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TIGSource ForumsCommunityDevLogsJack the Reaper
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Raku
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« Reply #960 on: January 07, 2015, 03:41:17 AM »

Haha, well I appreciate it regardless
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BMF54123
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« Reply #961 on: January 07, 2015, 09:28:45 PM »

Great demo as always, but sadly a few more bugs to report. Sad



In certain areas like this one, where there is a one-block gap that Jack cannot pass through, Jack will get stuck in place and "vibrate" as though he's landing from a jump every frame (notice the dust clouds around his feet). You have to hold left and jump to get him unstuck. This behavior also occurred when I clipped into the edge of a two-block-tall post in another level.



This poor guy still refuses to die sometimes. WTF It's like his normal death animation gets interrupted when he hits the ceiling or something.



I managed to get this guy stuck here twice in a row. He'll stick there for about 10 seconds or so before shooting off the bottom of the screen at ludicrous speed.

I've also discovered that I need to turn off audio acceleration on my laptop, otherwise sound effects will frequently crackle and/or play much later than they're supposed to. Research indicates that this may be an internal GameMaker problem, though, so I doubt anything can be done about it short of switching to an external audio DLL.
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Raku
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« Reply #962 on: January 07, 2015, 09:41:54 PM »

Thank you! I'll fix these to the best of my ability.
1. Can you tell me any other places you've gotten stuck like that top screenshot? It's a place-specific problem that I have to go in and fix manually.
2. This is odd, because nothing (that I can see) in his programming should even allow him to do that anymore, but I'll look over it all again and find out what the problem is.
3. Sometimes these characters get stuck on corners when they're flying like that. I have an idea of how to fix this though.
4. That's unfortunate about the sound, but it's not too bad I suppose.

Also I've been seeing a lot of people's screenshots that look very blurry. I don't have pixel smoothing turned on, so it shouldnt look like that, but from my own experience, if "Aero" is turned off on windows, it makes the game look blurry like this. I'd rather it doesn't look blurry like that at all, though.
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Bass-Windu
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« Reply #963 on: January 07, 2015, 09:49:39 PM »

Looks pretty cool! The aesthetic of it is pleasing too. Smiley
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Raku
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« Reply #964 on: January 07, 2015, 09:51:16 PM »

Thank you very much!
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BMF54123
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« Reply #965 on: January 07, 2015, 09:54:32 PM »

1. Can you tell me any other places you've gotten stuck like that top screenshot? It's a place-specific problem that I have to go in and fix manually.

Ah, nuts! I'll be sure to carefully note any other places I get stuck next time I play the game.

Also I've been seeing a lot of people's screenshots that look very blurry. I don't have pixel smoothing turned on, so it shouldnt look like that, but from my own experience, if "Aero" is turned off on windows, it makes the game look blurry like this. I'd rather it doesn't look blurry like that at all, though.

I still use Windows XP on my laptop most of the time, and it's always blurry like this (many emulators are the same way). I believe it's a difference in DirectX implementations between XP and newer versions. It looks sharp as intended if I play the game in Windows 7, but then I get those weird scaling issues I mentioned in one of my previous posts. Sad
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Raku
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« Reply #966 on: January 07, 2015, 09:58:46 PM »

I'd appreciate it!
And I understand. Oddly, I seem to have found a fix for that scaling issue just recently. It turns out that if I add a single layer of pixels around a sprite that's doing that, it fixes it entirely. A lot of Jack's bullet attacks had this problem, I added an extra pixel to the width and height of the sprite to "buffer" it, and the problem disappeared...
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Quicksand-T
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« Reply #967 on: January 07, 2015, 10:22:19 PM »

That mushroom is just the best.
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afilionComposer
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« Reply #968 on: January 07, 2015, 11:45:17 PM »

Amazing game!  Who, Me?  Waaagh!
Just wondering, who is your composer?  The music fits the game like a glove.  Hand Metal Left
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« Reply #969 on: January 08, 2015, 12:23:18 AM »

Raku is the composer himself, and the tracks are absolutley top notch!
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Raku
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« Reply #970 on: January 08, 2015, 12:29:56 AM »

@Quicksand-T Thank you!

and @afilionComposer, Storsorgen is right, I'm making the music for my game, which is probably why it fits so well!
Being a one-person team, I dont have to worry about differing ideals or anything, so I think generally everything fits well together.

and thanks @Storsorgen!
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superflat
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« Reply #971 on: January 08, 2015, 07:08:29 PM »

this has come a long way, congratulations for keeping at it, best of luck on the final stretch
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Raku
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« Reply #972 on: January 10, 2015, 09:01:07 AM »

Thank you! I'm doing my best to work on it any chance I can get!
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darkhog
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« Reply #973 on: January 10, 2015, 09:20:41 AM »

Great game. Perhaps you could set up GameJolt page for it (unless it's there)? That would raise awareness of your project.

For the record, I still think you should release game at least in pay-what-you-want model, it's so great in quality that anyone who'd decide to pay wouldn't have any second thoughts about it.
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« Reply #974 on: January 16, 2015, 06:55:45 PM »

Been following this for a while now but I wanted to post just to keep up to date with this devlog. This game looks so cute and I'm surprised at how much gameplay there is in the demo haha. I've said it before but keep up the great work dude.
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Raku
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« Reply #975 on: January 16, 2015, 07:20:32 PM »

@darkhog, I don't think it's on GameJolt, this is the first hearing of that site. I could do that.
the game is already technically pay-what-you-want because I accept donations if people choose.

@AnalCentipede, thank you very much! I recognize your username. Thank you for your ongoing support!
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Raku
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« Reply #976 on: January 20, 2015, 01:11:07 PM »



So, I finally put in mid-stage checkpoints!
Once you pass a big blue gravestone in a stage, if you die you can re-enter the stage and touch the being that came out. Which stage currently has that being is shown on the map, and goes away if you enter another stage (but stays if you go into the shop).

My problem now is that since I know the game too well, I don't know specifically which stages would be best to have these checkpoints.
To those who have played the current demo, what are some stage suggestions that should use checkpoints? If you dont know the stage names specifically, a descriptor of the stage will work. Where to put the checkpoint in the stage would be helpful too. I've already put several checkpoints in the first few stages before the first main boss, one of which is right before Berserker Poinsetta.
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NinjAttack81
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« Reply #977 on: January 21, 2015, 01:18:17 PM »

Hey Rakugaki-Otoko!  Still loving this game and looking forward to its completion!  You're doing great!

So, checkpoints, eh?  Nice addition!  Methinks "Doggy Paddle" would benefit from having one, as the first half can be quite tough without the right gear. Placing a checkpoint right after that paddlin' would be sweet, since there is still more stage, followed by a boss fight afterwards.  Love that boss, by the way.  Smiley

Anyway, that's the only one I can think of off top so far! :D     
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Raku
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« Reply #978 on: January 21, 2015, 01:34:26 PM »

Thank you! that's a good contribution, very helpful, and you even explained why there would be a good reason to put a checkpoint there!
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« Reply #979 on: January 21, 2015, 02:54:28 PM »

^_^ You're welcome!  Glad to have helped you out!
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