|
Post by Avegodro on Jun 9, 2011 22:01:30 GMT -5
Oh okay so the dash shoot thing is intentional, though I seem to have a habit of dashing right into a Foo Roo. :06:
Discovered the dashing kick didn't know that was possible.
No glitches to report so far.
Got to the red refractor room.....can we get an energy canteen...PLEASE I'M BEGGING...I was so close.....
SPOILER; How much health does the giant gear Foo Roo spawning boss have?
BTW...how do you exactly dash dodge the fish? I can't seem to get past the wall without damage. My timing sucks....
|
|
|
Post by Santa Melty on Jun 11, 2011 22:10:24 GMT -5
Doesn't really help figure out what's wrong, but it does give me a nice snapshot of what kind of system is required to run everything smoothly, so thanks. Only really had my own system as a reference point until now. I'd appreciate if you could give me your specs as well, Dashe, since you've been having the worst time with this, but don't go out of your way if you aren't sure what they are. I think in the future I'll just not do all the little extra graphical stuff I did in this version and shoot for accommodating the lowest-power system possible. I shed many tears. The one-way nature of that door is actually because there are two different doors that lead to it. Rather than compromise over where that one should lead, I just had it lock behind you. Looking back, I should have compromised and just had it send you to that door in the next room over. Would have also helped to have the door visible somehow when you first enter the water room so that people would recognize where they are when they first go back and can make the call of whether to drop back into the water room or keep moving forward. Learning as I go. :03: Brilliant. Possibly. Thought about it in the past, and am still playing with the idea. Might try some other way to let players regenerate health at crucial points. Since you can use an energy canteen anywhere, it essentially increases the player's max life, which seems to go against the whole class-based thing. Certain classes are supposed to have very little health in order to offset other things. To answer your spoiler question, 210. Good timing is pretty much the only answer I can give. No secret trick to it. I'm kind of surprised it's giving people so much trouble... I imagined initially figuring out what the fishes do and how to destroy the wall would be difficult, but once that was known, it didn't strike me as too much of a challenge. I routinely get through the water room without taking any damage. I guess I've had a lot more opportunity to practice, though... Anyway, again, many thanks for all the feedback guys.
|
|
|
Post by Santa Melty on Sept 26, 2011 5:30:18 GMT -5
So, nothing new to play yet. Here's a minor status update, though. I took a while off from working on this after the last demo. This was mostly just due to me being burnt out at the time. But I also wasn't exactly sure where to go next. Part of me wanted to keep pushing forward, but some old decisions coming back to bite me. Small hacks here and there, some conventions that weren't really as consistent as I'd have liked, etc. Mostly bits of leftover stuff from the very first 10-year event version. But this wasn't too big a deal; since this wasn't intended to be a really big project, there wasn't too much more I was going to build on top of what I already had. So I wasn't sure it was worth the time going in and tearing up the old stuff that I knew worked for the sake of fixing a few kludgey bits. It was a bit of an inconvenience, but not much more. Then MMF2 had to go and surprise me by not being quite as bad as I thought it was. It turns out it actually can work with (psuedo-) pointers and store floats; two things which I'd complained about it not having in the past and am now eating crow over. The pointer thing is big because otherwise you basically just have to do a linear search through all instances of an object in order to find and modify any particular one. Which can get expensive very quickly. And being able to store and operate on floats is useful for too many reasons to list. Anyway, you can't store pointers directly, but every object has a “fixed value” which can be stored and used later to look up that specific object much more quickly (I expect through hashing or something. So it's still not as good as a pointer, but much better than what I'd been using before). It's a feature that was buried in there a bit, but it was there. As for storing floats, it turns out there was no big trick to that. You could do that the whole time. The program just sort of likes pretending otherwise, apparently. Every time I'd try to initialize a value to a float in MMF2's editor, it would just look at me funny and round it to an int. So I assumed it just wasn't possible. It turns out you can store floats, but only if they're returned as the result of some operation during runtime. Or at least, that's what it looks like. This makes no sense to me, but I'm not complaining. Now if it would just give me polymorphism, I might be willing to call