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anyone interrested in LL
#11
hmmm, well it still isn't working for me here at work, i'll try it when I get home, but it deffinatly isn't working here.
url=http://www.smithcosoft.com]SmithcoSoft Creations[/url]
"If you make it idiot proof, someone will make a better idiot" - Murphy's Law
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#12
This one runs a lot more stable than the original build. It doesn't crash here at all, I was finally able to complete the demo. Also, it seems to run a lot smoother than before...the pace seems faster, which is a very good thing (the original demo felt lethargic...games like this need to have a good pace and it was just too sluggish-feeling before). I have a few suggestions though:

-The control mapping is very counter-intuitive. WASD works for FPS games but not for top-view games like this one. You should go with the standard cursor key mapping for directional and probably the Ctrl key for attacking. Either that or make the controls customisable (without having to recompile the source).
-Add gamepad support. Major props for doing that. If you only intend this game for Windows, look into joyGetPosEx. And make sure POV is supported. Smile
-If you can, try to reduce the number of keys used. A game like this should be content with no more than three "action" keys (main [for attacking and conversations], support [special items and 'cancel'], and sub [for intermediate screens or menus]), plus directionals. That'll help maintain a "console" feel, which it seems like you guys are going for here.
-A subscreen would probably be a good idea, although the current method of using items would heighten the difficulty level.
-When you pick up a special item (that gets the drrrrrrrum rolllll), you should stop the music, then restart it when the little ditty is over. That places more importance on the item you've just picked up. It's a little psychological game trick. Big Grin (For excellent examples of this, see Neutopia, Neutopia II, The Legend Of Zelda: Link's Awakening, and Illusion Of Gaia. For a good example of where the importance of the item is diminished because the music keeps playing, see The Legend Of Zelda: A Link To The Past.)

Keep up the good work, guys. Big Grin
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#13
awsome game
i love your graphics work!
good tile art man!
t is better to error on the side of caution
than the side of haste!!!
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#14
Another encouraging note to say the game works fine for me. I love the graphics and the music/sound fx.. wonderful animation when Lynn's rolling around and such. It shows a nice professional touch. 8)

I have to agree with the key mapping. I prefer wasd for FPS, but here it is a little hard. I'm using to using my left hand for shift, control, and space and my right hand for movement. Maybe you plan on making it a user choice in the end? I understand this is beta. Tongue

Great work! And I love the avatar by the way.. I mean, I loved the original Chaos cause it takes me back, but this one is awesome. :wink:
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#15
Quote:awsome game
i love your graphics work!
good tile art man!
Thanks. Tongue Damn, I can't wait until I get a new computer, so I can actually play the game I'm working on... :lol:
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#16
Great! It worked well, the art, music and sound are fantastic, and the interface is great, simple but effective. I also love the way you can tell how much health enemies have without clouding up the screen with bars or numbers next to the characters.

It froze for me though :( I was attacking a goblin near the "Under construction" sign (I hadnt got very far into the game, 5 mins maybe), and for some reason he wasnt taking any damage. After perhaps the 3rd or fourth attack, it just froze, mid attack, although the music continued.
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#17
I downloaded the BETA 0.75 and after the first seen, as soon as I leave the first area it closes.
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#18
thanks everyone for trying it, although there seems to e some recurrin issue, i have cleared out most of the bugs. and i'm glad to hear that a lot more people were able to play it, thats all i want out of this, it works fine here ;P

@kiz, yeah, those enemies are supposed to be invincible (the ones by the sign). you can actually talk to them >.> you can make them invincible if you study the xmls long enough, but dont try it in lynn.xml, won't be permanent :p

bout the controls: yeah, they'll be customizable, don't worry. i'll look into pausing / stopping the music when you get an item, heheh thanks for the suggestions. oh and, do you have a gamepad to test? youd be surprised how easy it would be to map the "kay" to anything that returns true. having gamepad and simultaneous key control might be a pain in the ass though >.> i.e. left arrow + left pad goes left, youd probably just have to pick one or the other...

Thanks for the suggestions, and i'm still a little disappointed about those who had problems, please, run AT LEAST from a cmd prompt, you wont get windows errors, because its compiled with -exx, FB will return the error to the command prompt. preferably, run in gdb, because i have no idea where this error is coming from.



[technical crap] the last error came from changing the map editor to allocate sequences when there was none. when dealing with pointers, sometimes its useful to allocate some datain case its accessed, eliminating a null ptr access.

well, in the LL engine, sequences are triggered by the global sequence pointer NOT being null. if its null, the gae runs normally, but when its NOT null, then it contains the address of the sequence struct to get the instructions to run a sequence from. these should have been initally null, but since i was "padding" them in the map editor,( and the code is reused in gMap, LL, et al) the sequence pointer in LL would return non-null, so that address would be accessed, but there wouldn't REALLY be a seq there, it was just allocated padding.

in case anyones interested in that kinda crap... anywho, get back to me if you want the game to be fixed, people who crashed...

and again, thanks for trying, everyone =)
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#19
@Kiz: Haha! Yeah, the goblins in hardhats are kinda a joke. Them, and the 'under construction' signs were just thrown together to block off an area in the demo that wasn't yet finished. They, of course, won't be there in the final game. Cha0s gave them some amusing lines though. :lol:
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#20
gah.....
"Great, you finished the demo. Your are teh champion"
Sad
get to work, i want to play more, I'm hooked!
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