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Post by Dashe on Jun 7, 2011 12:49:17 GMT -5
That one went a little bit faster. At least playably so.
As far as the paralysis room goes, the twomp-bots aren't the problem...it's getting to the exit and dealing with the water. I can't reach that ledge at all. :01:
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Post by Santa Melty on Jun 7, 2011 14:49:22 GMT -5
Alright, one more try.Turned off every option I could find that might be causing slowdown, removed a bunch of eye-candy visuals, and forced 8-bit indexed color. Hopefully it'll be more than just barely playable for you now. I didn't draw the new sprites with 8-bit color in mind, so it's going to look poor where there were gradients or transparency effects. But short of redrawing everything, there's not much I can do about that right now.
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Post by Dashe on Jun 7, 2011 15:30:38 GMT -5
MUUUUUUUCH better. Now the buster gun takes forever to recharge, but the guy actually moves at a normal speed. And I can now reach the ledge to get to the water and broiler rooms. There is a way to get past the giant strip of electrical ground in the water room, right?
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Post by in·clover on Jun 7, 2011 15:54:47 GMT -5
I played through most of this around the time you uploaded it and thought I'd get around to at least finishing it before giving honest feedback, but like others I'm experiencing serious jitter/lag with different parts. My antivirus isn't having a conniption fit anymore, though, so now I can keep the game without being bothered by it. The status effects are done well enough. I'm not liking the collision detection; I think that ought to be a little more forgiving. There are times when I'm not even touching the heated/electrified floor and I'm still set aflame. The bit in the lava area where you have to descend down to the door was a little sloppy. One of the biggest issues I see with sidescrollers is placing enemies/hazards outside the player's periphery. I see you kind of hinted at where the player should go with the placement of the platforms, but the fact that the player gets no obvious warning that they could be dropping themselves into a pit of lava is really unfair. And like I mentioned above about the collision detection, even missing the lava and landing where it should be safe sometimes sets you on fire. A camera control option would be perfect here.But I love every update you make despite that. A lot of it is just MMF2, and hopefully you'll work out some of its kinks. Always look forward to these.
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Post by Santa Melty on Jun 7, 2011 16:50:05 GMT -5
Nah, there's no way. I don't blame you for getting confused there, though. The water room is pretty poorly made, looking back at it. You have to use an enemy you've never seen to get past an obstacle you've never seen, while dealing with two lethal traps that you have seen but probably not enough of. I was kind of tripping over how to introduce a bunch of things all at once, and it didn't really work out that well. If you want to know, SPOILER;you have to destroy the wall to the left using the fish.Appreciate the effort. If you guys are lagging like crazy though, definitely tell me. It's not supposed to do that. I thought I'd finally gotten it so that it could run at a decent speed without me having to worry about the 256-color thing, but apparently not. In the future, I'll probably just stick with the 8-bit color and software rendering instead of trying to muck about with MMF2's hardware acceleration. Or maybe I'll have two separate versions for people who can/can't handle the visuals. Anyway, if anyone else is having slowdown or graphics issues, please try that last version I linked to (RUSH0.3c) and see if that works any better for you. I'll probably ask Fab to host it as an alt version over on SPA later if a lot of people are having these problems. (Also, I'd like to take credit for the antivirus program not bugging out anymore, but I've got no idea why that happened. Just a happy accident there. Glad to hear, though.) Yeah, I noticed this issue when I was putting the levels together. One of the first things I fixed after I finished the demo actually, so the next version should be better about that. I was a little worried not seeing where you were falling would be a problem. The camera has always been set a little higher than the player because I found that it made it a bit easier to deal with the Fooroo and some of the jumping bits. But then I threw in the hazards and a couple more vertical rooms, and suddenly the problem was reversed. You couldn't see enough below you in some places. Tried lowering it at one point, but it felt kind of unnatural, and made dealing with the flying enemies harder. I figured people would learn to compensate by using the edge-grabbing to look lower before dropping down, but that wasn't an ideal solution. I had not considered a controllable camera. Definitely will try messing around with that. Anyway, thanks for the feedback, IC. Always appreciated. I'll get back to you in a bit about the test version btw.
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Post by MegaTuga on Jun 8, 2011 8:31:28 GMT -5
A little driver update and I can play this again yaaaay...
Anyway... the electrical traps seem unforgiving O.o Same goes to the fire but I found taht once you exit the room the fire disapears.
One last thing... I SEE YOU TREASURE CHEST IN FIRE ROOM! And I kept dieing to get it... what? I'm obcessive. But yeah not even the dash-after-double-jump works here. Probably with ssome timing... *dies again*
I WILL GET IT NO MATTER WHAT.
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Post by Dashe on Jun 8, 2011 13:59:28 GMT -5
Oh. The fish. It'd be nice if they didn't crash into me every time I tried to lure them to the wall, too.
I've been having trouble with the lift in the electric room lately. It keeps booting the guy off according to its own whim. Half the time he's standing on it and everything looks normal--and then about halfway up he falls through the lift and lands on the electric floor. It usually takes me around twenty tries to get him where he needs to go, and I don't do anything on the platform at all. I'm not even touching the keyboard and it just bottoms out. Sometimes even before it starts going up.
Tuga, are you playing version C? A and B have so much lag for me that the double-jump-dash barely covers any distance at all. In fact, C's the only version where I can physically make it to the water room because of the jump on the upper level of the electric room.
Granted, that particular chest you're talking about isn't worth it, because you have to climb back out of the alcove using two tiny ledges, and the fire effect's too far spread out for you to even be able to touch those ledges in the first place. And there's nothing in any of the chests but refractor shards and maybe a part.
