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Messages - Rotondo

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196
I managed to crash the game by disconnecting before a game over screen, then immediately attempting to start a new game as it was supposed to do the circle wipe.

Thanks for the bug report, I really need to make sure everything resets cleanly if you exit no matter what.

Speaking of game over screen, what kind of stats and info would you guys like on that screen?

I should probably get to actually adding that now lol.

197
How was the Boston Expo?

It went really well, wasn't a huge amount of people but I knew that going in.

One kid had to be torn away from the game by his father, that was a good experience lol.

Also got some good feedback from people on the in game gui, I think I have a good idea how I'm going to redo it now.



I've been working a lot on the game, as I mentioned before I sped up a lot of the loading times and the overhead for loading dungeons.

Next version I'm going to test having slightly larger room sizes for the dungeon.

I also figured out a few of the bugs you guys mentioned, the escape glitch turned out to be only when you joined someone elses server.

So yeah that's fixed a few others.

I still need to fix the cut scenes for the boss stuff, but I'm trying to push that back as that requires making a whole new event system for the music and camera cuts.

198
i think i posted about this before but idk if you got to it

the boss introduction cutscenes still have off-time camera shakes. it's disappointing going into a boss battle and seeing it flash to the next camera angle but the camera shakes a fraction of a second before the switch, and while i'm actually fighting the boss, its health bar doesn't even appear. i have to just keep hitting it and hope for the best.

Yeah I need to look at this again, I'm hoping I can do a quick fix until I write a custom system for the boss cut scenes.

Like Pecon said I removed the health bar to put more emphasis on the pieces falling off the bosses.

Personally I hate guis, I'm going to be redoing the current ones over the course of development once I finalize a few more things.

Honestly I'd remove all guis if I could lol..



By the way guys I'm sorry for being so late on this but I'm going to be showcasing the game tomorrow at the Boston Playcrafting event.

https://www.eventbrite.com/e/playcrafting-early-spring-expo-tickets-22280188644



If you're in the area you should come down.


In game news I have a few fun things to show this week, I also improved the performance of loading the dungeons a decent amount.

This should hopefully solve a few of the loading issues you guys were having.

Edit: Btw I figured out that escape menu glitch, when joining a server a variable I was checking didn't exist. Will be fixed in next update.

199
When does it officially release on steam? How far would you say the game is to completion? (I know that's kinda redundant).

Honestly the release date is still up in the air, as I basically have to have the game in a "complete" state at least a month before to do press and such.

I'm aiming for a bit after may, and I want to avoid releasing near the summer sale.

Feature wise the game is getting closer and closer to completion, but I honestly need at least double the content if not more.

is the cursor supposed to re-center every time you hit a button on the controller in the menu? that's the only thing that bothers me about menu support for controllers.

I slid on ice. whoops.

The cursor is not supposed to recenter, I actually added in a thing to prevent this. There's an issue where windows will send the "update cursor" signal to the window erroneously and repeatedly.

Causing it to frantically recenter, the solution to this is to actually take control of your windows cursor but I want to avoid this to be honest as it seems a bit heavy handed.

I added in a thing to make it so it would happen less frequently, basically whenever you move the cursor with your controller it should lock out your windows mouse for about 4 seconds or until you click something with it.

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Ice needs to be looked at honestly, I still feel like I fall into pits at times and I'm not at fault.

This isn't acceptable, even if it did marginal damage.



Sorry not much new gifs or anything lately, I've been concentrating on making things more.

Plus I've been working on the new trailer for the steam page, which is honestly a bit of a slog.

I might end up remaking the intro scenes with the new graphics, then tag on the old trailer at the end with the message "OLD GRAPHICS".

Actually... that seems like a terrible idea and will confuse people. God damnit I want to work on the game, not make a trailer again :(

200
will there be multiple bosses for each theme

I definitely want there to be, but it'll depend on how much time and creative juices I have in me for them.

Can you do an abriged description on what the game is about to probably convince me into playing...

