S.
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« Reply #51 on: October 24, 2009, 06:34:17 PM »

Alright, the beta version should actually be ready in a couple days.  I realized that it needs a bit more polishing than I had thought, and would like to get rid of the problems I know about before having people play it so they can focus on finding problems I don't know about.

Also, remember, there are three spaces left for anyone who wants to beta test the demo.
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Alec S.
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« Reply #52 on: October 25, 2009, 09:31:21 PM »

Alright, I've sent mokesmoe and SidM the link to the beta of the demo.  Does anyone else want to beta test?
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Fuzz
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« Reply #53 on: October 25, 2009, 09:41:04 PM »

i'm up for beta testing.
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Alec S.
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« Reply #54 on: October 25, 2009, 09:45:23 PM »

PM sent.  Two spots left.
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mokesmoe
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« Reply #55 on: October 25, 2009, 11:35:35 PM »

Found a bunch of game breaking bugs already.
And I can't load, so I have to start from the beginning every time, which sucks.

Code:
ERROR in
action number 1
of Other Event: Intersect Boundary
for object player:

Error in code at line 16:
       room_goto(global.rLeft);

at position 23: Unknown variable rLeft

Jumped as far left as possible on first screen.


Code:
ERROR in
action number 1
of End Step Event
for object playerRev:

Error in code at line 3:
       hspd+=standingOn.hs;

at position 23: Unknown variable hs

Went across screens and started in a wall, few screens down in moon area, and at the end of teh horisontal falling part. (or maybe those two are the same spot?)


Code:
ERROR in
action number 1
of Collision Event with object staticBlock
for object player:

Error in code at line 2:
       room_goto(chkRm);

at position 16: Unknown variable chkRm

Hit a death block while upsidedown.


You can jump over the devil and get stuck off screen.
You can shoot the devil while moving and skip the last spot where he stops.
At the last spot where he stops, you can jump off to the left right away and skip it.

Code:
ERROR in
action number 1
of Other Event: Intersect Boundary
for object player:

Error in code at line 16:
       room_goto(global.rLeft);

at position 23: Unknown variable rLeft
jumped off left side in dadatower.


Code:
ERROR in
action number 1
of Other Event: Intersect Boundary
for object player:

Error in code at line 21:
       room_goto(global.rRight);

at position 23: Unknown variable rRight

Jumped off right side in dadatower.


During the scrolling section of dadatower, you can sit off of the side of the screen and never get hit.
No finish to Dadatower, but I assume you know that.
Dying resets the room, flags do nothing, making Dadatower very hard.
« Last Edit: October 25, 2009, 11:50:18 PM by mokesmoe » Logged
Alec S.
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« Reply #56 on: October 25, 2009, 11:56:52 PM »

Ah, I had forgotten to put walls on the DadaTower.

I'll have saving implemented in the next iteration.

Thanks for the information on the issues with the Death fight.

The other issues should be easy enough for me to fix (got one of them done already).

I should hopefully have a new version ready tomorrow evening.

Planned Changes for next version
-Save System
-Add wall to DadaTower
-Keep Player from leaving play area in Death Fight
-Make it so player can't damage Death while he's moving
-Make checkpoints change color when activated
-Any getting stuck in walls issues that are brought up during first testing
-Keep player from going off sides in scrolling part of DadaTower
-Sound Effects (Possibly)


I also plan to finish/fix DadaTower, but that will probably have to wait until Tuesday.
« Last Edit: October 26, 2009, 12:08:03 AM by malec2b » Logged

mokesmoe
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« Reply #57 on: October 26, 2009, 12:03:37 AM »

After finding the moon master, the game just kinda freaked out. Not sure exactly what happened, I warped around a whole bunch, but it ended with me at the last save point I was at running in place, unable to move.
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Alec S.
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« Reply #58 on: October 26, 2009, 12:09:53 AM »

Well, that's not exactly what's supposed to happen, but it's a bit closer than you think.  It's supposed to take you to the caves, then end the demo, but I guess it doesn't.  I'll have to test that out myself to see exactly what it's doing.  But, anyway, you got to the end of the demo, so good job!

EDIT:  Ah, I see what happened.  Everything was going fine (except for still running while not moving) until the player object didn't go away when it went to the start screen, and he fell down the bottom of it back to another room.   Roll Eyes I'm also planning on making the ending of the demo a bit more clear.
« Last Edit: October 26, 2009, 12:17:52 AM by malec2b » Logged

mokesmoe
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« Reply #59 on: October 26, 2009, 03:44:09 PM »

EDIT:  Ah, I see what happened.  Everything was going fine (except for still running while not moving) until the player object didn't go away when it went to the start screen, and he fell down the bottom of it back to another room.   Roll Eyes I'm also planning on making the ending of the demo a bit more clear.
That sounds about right. The running while not moving was probably because I was still holding the left arrow, so the sprite didn't change back.
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