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Messages - Rotondo

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211
Maybe only allow it in-between level swaps

or just have a 2 second timeout between switching avatars, and have the avatar sent on switch?

Yeah, both are pretty good ideas.

I'll figure out something eventually.

That might be it. My computer is slow for reasons that I don't entirely comprehend at the moment.

I mean regardless I probably shouldn't allow that to happen, but it's hard to test against.

I think I should be able to leave the transition tiles there always instead of having to generate them each level, this should hopefully prevent that.

Using a scroll when within a fountain's use range activates the scroll first and ignores the fountain, even though it shows the fountain's prompt text.

http://i.imgur.com/n8lqhwQ.gifv (I had an enchant scroll for reference)

also what happened to shopkeep's room? It seems to have the default dungeon layout



Wrote that down, not sure if the fountain should take priority or the scroll. But it needs to not give you a confusing misdirecting message like that.

The dungeons are batched now, there's actually two batches one that is the main dungeon and one that is the transition tiles.

What this means is that each batch can only have one texture applied to it.

The shopkeeper can no longer have his own dungeon tile set but I can add his slightly different walls and floors to the main texture.

----

Thanks for all the feedback guys.

212
Do you watch through these videos to see how these guys react to the game? If it were me, I know I would spend endless hours doing that.

Yeah it's great, better than any Q&A I could do on my own.

I've already made a bunch of changes and fixes based on what I saw in their playthrough.

I have replicated it while playing specifically singleplayer and while attempting to host a multiplayer server (though it probably shouldn't work since it's on college internet).

This is so strange, how fast is your pc?

The only thing I could think of is it's not populating the world fast enough.

i can host fine on college internet - ive had 8 players on my server at once with minimal lag for players. usually colleges have good IT departments that handle internet well.

also rotondo pls fix change-skin bug - if you change your skin while in a multiplayer server, the skin you changed to isn't sent to the other players on the server. only the skin you last had equipped is sent to the other players.

Torque networking is really good at certain things, thankfully it was made originally to work with dialup so it scales pretty well.

I'm actually conflicted about this, if I make it so you can send any amount of characters over the network the potential for spam is there.

I suppose I could add a timeout for it, thankfully it's really small files so things can be sent rather quickly.

213
When entering a level via stairs or the exit of the inn, the falling noise plays. It plays the same sound that plays when one falls off of the platforms and then fall from the ceiling. The volume of the sound ranges from normal to eardrum-rupturing.

That is super weird, I've not had that happen.

Is this in a networked game?



Right now I'm at the point where I'm not sure what I should show to you guys, and what I should keep secret.

I think I'll post some pics of the new monsters when they start coming together, but I think I'll hold off on posting secrets or hidden items for a bit.

Also I came across this:



Almost named my company that, can't remember why I passed on it as I really like how the logo came out.

Apparently I really like boxes...

Edit: Forgot to mention, these guys put up a lets play of the game. A 3 part series.

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

https://www.youtube.com/watch?v=ftdcmYVWse8

https://www.youtube.com/watch?v=fRA9BGYvi4M

214
also, when you get to skelton john, the camera shakes when the angle changes are off by like 3 seconds. the angles are on time with the music but the shakes are off

Yeah, I have to eventually make a custom system for this stuff. Using torque script isn't cutting it for different framerates and randomness.

Oh and major sound thing the level switch falling noise is earsplitting

What do you mean by level switch falling noise? Like you fall off the platform and makes the whistle sound?

215
when using a trap staff against the shell things, when they're as a shell it makes them vulnerable to attack anyway

same with the big red dudes when they'd normally block. dont know if this is intentional but it's SUPER helpful.



weird film over the trapdoor

I'll look into the trap staff stuff, but I think that might be a good mechanic.

The weird film over the trap door is the dungeon, I need to regenerate it when the exit is placed.

Thanks for the report.

GeForce GTX 750 Ti
http://i.imgur.com/5UQFpYl.jpg http://i.imgur.com/8F8wii4.jpg

EDIT:
My texture pack seems to be the problem.
http://imgur.com/a/G7zNf

Yeah the floor needs to have transparency for the reflections to work, this allows people to have randomized tiles with transparency if they so choose.

