For the greater good.

Posted by Eva unit-01 on Dec. 7, 2010, 11:03 p.m.

The Tau must prosper…

lawl naw. Anyway.

Guys! I've been gone, remember when I said I was running off a weak wifi signal that none of you remember? yea that blew up. But I found it again for a bit.

In the meantime I've been working on that project I mentioned in my last blog, and it's almost done…whoa

This will be my first finished game! :DD

Yo so…since I'm happy, I'll let you guys test out a demo/beta version. If anyone does…if not, oh well, better luck next project? Nobody but Ferret tried my last one xD

It's hard…but I think it's pretty fun.

I'm still tweaking the wave difficulties so it's actually beatable, and adding bells and whistles. After that, I make more textures. And throw in more levels, and release the full version. Which I will then continue to fix any bugs.

Right now, it should be bugless really…

Here's this.

Beta Game

*any directions, anything you need to know….it's in the Help section, which is complete*

**One more thing….there is sadly no sound yet. I'm still figuring out how to deal with the sound design…I may just blast electronic music over everything with a few explosion efx's here and there**

Comments

JID 14 years, 2 months ago

The game is great. Will it have any unlockables or achievements? It would add to the replay value quite nicely.

All I can suggest is try filling the turrets and the base thing with textures, and for you to add more to it. Oh and one more thing, I didn't like how blurry it got when you switch between turrets. And might I suggest using delta timing? Because It lagged sometimes, I can tell I was getting about 15-20 fps sometimes, I have a pretty good computer too, so I can tell other people will have problems if they have an older computer.

Other wise this was a pretty nice beta. :D

Eva unit-01 14 years, 2 months ago

Thanks. As for unlockables, it will have two unlockable modes, and I was thinking putting in my achievement system from my last game…so I might add that in later on after the final beta.

As for the turrets and base…eh, I might add to it graphically. Initially I was going for a silhouette style game, but ended up coloring some things here and there. So probably.

I'll take out that blur effect if peeps don't like it O.o

And the FPS…yea I feel yea, I have a nice laptop that plays just about anything and I'm getting like 10 FPS with this, I'm still trying to fix that lag issue.

And thanks man.

JID 14 years, 2 months ago

You don't have to take out the blur ENTIRELY, just tone it down a little.

EDIT:

And I really suggest using delta timing to stop the lag. I use it in my game, it works wonders. ^.^

Eva unit-01 14 years, 2 months ago

I'll fiddle around with it.

By the way, was it too hard at all?

**fiddling with this Delta timing thing atm*

JID 14 years, 2 months ago

Actually, no, not really. It's pretty easy actually.

I'll post some scripts up for you in a bit to save you some time. ;D

Eva unit-01 14 years, 2 months ago

Yea that'd be cool. I'm staring at this thing trying to figure out how the hell I'd make it work with my game lol.

JID 14 years, 2 months ago

Here we go.

This is the script:(Name it "delta_time")

var _msDifference;
_msDifference = current_time-global.__timePrevious;
global.__timePrevious = current_time;

if (fps == room_speed) {
  return 1;
}

return _msDifference/1000*room_speed;

Put this in the create event of a persistent object:

global.__timePrevious = current_time;

global.deltaTime = 0;

global.deltaFriction = 0;

Put this in the step event:

global.deltaTime = delta_time();

I may have forgot some things, please tell me if it works. If you have any questions, ask me.

EDIT:

Oh yeah, I knew I forgot something, if you have an object that moves, always include *global.deltaTime at the end of it.

For instance:

x += 5*global.deltaTime

OR
hspeed = 5*global.deltaTime

BUT if you are using the alarm event do /global.deltaTime

Like this:

alarm[0]=40.321781/global.deltaTime

Try to add decimals to the alarms too because sometimes the alarm doesn't work when it hits a certain frame rate for some reason.

That should be it. Tell me if it works.

Eva unit-01 14 years, 2 months ago

Thanks, I'll try that out in a bit. Can't say it'll be permanent though, since I'd have to figure out a way to incorporate it into some of my enemy movements.

I may just end up reducing the room size, and the amount of tiles and effects.

JID 14 years, 2 months ago

It'll be easy. Say if your enemy moves using:

move_towards_point(x,y,5)

Then just do:

move_towards_point(x,y,5*global.deltaTime)

All you have to do is put *global.deltaTime after speed all the time.

Eva unit-01 14 years, 2 months ago

Ohhh….ok that makes more sense. Hope it works. I'm still putting it in stuff.