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Post by Avegodro on Jun 8, 2011 15:52:10 GMT -5
Wow I have to say this game got harder, I see how you changed the physics, I can no longer kick zakobons straight up.
I'm not having any trouble with lag, control's or anything of that sort.
I've gotten as far as the fish and decided to call it a day after dying 10 more times trying to get there again. ;D
I'm also not going to jump into the water while electrified again. That was a mistake.
Question though, does the fire and electric statuses stack onto one another? It seems that the longer I'm touching them the longer the effect takes to wear off once I'm at a safe spot.
Awesome job, can't wait to die 3294839 times with the finished version!
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Post by Santa Melty on Jun 8, 2011 16:47:31 GMT -5
Pretty sure it shouldn't be that difficult to make the jump. Like Dashe said, definitely try 0.3c (or d, which I am about to post) if you're not already. It sounds like lag may be throwing you off. Likewise, it might be making it more difficult than intended to maneuver around when you're electrified. Well-timed dodging should do the trick. Yeah, it DEFINITELY shouldn't be doing that. I saw that glitch a couple of times and thought I'd fixed it, but I guess not. Or if I did, I guess I broke it again in c. I think it has to do with how the program deals with lag. You can set it to drop frames that it can't complete fast enough (which I did). This helps make the physics not suck when you're running slow. But however it's handling that, I guess it's making your position jitter a bit, which is messing up the detection with the elevator (you've got to be exactly on top of it for it to work). Oddly, I did the elevator pretty much the exact same way in 0.2, and I don't think anyone had any problems with it then. PFFGGGH. :24: Once more. Just a really quick fix that makes the elevator's detection rules more lax. At least, I hope this is a fix. I can't really test it, since I've got pretty much no lag. I'm also not entirely sure where this glitch is stemming from, so this may not have done anything. Probably going to redo it entirely for the next version. Thanks for bearing with me here. Didn't think this was going to give anyone so much trouble. Ecstatic to hear. Yeah. It was kind of bugging me before how you could just juggle them indefinitely. Changed it so that it's a bit more useful strategically than offensively, so you can push enemies off ledges and into hazards and such. They do not. At least, they shouldn't. Getting a status condition you already have (for example, touching an electric block while already electrified) should just reset the countdown timer for that status condition. You sure you're not having any lag? I don't think it should be that difficult to get up to the water room, but maybe that's just me. In any case, thanks for the feedback Ave. Looking forward to killing you 3294839 more times in the finished version.
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Post by Dashe on Jun 8, 2011 17:03:14 GMT -5
Rush0.3d "could not be found on this server." :-\
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Post by Santa Melty on Jun 8, 2011 17:18:41 GMT -5
Err... My bad. :37: Link is fixed.
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Post by Dashe on Jun 8, 2011 19:13:49 GMT -5
The hellevator is still giving me, well, hell, in the exact same way. It wouldn't be so awful if there weren't an electricity field directly under it, or if that strip of electricity you had to jump to had a small patch of normal ground so you could grab the edge if you bottomed out just a little before reaching the top. Of course, having the elevator not dump you through it at all would be the best possible fix.
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Post by Avegodro on Jun 8, 2011 19:34:56 GMT -5
WHY MELTY WHY!?!? :18:
Well I made it past the wall, its a bit cramped to dodge and I only succeeded in dodging the first leebird.
SPOILER; It gets darker and there is a block leebird waiting for you.
I'm finally using my laptop now and I still don't have any problems with lag, glitches or anything.
We're you an understudy to Dr. Wily or something on dungeon design?
I enjoyed being able to juggle my enemies TO THEIR DOOM! :16:
EDIT: Well I made it past the wall and further past that. But nevermind that, there is one glitch but its with the sound, nothing major or game breaking. Just that everytime I die near the wall and I restart it makes the splashing noise when I spawn in the entrance.
I'm expecting this dungeon to only get harder at this point. Lets see if I can get to the wall with no hits like last time!
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Post by Santa Melty on Jun 8, 2011 21:10:42 GMT -5
Alright, and again.Redid the elevator so it doesn't depend on your Y position being exactly the same as its own to work. You are either "on" or "off" it, and you should only be moved off when you trigger it yourself or are knocked off by something. Could do some alternative, like steps or something, but one of the later rooms really needs an elevator to make sense, so may as well get it working. HAHAHAHAHA I'm sorry. Like I said, poor setup in that room. But yeah, there are still a couple of harder bits ahead.I remember noticed that bug with the water sound but forgot to fix it. Will make a note to take care it that.
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Post by Mikéy on Jun 8, 2011 21:16:09 GMT -5
The Helevator hasn't been giving me any problems, I've just noticed that when you walk over it while you're electrocuted that it'll start rising and falling, and the coding must think that you're on it, but every time it goes back down, your feet touch the floor again. As far as I can tell, that's what the small patch of normal floor is for in that regard. That elevator's not made to be ridden while electrocuted. Dodge the leebirds? I found that virtually impossible impractical. I'd have to run forward to get their attention, then run back to the wall and prepare the guard arm in order to get anywhere in breaking it. (granted, this didn't work every time, only on semi-rare occasions.) That was quite the lovely surprise beyond the wall as well, MLT. At one point, I thought the explosions coming from the buster when you used it while guarding was capable of breaking the wall, but I couldn't have been more wrong. Besides what's already been said, I don't think I've experienced anything ungodly difficult otherwise.
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