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  #26  
Old 2008-01-24, 13:21
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are you on about when you jump, hit the block and then go up about a pixel before falling back down?
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  #27  
Old 2008-01-24, 14:28
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yep ... u get stuck for 1 second there before falling back
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  #28  
Old 2008-01-24, 17:39
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The game is retardedly slow for me now.
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  #29  
Old 2008-01-24, 18:10
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he can speed it up but first let's have a bug-proof game
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  #30  
Old 2008-01-24, 18:10
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The speed issue is a bug, making the game more or less, unplayable.
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  #31  
Old 2008-01-24, 19:18
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I jumped straight through a wall and fell out of the side of the screen! Here is a video of the glitch. But otherwise I looks good. It reminds me of one of the Super Paper Mario worlds. On the subject of speed, it works at full speed for me unless I'm recording it.

Last edited by Graxer; 2008-01-24 at 19:38.
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  #32  
Old 2008-01-25, 10:35
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Quote:
Originally Posted by LBAWinOwns View Post
The speed issue is a bug, making the game more or less, unplayable.

Are you still playing it through a virtual machine? What are your specs?


Graxer -> I can't believe I didn't notice that. It only happens if you cling to that wall though. Did it happen to you anywhere else?

And whilst we are on the subject of speed, how does it run for you Quetch?

Thanks guys.


EDIT: Also, did you guys try out the save game thing? You go up to the floppy disc and press up and it should save, but it won't give you any sign it's done anything yet. Then you should be able to use load game in the menu, I don't know what happens if you haven't actually saved your game before then though.
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Last edited by hobmoblin; 2008-01-25 at 10:43.
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  #33  
Old 2008-01-25, 13:44
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for me it runs at a normal speed ... I mean it's playable for me and it's quite perfect ... I don't think LBAWinOwn has a speed bug or issue ... I think he would just like the game faster ... still, as far as I'm concerned, the game runs OK except for the jump bug
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  #34  
Old 2008-01-25, 15:12
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Quote:
Originally Posted by Quetch View Post
for me it runs at a normal speed ... I mean it's playable for me and it's quite perfect ... I don't think LBAWinOwn has a speed bug or issue ... I think he would just like the game faster ... still, as far as I'm concerned, the game runs OK except for the jump bug
No, it's not that, it runs definitely too slow, way way slower than previous.

I used emulation with wine.

* LBAWinOwns tries virtualization

Yea works fine with virtualbox
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  #35  
Old 2008-01-25, 15:49
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hmm weird ... I played it on Wine too and it was fine ... what Linux do u have ?
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  #36  
Old 2008-01-25, 15:58
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Ubuntu 7.10, note that first version was fine on wine.
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  #37  
Old 2008-01-25, 16:29
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Is it stuttering slow, like a bad frame rate?

I'll set about fixing these problems, and then next month, and hopefully they'll be another demo on the 24th.
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  #38  
Old 2008-01-25, 16:50
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After you start to land after a jump it is in normal speed I think, otherwise it's like 1/3 of normal speed.
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  #39  
Old 2008-01-25, 17:09
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I get the same problem...
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#include "stdafx.h"
#include <iostream>
 
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int main()
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  #40  
Old 2008-01-25, 17:56
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Quote:
Originally Posted by Dino-Fly View Post
I get the same problem...
are you running it through a virtual machine too?
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  #41  
Old 2008-01-25, 19:26
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yeah under Wine I get that too now that I replay it ... anyway it has to do with the engine ... it's highly advanced for a simple 2d game like this ... it's a pitty that the engine has such high system demands
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  #42  
Old 2008-01-25, 21:25
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Also the camera is bad, that the hero should always should be in the middle in a game where you do a lot jumps is a bad idea.
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  #43  
Old 2008-01-27, 13:15
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I totally missed this thread. Nice to see you back on the MBN!

One quick thing i advise is to give the health-number text a white border, that way it'll be viewable on all coloured backgrounds.
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  #44  
Old 2008-01-27, 17:31
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why make health a number anyway ??? a healthbar would rock
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  #45  
Old 2008-01-27, 20:01
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Quote:
Originally Posted by hobmoblin View Post
Graxer -> I can't believe I didn't notice that. It only happens if you cling to that wall though. Did it happen to you anywhere else?
No, I've not noticed this problem anywhere else. But if I do i'll tell you.
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  #46  
Old 2008-01-27, 22:55
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Quote:
Originally Posted by Echomote View Post
I totally missed this thread. Nice to see you back on the MBN!

One quick thing i advise is to give the health-number text a white border, that way it'll be viewable on all coloured backgrounds.

I thought I'd post it here because it's the only forum where people's opinions aren't retarded.

I was thinking something along those lines too. I did try a health bar, but for some reason that I never worked out the bar wouldn't display properly.
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  #47  
Old 2008-01-29, 08:40
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Hehehe, nice game you've made here. I haven't experienced any glitches apart from the jumping glitch Quetch mentioned. Very nice.
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  #48  
Old 2008-01-29, 08:51
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You can go into the door in the middle of the big stage from above my jumping and press up the moment before you land.
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  #49  
Old 2008-02-01, 12:46
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Quote:
Originally Posted by LBAWinOwns View Post
You can go into the door in the middle of the big stage from above my jumping and press up the moment before you land.

I believe that is because the actual picture file for the door is 32*32 pixels where as the actual door that you can see is like 30*12 or something. I'm going to fix all these issues before the next release because they interfere with my new command display thing (for example, if you are overlapping a person a picture of the Up arrow will appear along with a description of what action you can perform). Also there is a little tutorial guy I've added right near your house, you don't need to talk to him, he only tells you how to play the game.

And as of yesterday I've been working on particle effects which I'll release as a seperate little application so you can all gauge how well it runs for you (it can bring my system to it's knees). So far the effects I've got are:

Flowing water (from a tap/waterfall, used to create bodies of water but it put too much strain on the system.)
Explosion (with transparancies and rotation of particles)
Rain (pretty pretty rain)
Smoke/Fire/Water (This is a system hog, I need to sort it out, it's a pretty effect though)
And finally just a general test to see how many particles I could display on screen without a sevre hit on performance. It's 750 particles. Any more and it'll slow right down. I assume this is due to the engine rendering everything in software and not using all these fancy graphic card things everyone is always going on about nowadays. I have got the engine to display 10,000 but it was ridiculous.

At the moment I've been working on adding wind, so that smoke and fire could blow to the side, or a fire could blow out etc.

And after particles I'll move onto weapons.
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