Kill things, don't die, also there's chickens.

spelunky roguelike with mad multiplayer action and more goofs. more fun than difficult conpared to spelunky, but still got that theme where you wreck dungeons for spoils

rotondo: after the last update or the one before, my esc key never works.

Out of curiosity go to the main menu press enter, you should be taken to the start server screen.

Then hit escape and see if it takes you back to the main menu.

Edit:

Working on the new trailer for the steam store page, took this pic of the shopkeeper.



I forget how cool the game looks up close, also just realized the shopkeeper room doesn't have the wall detail on the back need to fix that.

201
I didn't chat, but i did watch the stream at least

Thanks for showing up!

I think of this scene from shaolin soccer whenever I do something like this, https://www.youtube.com/watch?v=uV-dqhGd-YQ

Want to get started on my texture pack again, anyway I can just skip to levels?

There's a weird skip function I wrote to test certain themes, it only skips to one floor of that theme though it doesn't progress correctly.

dungeonSkip( IceTheme );

Right now there's just IceTheme and DungeonTheme.

Hopefully soon I'll begin working on the custom skin selector, so much to do so few months.

I really need to get stuff going on the woods theme, might also make a test chamber in the inn for you guys to spawn monsters to fight against so we can get some more feedback on that stuff.

202
skeletons need to be nerfed when soloing. they take you down in 2 hits on the second floor, and when there are three of them (or five, as i've encountered quite a few times in THIS update already) the only close to viable way to take them out is with throwing knives. keep the difficulty with multiple players, but nerf it on one.

I definitely need to retool the skeletons, I'm going to give them a new slower attack I think. As well as possibly lowering their damage.

Honestly I kind of like them the way they are, as I like having the threat of death almost right away but it's probably too much for the first stages.

escape key isn't working :(

It appears to be working for me, under what circumstance does it break?

health pickups should be client-side instead of server side- there's been too many instances where someone nabs a turkey from me while I was at low health, getting me killed.

I don't think I'm going to be changing that for the time being, you need to prioritize closer to death friends on your own.

I might make it so you have to do more than just walk over the health to pick it up, perhaps make it so you can pick it up and throw it around.

walking around at 16/40 health like "yeah I'll be ok"

drop into a pit by accident and take 17 fall damage

almost uninstalled the game

I'm still not sure what to do about this, I want the pits to be deadly but also fair.

Out of curiosity are you having trouble moving your character walking along small paths? Or are you getting knocked into it somehow?

Maybe fall damage could be partially percent total hp and partially percentage current health. That way it would be less punishing at low hp, but could still kill you.

I'll mess around with this but I think I'm going to change it to just 1/4th damage for the time being.

In link to the past they were really not deadly at all, and the movement was a bit wonky so it sometimes felt aggravating.

Ideally even if the pits were instant death they'd still be fair, since you'd have to make the mistake to fall in them.

I'm still not confident that movement is strong enough and smooth enough to do this, going to have to tweak it more in the future.





By the way the archive of the stream interview is here, http://www.mobcrush.com/RechargedTV/v/56f08ac7f8a31d9bff9adef0

I didn't see any of you guys in the stream chat, letting me down son.

203
Going to be live at http://www.mobcrush.com/rechargedtv at 8 PM, if you guys want to check it out and yell at me.

This is going to be taking place from my car, here's hoping for a good 4g connection lol.

204
What about a SNES controller?

My plan is to support generic/most controllers in the future, I just wanted to get an idea of what people use for games these days.

Most people seem to use xbox 360 and ps3 controllers still.

before the plug-n-play stuff was added, I tried the following:

Logitech F310 (xinput and dinput modes, I believe both worked but I never use dinput mode so I should try again)
Qanba Q1 (PS3 dinput, worked)
Hori RAP V.Hayabusa (PS3/PS4 dinput, PC xinput - didn't try PS3 or PS4 modes but they should work)
Hori Twinstick EX (xinput - playing this game on this thing is a really stupid idea but it was worth checking anyway)

Sadly some arcade sticks aren't going to work since they're xinput only, my game currently only supports direct input.

