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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Masjin [1.9b]
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DrOctapu
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« Reply #260 on: February 05, 2011, 05:43:04 PM »

I think I'll make it so that scientists don't heal/heal less when they're inside a machine. That's more logical, too.

I was away most of this day, so the new update doesn't have much to it. New things:

  • A player list (reveal by holding E!)
  • The oddball! This means that rounds can be won now (this'll probably break easily, though)

VERSION 1.53 GET!
:O
Cool.
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Hempuli‽
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« Reply #261 on: February 05, 2011, 06:30:51 PM »

Ok, the update broke ENDLESS amounts of stuff, reverting back to a non-oddball version.

sorry again. Sad

Also, the bit that worked didn't look too good. The oddball supported camping and waiting and really didn't fit the gameplay at all. I need to think of alternatives.

Also, since this update certain people with usually high FPS started getting a lower one. Seems like I realllly need to figure out that dead reckoning!  Cry
« Last Edit: February 05, 2011, 06:37:06 PM by Hempuli‽ » Logged

BlueSweatshirt
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« Reply #262 on: February 05, 2011, 06:38:22 PM »

Wow...

I picked a good time to randomly try your game.  Shocked


The controls feel really good, and the gravity/etc is quite natural.

My only gripe is the latency, which wasn't terrible, but I definitely got hit a few times where I saw the bullet going past me. Ah well!
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mokesmoe
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« Reply #263 on: February 05, 2011, 06:47:43 PM »

I'd say have a king-of-the-hill style objective, instead of an oddball based one. You could have it up in the air, or underground too. This still technically promotes camping, but camping in the middle of the map and camping in your base are two different things.

I think it should be in a zone underground (or going with my previous suggestion, in the stone layer), this means once you dig there you can build a temporary base there, but your opponents could dig in from any side. This also gives deep tunnels a purpose other than minerals, because earlier everyone would fly across or run across the ground level. It also extends the size of the map, because any other objectives I can think of would just be a push between the bases, ignoring the underground.
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Hempuli‽
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« Reply #264 on: February 06, 2011, 02:07:53 AM »

I'd say have a king-of-the-hill style objective, instead of an oddball based one. You could have it up in the air, or underground too. This still technically promotes camping, but camping in the middle of the map and camping in your base are two different things.

I think it should be in a zone underground (or going with my previous suggestion, in the stone layer), this means once you dig there you can build a temporary base there, but your opponents could dig in from any side. This also gives deep tunnels a purpose other than minerals, because earlier everyone would fly across or run across the ground level. It also extends the size of the map, because any other objectives I can think of would just be a push between the bases, ignoring the underground.

To be honest, this idea sounds pretty nice. Smiley The reason I wanted the oddball -idea instead of, say, just deathmatch and/or capture the flag was because I was going to implement more time-consuming stuff like building and digging. Those aren't of any use if the game lasts 10 minutes, and the oddball seemingly supported longer rounds. Which it actually did, but not in the way I intended.

I guess I'll try to implement this today if I have time, and then maybe the research screen. I'll also try to locate what it might be that started causing even more slowdown for certain players, though this most probably means I have to pick up the dead reckoning code. I guess I also ought to implement the non-FPS-basedness I promised. Lots of stuff to do!
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« Reply #265 on: February 06, 2011, 03:19:27 AM »

why not add a free play, odd ball, king of the hill selection for host in game.
Oh maybe have horrible creatures dig up under the bases and force both groups to see how long they can survive a competitive survival team building game mode.
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Filth
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« Reply #266 on: February 06, 2011, 03:25:31 AM »

Perhaps you could have the artifact in the underground zone as well.
Once one of the teams 'wins' the king-of-the-hill part, they'll have to escort the artifact to their spawn point.

Also,
Guy: Oh right, now that you're here, Hemp
Guy: Could the hitbox of the diggers and builders be slightly smaller?
Guy: It's a bit difficult to go through 1x1 holes

« Last Edit: February 06, 2011, 10:28:35 AM by Filth » Logged
Hempuli‽
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« Reply #267 on: February 06, 2011, 10:54:46 AM »

Rumrusher: the survival I'll spare for my next game. Wink

Filth: I'll do that a bit later.

Sandoval: could you tell me if you still get weird slowdown now that I reverted the build?
« Last Edit: February 06, 2011, 11:20:14 AM by Hempuli‽ » Logged

Filth
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« Reply #268 on: February 06, 2011, 11:53:23 AM »

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ink.inc
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« Reply #269 on: February 06, 2011, 11:58:40 AM »

Uh dude, when I hit the update tab, AVG threw up a malware alert.... It hadn't done that for any of the previous versions.

I trust you enough to not asplode my laptop with viruses, but this gave me a bit of a scare.