it square for all the suffering it's caused me.So, given the number of additional improvements I knew I could make using these features, I decided to just bite the bullet and start digging through the old stuff, fixing and standardizing whatever I could find. Which is what I'm still doing now. So far, I've gotten through updating the Zakoban and 7 of the player classes. Functionally, everything is just about the same. No new features or anything. Performance seems to have gotten much better though, which I am pleased about. Just doing a few quick tests, it looks like the program can now handle about twice as many enemies on the screen at once without any major slowdown (around 70 on my computer, up from 35 or so in the last version). The interfaces for enemies, drops, and so on are also more consistent, which should make things a bit more convenient for me later on. So, that's where I am now. After I'm done with this stuff (which shouldn't take too long, life notwithstanding), I'll probably start on the sprites I've been putting off. I'd really like to finish up the playable classes so I can get to doing some new enemies without being distracted by my crummy placeholder art. Speaking of crummy placeholder art, have a couple of screenshots this time. - Gunner- Engineer- AgentAnd more sketches.The funny expressions there were just for fun, because I like funny expressions. The middle part is just me doing a bit of planning for what I want some of the animations to look like (going a bit over the top I think, but my last few felt kind of stiff, so I'm compensating). The bottom part was me brainstorming alternate outfits one could wear as the Gunner class if this was a real MMO and not a pretend one. Still no plans to put in any kind of custom character creation at the moment, so nothing here will get any use, probably. It was mostly just a drawing exercise. I wanted designs that looked different but still retained the same general "feel". Blocky, very vertically-oriented designs. Lots of hanging things and lines going up and down. I like a couple of them, though they're not really that “Legends”. It was mildly entertaining though, and I'll probably do some similar sort of exercise for the rest of the classes. Finally, out of curiosity, did anyone actually find The Back Room in v0.3? Maybe I didn't put in enough hints about that one's location... ------------------------------------------ Now for something completely unrelated: Long, long ago, when the earth was young, someone asked me for a painting tutorial. I intended to make one out of some in-progress shots of whatever my next painting happened to be, but that next painting just never came. At least until just recently. If the interested party is still out there and still actually interested, feel free to contact me about it. I may have something almost presentable I can give you now.
|
|
|
Post by Santa Melty on Nov 11, 2012 3:51:25 GMT -5
As many as several of you have expressed interest in the state of this project, so I thought it was about time for the annual status update. - I still hate MMF2. - I still don't get any sleep. - Oh, Engineer and Agent are done. - Things are otherwise going alright. If slowly. My goal is to get all the classes done by the end of the year. So same goal as last year and the year before, basically. I'm sure it'll work out this time though. Agent and Engineer are sort of the odd ones out here, in the scheme of things. A bit more cerebral than they are shooty. You get less buster, but a lot more of the neat James Bond-esque gadgets. A few more screenshots:
|
|
|
Post by Dashe on Nov 12, 2012 10:25:25 GMT -5
Does this actually come with an update? Oh, and hey, guess what, I finally googled what specs are and how to find them. I probably got it completely wrong, but some of this information is probably useful. Actually, it's better to let me know how close I got to what you're looking for. :24:
Make/Model: Dell DXP051 OS: Windows XP Processor: 3.20 GHz Intel Pentium D (2 CPUs) Graphics card: ATI Radeon X1900 Display: 1024x768, 32 bit, 60 hZ Audio: SB X-Fi (or maybe it was F1. My handwriting is a pain to read) RAM: 3.5 GB Total Space on C: 143 GB
|
|
|
Post by Santa Melty on Nov 13, 2012 7:03:25 GMT -5
Not this time, no. My plan for a while has been to get all the classes done before putting out another demo. But as that's taking slightly longer than anticipated, I might settle for just finishing one or two more classes before doing the next demo. But yeah, no new demo this time. And assuming those're specs for the same machine you were having issues running that last demo on, then yeah, that could be useful. Exactly the sort of stuff I was looking for. Many thanks. There's not much I can do in the way of optimization (I am glowering at you, MMF2. Glowering.), but it's nice to have an idea of what kind of machine you need to run this properly. Or improperly, as the case may be. That info helps me a bit more with my other recent project actually, since I'm dealing with these issues a bit more directly there. #shamelessselfpromotion.
|
|