Author Topic: The Game  (Read 22972 times)

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Offline Speler

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« Reply #45 on: December 14, 2006, 11:58:00 am »
Floodkiller, the rising acid (whatever you call it) is built into the engine just not in a level.  The problem in level three is a problem in all the levels: you can walk through walls moving the character off the screen.  I'll get rid of the bug in the next version (if I can find a clean way to which is difficult...).  I'll also add more lives (starting at the begining of the screen).

Offline DJ Omnimaga

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« Reply #46 on: December 14, 2006, 02:20:00 pm »
I still yet have to beat lv 2 O_Oshocked2.gif

Offline Speler

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« Reply #47 on: December 15, 2006, 06:59:00 am »
Hmm... there's only one level... you mean screen 2?

Hint:  You can jump on the wall on the left.

Floodkiller

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« Reply #48 on: December 15, 2006, 10:27:00 am »
I found a couple more anomalies:
1. You can accidentally transport yourself into the square platforms, but I can't duplicate this successfully, it is completely random.
2. The ceiling on screen 6 can either just suck you in if you wait and it lowers onto you, or if you run up one of the pillars too much, it will glitch you inside.
3. You can land on one of the 1 pixel platforms in a weird way that causes you to swap back and forth between both sides, and you can move up and down this way and jump off whenever you like.  Keep this bug if you can, though, since it is kind of like swinging around a pole.

Also, I would suggest a reset stage button (at cost of life of course) if you get stuck.

Liazon

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« Reply #49 on: December 15, 2006, 11:58:00 am »
a bit late for me to say this, but after playing the demo, I thought it's awesome so far.  keep up the good work!

Offline Speler

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« Reply #50 on: December 15, 2006, 12:30:00 pm »
Floodkiller, number 3 isn't a bug it is a feature (that in the first outline of the game was much more important).  The rest of the bugs are all one in the same (same two lines of code cause them).  Thanks for bringing them up.

Thanks Liazon.

Offline dinhotheone

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« Reply #51 on: December 16, 2006, 07:36:00 am »
i'm not sure if you meant to do this but sometimes it is easier to move and at others it is harder. like sometimes i will run and jump and it will carry me to where i thought it would, and other times i fall well short of my projected destination. Im not sure if this was intended but its prevented me from beating screen 2 a bunch.

Offline Speler

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« Reply #52 on: December 16, 2006, 07:55:00 am »
Hmm... not sure exactly what you mean.

Offline dinhotheone

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« Reply #53 on: December 18, 2006, 01:19:00 pm »
i'll elaborate tomorrow when i can bring the ticonnect home that i left at school, but from what i remember it seemed that sometimes when i would jump it would be like i was moving through jelly.... other times it would move regular.

Edit
i'm not sure, i re played through the game and it didnt do it once, i'd disregaurd it, it might just be me playing it on my brothers crappy 83+

Offline DJ Omnimaga

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« Reply #54 on: December 31, 2006, 09:38:00 am »
how is it progressing?

Offline Speler

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« Reply #55 on: January 03, 2007, 09:53:00 am »
Proggress:

I have gone through the code and optimized, I have finished lava/falling roof so they kill you if you touch them and completely debuged what I know i buggy.  Unfortunatly though it seems the engine has been pushed as far is it will go speedwise which means likely there will be no more advanced features such as mines.  I may be able to add a simple switch system since nobody would complain if this ran slowly.  I'm going to add a storyline that explains why your a pixle.

Offline Speler

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« Reply #56 on: January 08, 2007, 01:52:00 pm »
Sorry for double post but I got the game down to 2999 bytes with rising and falling lava (not to be confused with water) running flawlessly.  I guess that will be the theme of the next level.

Offline DJ Omnimaga

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« Reply #57 on: January 08, 2007, 02:12:00 pm »
wow i missed your post from jan 3rd x.x sry

WAIT i was sure you did 3100 bytes, its even smaller now ^^ does it run faster?

Offline Speler

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« Reply #58 on: January 08, 2007, 02:18:00 pm »
Yes, I did say it was 3100 bytes.  Now it's 2999 (originally with all bug fixs 3700 or so).  All of it runs at least slightly faster.

Offline Speler

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« Reply #59 on: January 16, 2007, 10:36:00 am »
Level two is almost done (give me a week or so...) then I will consider releasing a second version of the beta of the game (maybe).  Normally I would have just released a "level installer" program but the level detector in the old beta was really buggy.