I need a beta tester (or two)

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From the Asset Store
Footsteps SFX Two contains 450 sounds of steps and jumps on different surfaces.
  • > Okay, here's a fullscreen 320x240 version:

    >

    > http://www.mediafire.com/?jouy2n31djy

    >

    Ahh, this refuses to load. Double-click the exe and receive: "Runtime errer. Construct encountered an error in the display engine. The error code was: 0x8876086c (An invalid call was made)." Monitor does not support such a low resolution without emulation.

    Not that it helps any.

    Are you using vista? If yes, fullscreen is bugged on vista.

    Try the windowed version!

  • Are you using vista? If yes, fullscreen is bugged on vista.

    Try the windowed version!

    I'm on Vista - fullscreen works fine.

  • Are you using vista? If yes, fullscreen is bugged on vista.

    Try the windowed version!

    Not on Vista, and yes, I forgot to say the windowed version works with apparent flawlessness. A rounding error it may be, when scaling objects up; I can see how that would happen, where it is attempting to be accurate to some odd decimal, and the coordinate gets rounded in the wrong direction.

  • <img src="http://i19.photobucket.com/albums/b161/buddy40/shift.png">

    On fullscreen.

    This is a major problem. How are people going to do tile-based games if half the computers they run on mess up the tiles? I thought for sure it was a scaling issue before, obviously it's worse than that.

    Ahh, this refuses to load. Monitor does not support such a low resolution without emulation.

    Yeah, that's why I went with the scaled-up version initially. A lot of people can't do 320x240 fullscreen. But since there's no fullscreen toggle anyway, I'll be releasing the final version as windowed only.

    Oh well. I have 26 hours before the deadline. I've had to spend half the day with my girlfriend's family for Easter, so that's eight hours down the drain. If I'm going to get this done at all, I have to stop worrying about the screen glitch. And make a big pot of coffee.

  • Heh, you can do it deadeye.

  • In the past ten hours I have completed the following:

    -Made death music from scratch, incorporated into the game

    • Eaten one bowl of Chef Boyardee raviolis (crap-a-licious)
    • Slept 5 hours
    • Had coffee and browsed internet for a hour or so

    -Made intro screen music, ripped from Joust for NES and rearranged in Fruity Loops using the NES VST plugins from Tweakbench, incorporated into game

    -Made first level music, ripped from Snake, Rattle, and Roll for NES and rearranged in Fruity Loops using the NES VST plugins from Tweakbench, incorporated into game

    Problems encountered:

    • Autoplay doesn't seem to work. Can't loop mp3 files automatically. Solution: Resorted to hax. "Every 57500 MS: Play file 'Music\level1.mp3'"
    • Every time the level music restarted I got a new instance of the AC3 filter property settings in my system tray. Solution: Disable AC3 Filter.
    • One major crash I think having to do with leaving event sheets minimized. When I restored one, the events weren't in it. Closed the event sheet window, upon reopening Construct crashed. Lost about an hour of work. Solution: kick self for not saving more often.
    • I think I'm losing my mind. I do not function well under pressure. Solution: Rock back and forth while hugging self/talk to voices in head.

    To do:

    • Tweak hammer collisions (relatively quick/easy)
    • Add Victory routine for winning level (somewhat time consuming\easy)
    • Add enemy count routine (easy peasy)
    • Add in SPIKES (quick\easy)
    • Create About screen and Ending screen (very time consuming)
    • Put together two full levels worth of gameplay (HAHAHAHAHAHAHAAAAA)
  • You gotta explain why I get all the evil bugs as cap nuke, cap destruction and cap loss while developing, while you get some stupid bugs

  • You gotta explain why I get all the evil bugs as cap nuke, cap destruction and cap loss while developing, while you get some stupid bugs

    Oh, I get the crashes and nukes too. I just keep a very close eye on the IDE and the second it starts to mess up, I save a copy and quit Construct.

