Additions: 1: The lighting has been enhanced. There may be some lag issues that happen during the breaking of light fixtures. Depends on how fast your computer is. I will be working on fixing this. There are, in general, just a lot of optimizations I need to make. 2: Lights have been added to a majority of JoshicusLD's levels to show off the changes to the lighting. There is nothing new about the levels besides this. 3: "FlatFoot" from TylerWood's discography added. We are still trying to find musical direction. Let us know what you think about this song.
Fixes: 1. Pause during other menus works. 2. Flares do not come out of bricks when bashing them. 3. Do not go back to starting menu when dying on level#1 4. Weird Focus Glitch on start of game fixed. You will need to enter the password: NewGroundsBeta In order to access the update. If the lighting does not look like this, you will have to clear your internet history, or delete your cache. For whatever reason, F5 refresh does not work for me. I mainly use firefox. Though I think this is true of chrome as well. Maybe because flash is somehow connected to Internet Explorer on windows. (Even if you don't use internet explorer)
My current rough TODO: 1. Fix lighting up more. The lighting is clearer. But still a bit busy. Also my level designer (artist at zombie for 3 years) is not a fan of the lighting. I think the colors could be pulled together better... It looks shiny and cool. But still a bit unprofessional. 2. Make optimizations to the game. Right now we have to major sources of optimization that need to be addressed: A. Chaining explosions. SFX & Rendering. B. Breaking Light Fixtures. AKA: Lighting Map Re-Rendering. 3. Make randomly generated backgrounds to give the game a bit more visual interest. 4. Stop the bunny hopping down the platforms.
5. Think about how story will be implemented in the engine. 6. Re-do credits UI and add all tester user names to credits UI.
7. One of my testers mentioned wanting WASD support because their keyboard was broken. Still wondering if I should symultaniously support WASD and ARROW-KEYS, or if their should be a remapping ui. A:Supporting both at same time: There will be a lower cost of entry to game. Which will effect it going viral. However, it will involve a refactor of code that will take some time. B:Have remap ui: Will not involve refactor of how the keyboard input works. However will require coding another ui. I hate coding UIs... Juding on this... I think the best way to go for keyboard support is to support both Arrow Keys and WASD. My only concern is WASD is very close to "R" for "RESTART". Visual issues will take first priority. As we want something nice looking for the kickstarter. We will not be launching a kickstarter until we a have 1000+ testers, and all of the tile art finished. Also, before launching a kickstarter, we will be asking our testers (that's you) for feedback on the video.
I shall now be taking the next.... 12 hours to read through my inbox and reply to everyone I have ignored over the past week. Sorry. I really wanted to get this change in before started replying!
-MakeGamesHappen (-John Mark)
deletedTAMyStudios
Honestly, the new art style for graphics was unexpected, but I'm pleasantly surprised. I'll have to see it in action to think about how "business" can be reduced. One of any number of ideas is similar to sound suggestions - the "current" event is the "loudest" or busiest visually. I honestly think that's more difficult to do with visuals than sounds, though.
The top and middle screen shots... say light and dark levels, anyone? It looks like an arcade. One is the full arcade, the other is the set of darker, 'broken' levels that are only beatable by meeting specific requirements. (Super Meat Boy kind of did that.) Just my imagination running wild :)
Music? Honestly... I need to check out any changes you guys make down the line, but does this game really need music right now? What's it like without it? Some of the music I heard was cool, but none of it really matched the game, and definitely not the art style I'm seeing in this blog post... The creator of Fez let his game go in silence for a while and eventually found a musician who was able to "create the songs [he'd been] hearing in [his] head the whole time".
"However, it will involve a refactor of code that will take some time." - To add support for WASD? Oh my goodness.
MakeGamesHappen
Well, I would want WASD and Arrow keys to be mapped to the same actions.
Right now the mapping is pretty flexible. But only allows for 1 to 1 mapping.
Example:
variable jump:String = "J";
In code I can reference:
If justPressed(jump){ do jumpyStuff();}
However: Variable jump cannot be simultaneously equal to say... "J" and the up arrow.
It can be one or the other. This can be fixed with an array sort of... But it also leads to performance issues and I want the controls fast... I am thinking of doing a lookup table that involves some complex bit-shifting to get this to work correctly....
maybe...
var jumpHash:uint = 0x000000;
I could treat this as a binary value and use bitwise operators on it.
This would allow up to six keys to be mapped to identical actions..
This idea is a bit half baked... Now I will think about it here...
Each key is assigned to write to a hash in a given position...
maybe: key[j] = {hashValue:0x000001, writeToHash:jumpHash}
while
key[upArrow] = {hashValue:0x000010, writeToHash:jumpHash}
Both keys write to different positions of the jump hash.
And as long as the jumpHash evaluates to non-zero, we assume the jump key is
pressed.
Musical Direction:
Tyler will be working on 10 songs for us.
He gave me his entire discography. 2007 - 2013 on DVD. I am now listening to it every day.
From this, we will come up with a musical direction.
-MakeGamesHappen
(-John Mark)