Also seeing your texture pack made me realize that I never re-implemented the randomized textures.

I'm wondering if I should just randomly switch between all 5 tiles or apply some weights to them.

Perhaps 1-3 are the same randomize chance, then 4 and 5 are much rarer. We could also make it so they only appear on odd or even, I'll make these a setting so we can mess around with things more.

But yeah, I like your texture pack so far.

-whenever something tries hovering over to you when next to a brick, it makes a spam of sounds because it hits the brick repeatedly or something
-i think a boomerang got stuck in a wall when an enemy was throwing it at me http://prntscr.com/aa25vx
-When boomerang returns, it goes through locked doors and enemies until it hits a wall (Triggered an angry merch for me :^( )
also i guess im really unlucky or really bad because i cant get to the boss door
before i used to get to the ice world every single run
idk

- What do you mean by something, like any object is making the bounce effect constantly when close to a wall?
I did add a bounce sound to this update, so it's likely to cause some problems.

- I'll fix this in the next update, but I like that it goes through enemies constantly. Makes it riskier and entertaining.

- It might be the framerate screwing you, or the visibility. I still need to tweak things a lot to get them to good visibility while stil looking cool.



I also messed around with adding debris bouncing sounds using bushidos sfx, it turned out to be a bit weird but I left it in as a variable if you guys are curious.

$debrisSoundTest = 1;

That'll enable it.

Edit: If someone could post the kickstarter update to the forgettable dungeon subreddit I'd appreciate it... I really dislike reddits self promotion rules :(

216
maybe just overlay a really strong vignette/tinted PNG? or have you tried this and it looks bad?

Yeah a vignette overlay would work great for the non lighting mode.

Reflections not working
http://pastebin.com/a1zVx14u

Can I get a pic of how things look?

It's enabled in the options menu right?

Also what graphics card do you have, ( I should really make this info print into the console ), it's possible some graphics cards don't work the same way with the stencil buffer.

217
blindPotionItem* :p

Anyways, the effect overall looks good but it really does not seem dark enough to actually hinder you.
http://justfilehosting.space/download.php?f=oqwvm&name=2016-02-29_20-20-50.mp4

Thanks, I need to make this a bit darker without it making you completely blind.

The wand that turns stuff into turkey will one-hit bosses.

Crap, I keep forgetting about this I need to fix this for the next patch.

218
You need to make the disco zone a possible area now, with that lighting system it would look amazing.

Yeah that'd be really fun, just need to think of a super secret way to do that.

https://youtu.be/oL8f-1FOEp4

OBS kinda broke on me so I apologize for the appalling quality in advance.

Oh woops, I did not think of making blindness work in no lighting mode.

Thanks, not sure the best way to make that work hmm.

The blindness potion worked for me, but the effect wasn't actually dark enough to be really negative.

Yeah it should work in full lighting mode, it should be pretty dark without being pitch.

If you can get a screenshot of you using it I'd appreciate it.

You can cheat spawn a blindness potion by doing:

cheatSpawnItem( blindnessPotionItem );

in the console.

Eventually I have to put this behind a cheat mode option when I add in cheevos and what not, but for now it's useful for people to test stuff.

219


Well that's weird, definitely have to fix that.

When is this due to be released again? I need to make sure I don't spend all my money by then :)

I'm hoping shortly after May.

I at very least want the game to be feature complete by then, if it requires more testing and polish then I'll push the release back.



I put up a video of all the recorded bits of me breaking the game compiled into one:

https://www.youtube.com/watch?v=pV-FQYVZGQU

I also posted an update to the Kickstarter about it, but it's mostly the same information.

https://www.kickstarter.com/projects/rotondo/forgettabledungeon/posts/1505207

220
Linear rebound on the boomerang is working well as a nerf. It's still hella useful, just not broken.

Yeah it's pretty neat, plus it adds a cool effect of the monsters picking it up more often and using it.

okay when you put 5 skeletons in the first room on the second floor and you have 20 health, you're going to die no matter what on sp. this is loving ridiculous.