    This also might have something to do with it:

    http://i25.tinypic.com/312g5lj.jpg

    (the last eight were made just this morning)

    Basically I save a new copy:

    • Whenever Construct is acting funny
    • Whenever I've done a "fair amount" of work
    • Right before a test after a major change
    • Right before a test after a major addition
    • Before building any .exes
    • Whenever my dog walks by
    • When I'm wearing socks
    • When I'm not wearing socks
    • And every four seconds on top of that

    I also restart Construct regularly to keep it "fresh." I haven't been able to get a whole lot of beta testing done doing this, since I'm avoiding errors instead of seeking them out, but it has been a lot easier on the production front.

  • As requested:

    Glitch occurs on my laptop (GMA950) but NOT on my desktop (8800GTX).

    Laptop resolution is 1280 x 800.

  • Thank you, Jeswen.

    Break time update:

    Completed in the last six hours:

    • Created victory song (ripped from Renegade for NES and edited)
    • Created victory routine, including animations, sfx, music, and next-level-changing sequence. The level ends when all the toys have been destroyed. Right now it just restarts the level.

    And I don't know if I'll be releasing the whole .cap as I mentioned before, because it's turned into one big, hacky mess. I have variables that are doing double-duty by performing tasks they weren't designed for, sound events plugged in willy-nilly instead of all nice and tidy in in the Sound sheet, quick hax to overcome not being able to use global variables, and all sorts of other nasty coding. If anyone were to look at it they probably wouldn't be able to follow it (I barely can, and I made it). And if they were able to follow it it would just teach them bad, bad habits. But I will still make a thread showing how I did some of the better tricks.

    Yet to be completed:

    • SPIKES!
    • About and End screens
    • Those pesky levels. Which means I have to import the rest of my tiles... about fifty or so.

    I've decided there's no way I'm drawing the About and End screens, so they'll be text only with that polka-dot background. Congratulation! A winner is you!

    Eight hours and forty minutes to go. I might just make it after all.

  • Whoa! For curiosity, are you using the physics or the platform movement?

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  • Whoa! For curiosity, are you using the physics or the platform movement?

    Platform. And all the code to overcome skating and pogo-sticking is still in there, even though Ashley's updated the movement to take it out. It's all tied into how the controls feed the animations, and taking out the obsolete code would take too long, so chalk another one up for messy coding.

  • Tiles, tiles, tiles. Cutting up all my tiles in photoshop and importing them to Construct took for FREAKING EVER.

    Linked for size:

    http://i25.tinypic.com/35hpgfr.jpg

    I also ran into a series of fatal crashes while importing all those tiles. About twelve crashes or so. It got to the point where I was saving after every two tiles just so I didn't have to keep importing the same ones over again.

    I don't know what the error was. I'll be sure to report it when all this is done.

    Okay, so... four hours until the deadline. All that's left is to make the About screen and the End screen, and whip up a couple levels. Piece of cake.

  • Hey man, you provide some very basic friggin sketches, I'll make your about and end screen art, and whatever else you need. I'll uber-stylize them to make them out of place enough to fit in amongst the rest of your game's art style.

  • Hey man, you provide some very basic friggin sketches, I'll make your about and end screen art, and whatever else you need. I'll uber-stylize them to make them out of place enough to fit in amongst the rest of your game's art style.

    Thank you, but they're already in place. No art, just text. Well, arty text. Well, crappy arty text.

    Okay... EVERYTHING is finished... except designing the levels. The blank levels are in place, ready to go. I just have to place tiles. That leaves, oh... say, forty minutes to design two levels, two and a half minutes to test them, and two and a half more minutes to build the final, zip it up, upload it, and post it to TIGSource.

    Heh.

    Edit:

    Ah, who am I kidding. I was close, but I didn't quite make it. I was going to stay up and finish it anyway, but I'm totally beat.

    Here's a final build of the test level:

    http://willhostforfood.com/files/5900079/LHiTrar

    It's got music, spikes, level changing and death sequences, yadda yadda. It's basically feature complete, it just lacks real levels. If I had another hour or two I could have slapped some levels together. Maybe.

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