Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rotondo

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 87
106
crashes every time i try to descend to the second floor.

Is this a new bug?

I haven't done an update in a while, so I'm curious what caused the behavior.


I've definitely noticed this on my end, but I've been having a hell of a time tracking it down or even getting it to crash consistently.

At the last playcrafting event the game crashed once right at the start of the show, then ran for 6 hours perfectly.

Sadly I haven't caught the crash while running the debug version :(

107
also splitscreen with controllers crashes in steam big picture. never done it without big picture so idk if that's a factor, will get back to you

That sort of makes sense with how I did split screen, I'll look into it if I can fix it.



If anyone has the beta and also has access to a mac post, I'd like to do a mac preview to make sure it works before I send it out to everyone.

108
Did they give any details on the new IV stuff?

I heard on reddit that you have to level your Pokemon to 100 before gaining access, that seems a bit insane to me.

109
will there be steam controller support added

I can add this eventually, but it's not high priority.

I still need to add general support for usb controllers in split screen, and rebinding.

I was tweaking things. I entered a line of code (that I can send to you via PM) that spawns an AIPlayer, and suddenly everything freaked out.
Also, my GPU is AMD Radeon HD 5450 iirc

I would love to know what the code was lol, that is super strange.

Also if you want to spawn an monster the way I do it, use the cheatSpawnItem command.

So like, cheatSpawnItem( skeleton ); , you can add .startLoop(); at the end if you want it to start attacking.

cheatSpawnItem( skeleton ).startLoop();


110
-- THINGS ON FIRE --
everything has x-ray on

Is this happening all the time or were you tweaking something?

If this is happening all the time I'd love to know what your gpu is.

111
I think the snakes going through each other may lead to a lot of cheap hits.

There's actually only going to be one snake at a time, if I ever do multiple they'll take into consideration the others position.

I was just very happy that I was able to have that many on screen for the first time, without the game exploding.

112
were both of those songs soundtracks from the game?

Yeah, ones in game now the other is upcoming.



Haven't posted anything in a while, still working on a lot of stuff.

At this point I'm unsure what I should be showing off, or if I should hide some stuff for the actual release.


Anyway, here's a sped up gif of the new boss snakes movement.



( Graphics were on low for testing which is why there's no lighting )

113
Thanks for the pic.

So few things happened, I spoke at a college yesterday.

- picture will be here when my girlfriend sends me them -

There were a few people in the audience who knew about Blockland, and some who even exist on these forums.

Life is weird.

Also hyperunknown, the composer for Forgettable Dungeon put up a great video showing how he makes music that emulates the classic sound of C64 give him some love and views.

https://www.youtube.com/watch?v=DxcKNf6Ie5Q


114
So I've been trying out the beta on Linux, and I've had a few issues with the graphics and sound. The shadows cast by the walls of the dungeon seem 'choppy', and the music skips slightly as it's playing. I am using the official Nvdia graphics drivers, not the generic ones.

Console.log
System info

Funny story, the linux executable is actually out of date.

Thank you for reporting these bugs, otherwise I wouldn't have noticed this for a while longer.

Can you take screenshots by the way?

I may have to do some linux specific rendering tricks to make the shadows work on it.

Edit: I'll try to get the right exe out sometime this week, possibly with a general bug fix for both platforms.

115
Games / Re: new mighty no. 9 trailer
« on: May 25, 2016, 07:30:38 PM »
Ignoring the odd humor in the trailer, the actual game doesn't look great.

Something about the ambient light just looks bad, and makes it look not polished to me.

I'm also not a fan of the dashing attack thing, but that's just preference I suppose.

116
Development / Re: 2016/04/17 - PAX East Booth Part 2
« on: May 23, 2016, 03:50:42 PM »
idk if this has been asked before but

if theres splitscreen is it coming out for consoles? @forgettable dungeon

There is split screen right now on the PC beta, I really want to do consoles but nothings set in stone yet.

Edit: since I am king of this page here are random gifs from my game:




117
Thanks! Let me know if you find any bugs, or have any suggestions.

We also have a steam forum and a discord chat setup if you're into that:

http://steamcommunity.com/app/375810/discussions/

Edit: You might need this link, not sure how Discord works exactly.
https://discord.gg/0wDrfggwJYq1yjtF

https://discordapp.com/channels/168121457027710976/168121457027710976

118
idk if you put skeleton john's boss name in the ice boss's intro as a placeholder, but i got that just now
also dash boots are op as stuff lmao
you can practically kill anything if you just dash between the enemy

Edit: hold on dont you take contact damage from the ice boss? is it normal to just cheese the boss with dashboots without taking any damage at all while dashing through all his segments and him?

Edit 2:
i killed a bat and the z-target got stuck in its death spot
also sometimes if i fall down a pit i dont take damage

The name is a glitch, I'll write that down.

I'm still not sure  how to balance the dash boots, in the actual Zelda series they are OP as stuff lol.

I could make it just not work on bosses and knock you back however that seems cheap.

They do make you invincible currently when you connect with a hit, perhaps they should only give you one hit of invul however I'm not sure how to indicate that.

Z targeting glitch I'm not sure, can you replicate that?

Fall damage from pit has been weird the past few updates, definitely going to look into that.

is there any way to put down an item without throwing it? e only lets me pick up and throw and i can't figure out how to put down things without throwing.

also new bug: when you're right up against a wall throwing a boomerang will not actually throw it.


shotgun is cool af!! got a boss af loadout with masterful sword and shotgun. is the masterful sword supposed to run out of ranged attacks though?
also got a texture bug in one shop where the middle item's floor tile was pitch black. it wasn't rendered as a hole, just straight up pitch black.

I made it so B on controller is the universal drop/cancel button, for PC I bound it to R but you may need to bind it on keyboard since it only does that on first start. Which is another thing I need to fix.

Fixed the boomerang glitch/projectile glitch in my version will be in next update.

I'm happy you dig the shotgun I really like it as well, masterful sword is supposed to only work on full health I may change that though.

I've yet to figure out that black hole glitch, it only started once I batched the dungeon tiles so it must be related.



So update on the game I think I'm going to do something different for the next world update.

I'm going to most likely ship the next dungeon theme with monsters/traps/items without having heavy theming on the dungeon itself.

I've messed around with some ideas for the backgrounds but I think I'm going to concentrate on just making the gameplay varied and fun per theme for now.

119
Just pushed out an update with the new particles in it, wanted to replace the wind waker stuff quickly.

Also fixed a few bugs here and there.

I've really fell behind writing the change logs, but I've had a fair bit of back pain recently so I've just been concentrating on what's needed.

120
Any chance these could appear in the reflection as well?

Eventually this would be a cool option, however that won't be happening until I go through and finish batching the rest of the sprite system.

As right now the actual rendering cost of flipping the debris isn't that high, it's just that I'd then need to add in a separate culling thing so it only renders the reflections on the correct tiles.

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 87