I swore I made it so that wouldn't happen, but I definitely need to retool the whole spawning system.

It should slowly ramp things up in the style that zelda 1 does.

So floor 1 should be easy and a few enemies to get used to it, then floor 2 introduces new enemies in a few new patterns with more fodder monsters, then floor 3 just unleashes hell.

I also apparently need to add a limiter on how many of each type can spawn because I swear 5 skeletons should not spawn at once, but I must have implemented it wrong.

Thanks for the feedback.

Quote from last page:
Just put out the new graphics update, going to probably be a few rough edges so I figured I'd release it tonight then fix things up if I need to tomorrow before posting to Kickstarter.

Edit: If you guys want to mess with some of the lighting ranges/brightness values you can change things with these.

// normal lights
$lin = 0.3;
$con = 0.0;
$quad = 0.0;

// player light
$playerLightLin = 0.5;
$playerLightQuad = 0.0;

Edit 2: If you guys could posts some pics I'd appreciate it, not sure how lights are going to respond on different systems.

But yeah, pics would be appreciated, I'm still paranoid that I didn't implement some of the rendering or batching right.

221
Just put out the new graphics update, going to probably be a few rough edges so I figured I'd release it tonight then fix things up if I need to tomorrow before posting to Kickstarter.

Edit: If you guys want to mess with some of the lighting ranges/brightness values you can change things with these.

// normal lights
$lin = 0.3;
$con = 0.0;
$quad = 0.0;

// player light
$playerLightLin = 0.5;
$playerLightQuad = 0.0;

Edit 2: If you guys could posts some pics I'd appreciate it, not sure how lights are going to respond on different systems.

222
forgot to ask - how is lighting worked in the low-end graphics settings? Im noticing a lack of point lighting in the images you posted and would like to see how it looks like with point lighting, if it is supported.

hopefully its still as smooth as the full-graphics lighting, minus the shadows.

No lighting mode has no lighting at all, low light mode just uses one global light, then the other modes use varying spot light amounts.

A week without an update... i wonder what Rotondo's doing....

Mainly options menus and making things actually work.



So yeah only minor visible differences to the actual game, but now things work more.

Trying to get the update out as soon as possible.

223
i guess this guy is gonna be disappointed

Lol.

Niiiice
Do you think that if you disabled shadows you could get even higher? Or is that something that you did to get 700?

Shadows were disabled when I got 700fps, I think I might be able to actually squeeze some more fps if I rewrite the loop that decides what to render in your view.

However that's best saved for another day, as I want to release this update sooner rather than later.

It's funny, your player literally has trouble moving above 500fps it's hilarious, one second he goes super slow the next he's super fast.



We got featured on hardcore gamers screenshot saturday post, that's pretty neat.

http://www.hardcoregamer.com/2016/02/20/screenshot-saturday-featuring-overload-waves-2-starr-mazer-and-ten-others/193991/

I quite like his synopsis:

Forgettable Dungeon -  Action dungeon-crawl in a randomized roguelike where the voxels explode everywhere.  Design a character any style you like and trash the dungeon and its inhabitants, leaving cubic piles of debris wherever you go, preferably with a friend but it’s not required.

224
This is a less exciting screenshot but I added a mode for people with low power pcs, which completely turns off all lighting.



With the framerate limiter completely off I can get over 700 fps in this mode.

I don't recommend that though as the games physics start freaking out after the engine gets past 500 fps.

Edit: added some subtle shading to the walls in this mode to make it look a bit better.



But yeah, things should be good for most people now.

Now I just need to make a better options menu to contain all the new options. Which is not very fun :(

225
Off Topic / Re: Any alternative to stuffunes?
« on: February 19, 2016, 04:46:31 PM »
Hey do you want to update iTunes?

No? ok I'll leave you alone then.


....


Hey do you want to update iTunes?


I still regret updating my ancient itunes version for one of the newer ones, all for putting a songs on someone elses iphone...


On topic: I still use it, everything else seems worse in some regard. Plus it's relatively painless to use with my old ipod touch.

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