I think they released official drives for xbox one controllers somewhere.

I'm pretty sure it works the same as an xbox 360 controller with xinput.

My friend tried his xbox one and xbox 360 controller at once, the one controller worked with the game but seemed to overwrite the 360 controller.

So no mix and matching.

rotondo do you plan on remaking the title screen? I had an idea where it cuts to the lobby area with a unique camera angle and something's going like one of the customizable characters is randomly selected and they could be either fighting monsters or even something like throwing each other around. just something going on in the background

Eventually I'd like to do something fun, perhaps when I get the mini open world hub working I can pan across that.



Just put out the split screen update, I'll do a proper change log tomorrow.

Split screen is going to probably be a little rough at first.

Lots to test and refine on it, especially with the method I did for it.

Right now it only supports making a local server, but eventually I'm going to add support for mixing and matching split screen and online players.

Edit: forgot to set it live, now it's live

----

Also I'm going to be on a podcast this Monday, as long as I can manage to time my life perfectly anyway lol...

https://twitter.com/RechargedTV/status/710482165423808512

http://www.mobcrush.com/rechargedtv

I am going to most likely be doing the podcast from inside my car because of where I'll be located, should be a fun time.

205
What about compatibility with  Xbox One controllers, or is that a part of "generic controllers"?

Funny you mention that, I honestly thought they wouldn't work since I was under the impression microsoft removed their direct input backwards compatibility.

My friend was successfully able to use an xbox one controller though, so I honestly have no idea.

It's possible he screwed with his drivers but I doubt it.

Also if you guys want to do me a favor, post a link to some generic third party controllers you use for pc.

Eventually I'd like to support xbox/bone, ps3/4, and generic controllers natively with proper switching of tool tips. I'd have to see how other controllers are laid out though to get a better understanding.

206


Another non exciting pic but having a menu that functions is important.

For this first test I'm going to just support 360 controllers for split screen, eventually support for generic usb pads will come.

I just want to make sure things work fully before breaking things more.

Though I did make generic controllers work, well actually apparently they've always worked I just never informed people via the main menu.

So now it does that! Bindings will be messed up though.

207
Here you go:
Demonstrates where it does not work, and where it does work.

Thanks, I'll try to get that fixed for the next update.

The boomerang sometime desyncs, sadly that's just the nature of torque stuff.



You guys ready for the greatest gif EVER?!






Plug n play support for controllers, now you can plug in your controllers AFTER starting the game!

Hooray....

But seriously this is a super useful feature, and makes playing split screen much easier.

That is unless it reassigns the split screen controllers, in which case that's gonna be a headache for me.

208
Bug Report: IF you put a bed next to a block like in this picture, and sleep in the bed, you'll fall through the ground.
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skulls on the ceiling of skeleton john boss fight also are kinda weird
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also 10/10 generated level design

--

I'll add the bed thing to the list.

I tried to replicate it earlier and failed, if possible could you record a gif of it happening?

I already fixed the skulls appearing on the ceiling, will be in next patch

Thankfully dungeons like this are rare but I need to weight the dungeon more, in favor of cooler designs.



Made some progress on the split screen stuff.



Doesn't look like much has changed but now the windows are initialized properly, and appear correctly above the task bar.

This will also give us the option of having multiple monitor split screen easily, though I'm going to cap it at 4 players per pc for now just for sanity sake.

Just need to add a few menus to make everything configurable, might rough everything out just for the beta to get feedback.

Going to probably remove the minimap from split screen for the initial release, just to make sure the big parts work.

209
More super important gameplay features, talking animations:


210
Double toast because mod abuse, and I finally have a new gif to show:



High quality: http://i.imgur.com/WI4rEWF.gifv

With the way things are going woods theme looks like it's going to be the second stage since a lot of the enemies are a bit more basic than the ice theme.

...Which would be fine normally except now it's going to almost mirror spelunkys level progression, which kinda freaks me out a bit.

Edit: Also reflecting projectiles is new, you can now reflect projectiles with a charge attack.

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