The file name was C:\Documents and Settings\Sandoval\local settings\temp\mrt868\stdrt.exe
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Paul McCrawfish
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« Reply #270 on: February 06, 2011, 12:23:01 PM »

Couldn't get the players and synthesized blocks to display at all this build despite rejoining something like fifteen times.
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Hempuli‽
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« Reply #271 on: February 06, 2011, 12:30:44 PM »

And I didn't even upload a new version today. What the darn is going on?! John, I know that AVG has at least once earlier treated MMF apps as virii, but I thought they totally fixed that already. stdrt.exe is the thing that runs the games. Definitely looking at this now. Sad

EDIT: I ran the game through VirusTotal and it didn't find anything weird. To be sure, I re-uploaded the game file to the server. According to virustotal even AVG was OK with the game.

parrot: now that's once again annoying. Which was the last version you played before this one?

EDIT EDIT: I updated the game to 1.53c to hopefully fix a bug related to other players being invisible.

Also Sandoval, in case the warning appeared as you clicked the 'check for updates' -button, I'd assume that AVG found it fishy that the game tried to retrieve data from the internet. However, did the warning say something like "the application is trying to retrieve data from a marked malware site!!!" or such? If so, I'm in trouble Sad
« Last Edit: February 06, 2011, 12:48:14 PM by Hempuli‽ » Logged

Hempuli‽
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« Reply #272 on: February 06, 2011, 02:02:01 PM »

We had again quite a nice game; the mystery FPS problems have seemed to become rarer now. We found a lot of little nitpicks and bugs, fixing them tomorrow. Also a lot of players get to situations where all other players are invisible; I tried to fix this but it didn't work! I guess this is the next Big Bug I need to find a way to cure.

I have school tomorrow and it's already midnight, not releasing fixes tonight because otherwise it'll go like yesterday and the day before it and I'll find myself playing like mad at 4-5 AM.
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« Reply #273 on: February 06, 2011, 09:20:43 PM »

If it makes you feel any better, stdrt.exe is the name of the program all MMF2 games use to run.
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Hempuli‽
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« Reply #274 on: February 07, 2011, 11:30:17 AM »

Reporting in!

Unfortunately the next few days will be really slow development-wise, because I'll be having some exams that completely decide what I can do in the future. Even though I love TIGsource I'm not ready to spoil my life for a single game. Don't hate me too much! Cheesy

On other news, I'll probably today try to add a way to request data from the channel master in case you get invisible players. That's not a very good way of doing it, but if I get this system working I can probably integrate it to he group of precaution methods that are already in place.
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Hempuli‽
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« Reply #275 on: February 08, 2011, 11:11:14 AM »

Ok, released a smaller update today. Too busy to take on any big fixes, but this version should include:

  • A new """hidden""" vehicle
  • A neat bar that shows how much fuel your jetpack has
  • A bit refined HUD, removed the old bits
  • You can walk for a short while invisible while having the cloak. The invisibility lasts only a veru short while, though, so use it wise. Ideal for fleeing the scene or performing even neater ambushes. This might need a buff.
  • Added yet another precaution to avoid the invisible players. Let's see if it works this time! If not, try typing "/data" and press enter!

This version might again slow down for Sandoval. John, please report if so.

VERSION 1.54 GET!
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Hempuli‽
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« Reply #276 on: February 08, 2011, 10:58:16 PM »

Apologies for the almost quintiple post streak.

Anyway, during the next few days I'll be working on some bigger features that are still missing, i.e. research and round winning. I think it'll be a good idea to get the game 'finished' in that it can be played properly. After that I'll add the rest of the items and vehicles, polish things and finally hopefully add the dead reckoning. I think I've figured out a way to do it, but such is always big and scary and will take time so I'm chickening out and waiting for a time where I don't feel like adding anymore stuff.

Any and all bug reports, suggestions or such are welcomed, because you know, even negative feedback is still feedback. And the creatures known as game developers thrive when they have feedback! Evil
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Hempuli‽
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« Reply #277 on: February 09, 2011, 02:08:32 PM »

(what do we call this? Almost-sixtiple?)

I was going to write a post apologizing for the lack of proper updates, but then decided to make a darn update instead of whining! Angry Versin 1.55 includes these new things:
  • A new research submenu! Currently controlled by mouse, though
  • A new item, the Flashbang!
  • Bugfixes, though I'm quite sure the new research submenu broke new stuff. *sigh* Tongue

My good friend Noby also told me that he'd probably be able to get some music made this week. Expect other kind of audio soonish, too!

Though, to be honest, I'm not quite sure whether I should use SFXR or "higher-quality" sound effects.

VERSION 1.55 GET!

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Inanimate
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« Reply #278 on: February 09, 2011, 02:26:00 PM »

(what do we call this? Almost-sixtiple?)

Sextuple.

Also, can't wait for this game to really be 'playable'! It's already great fun.  Smiley
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Hempuli‽
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« Reply #279 on: February 09, 2011, 03:20:14 PM »

Updated to 1.55b to fix some ridiculously stupid but also hilarious bugs. Smiley
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