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I need a beta tester (or two)

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  • EDIT:

    I've decided to open this up to anyone who wants to test it out. If you're going to test this out please post a response.

    http://www.mediafire.com/?jusg09yhytm

    Controls:

    X to jump

    Down & X to jump down off of a lego platform

    C to swing your hammer

    The lego platforms are jump-throughable

    Everybody keep in mind that this is just a test level in an unfinished state, so there's a lot of stuff missing (some sounds, some sprites, the "About" screen, etc.).

    Please let me know if you get any graphics glitches like the ones Vrav mentions in his post:

    Some odd jumpiness with the lego blocks while running laterally, as they seem to... shift up and down like half a pixel, but, might be imagining it....

    Okay, and I'm getting the random slight vertical shifting of all background graphics when I tap left and right spastically. The pink blocks fall out individually also, displaying their modular construction.

    ---------------------------

    Original post:

    Blah blah blah I need a demo tested out.

    Basically what I need is one or two people with fast computers/good graphics cards/newer monitors to give my test level a run and see if it runs at a playable speed. It runs good for me, but I'm worried it may run too fast for most people.

    Any takers?

  • =D *raises hand*

    Me please! i have:

    Pentium D 820 2,67GHz

    Radeon x1600 256mb

    2048 ram Kingston ddr2

    Edit: Oh and a LCD Belinea 18' monitor

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  • Okay, PM sent.

    Anyone else want to have a go?

  • Oops... forgot to mention:

    For controls, if you press X while holding Down on a lego platform, you can jump down through it.

    And as a simple benchmark, on the start menu you should be able to pick a polka-dot when it appears on the right and count "one-one-thousand, two-one-thousand," up to six before it gets to the left edge of the screen.

  • I can, but it's totally up to you.

    AMD Athlon 64 Processor 3700+, which is ~2.2GHz

    NVIDIA 7900GT 256MB

    2GB Kingston

    19" Philips CRT

  • Okay, PM sent.

  • Tested, tested. It runs great, no issues with it being too fast. Some odd jumpiness with the lego blocks while running laterally, as they seem to... shift up and down like half a pixel, but, might be imagining it. Everything else seems fine; noticed the about screen, invincibility and such, but you said that's all intentional.

    All in all, it seems great. Awesome stuff man. I like the gibs. Solid 85 frames per second, all screens. Oh.

    Opstay on'tday ibgay.

    Polka dots get to four-one-thousand, but perhaps I am just counting slow. Character doesn't jump while holding down.

    I should probably have put this all in a PM.

    I'm like the ONLY person here who ever surfaces complaint regarding such, but since I use dvorak, x and c are an odd layout. It's not hard to switch back, but something like ctrl and shift would be more universal. However, I am under the impression that userdefined controls are a possibility?

    Perhaps this:

    < arrow is left, ^ is jump, > is right, Ctrl is attack?

    Okay, and I'm getting the random slight vertical shifting of all background graphics when I tap left and right spastically. The pink blocks fall out individually also, displaying their modular construction. Kudos!

  • Eh, don't worry about the PM, that's fine.

    But yeah, glad to hear some good news. According to both you and Dopple things seem to run okay speedwise. I was a little worried that I'd have to learn how to use Time Delta or something.

    This is the only thing that worries me:

    Some odd jumpiness with the lego blocks while running laterally, as they seem to... shift up and down like half a pixel, but, might be imagining it.

    This is an issue I was having with Tiled Backgrounds a while back. I filed a bug report on it. The platforms in this are just plain sprites, though, and I don't get the jumpiness.

    Dopple, do you get any jumpiness or jitters on the lego bricks when you run back and forth?

    Opstay on'tday ibgay.

    My piglatin's a little rusty... oh! I see. Tops don't gib. Yeah, I should have mentioned the gibs for the tops aren't in this build. Not to worry, they'll gib like crazy in the final build.

    And thanks for helping out, guys

  • More feedback?!?

    Character doesn't jump while holding down.

    That's because Down+Jump is the control to jump off of a pass-through platform (the lego platforms). If you're standing on a solid platform, you can't jump downward.

    I'm like the ONLY person here who ever surfaces complaint regarding such, but since I use dvorak, x and c are an odd layout. It's not hard to switch back, but something like ctrl and shift would be more universal. However, I am under the impression that userdefined controls are a possibility?

    Perhaps this:

    < arrow is left, ^ is jump, > is right, Ctrl is attack?

    Well, user-defined is out (Construct limitations), but I can always just add more controls. It wouldn't hurt to have five different jump buttons.

    Okay, and I'm getting the random slight vertical shifting of all background graphics when I tap left and right spastically. The pink blocks fall out individually also, displaying their modular construction. Kudos!

    Ahrg, this is terrible news! It doesn't do this at all for me. Everything stays solid as a rock when I spaz it out like that. I have no idea what to do about this. Hopefully it's not too common an occurence.

  • [quote:2f6pmi7n]Okay, and I'm getting the random slight vertical shifting of all background graphics when I tap left and right spastically. The pink blocks fall out individually also, displaying their modular construction. Kudos!

    What the hell? i dont have that bug :/

  • Well that's partially good news. Maybe this needs further testing after all.

    Looks like I'm going to open this up to everyone...

    http://www.mediafire.com/?jusg09yhytm

    Controls:

    X to jump

    Down & X to jump down off of a lego platform

    C to swing your hammer

    The lego platforms are jump-throughable

    Everybody keep in mind that this is just a test level in an unfinished state, so there's a lot of stuff missing (some sounds, some sprites, the "About" screen, etc.). At this point I'm just worried about the graphic glitches that Vrav mentioned.

    Anything else, like collisions, player speed, and sound volume and such, is being tweaked.

  • Downloading now...

  • Some screens of the bug:

    <img src="http://img80.imageshack.us/img80/7523/lhittestdemo20080322173gr7.gif">

  • Some small gameplay complaints..

    Attacking while jumping hurts both the enemy and the sprite. Leaving this in while increase the game's difficulty.

    Movement feels almost imperceptibly off somehow. As if it's a whole frame or two out of sync with my key presses. This causes issues when jumping close the the edges of platforms, often ignoring the jump while the character is still a good two pixels before falling.

    Due to instant acceleration of the movement, small adjustments to the player's position are impossible.

    As previously mentioned, custom controls should be a priority as soon as Construct allows for it. What I've done in the past, however, is use INI files to reference custom control schemes back in MMF. Don't know if it's possible with Construct.

    --

    What I like..

    Graphics are tight, colorful, and fun to interact with.

    Lego platforms work perfectly for me.

    Solid, locked frame rate, even on this p.o.s. laptop.

    EDIT: Particle effects are very cool, too.

    --

    I cannot reproduce the bugs Vrav pointed out, no matter how hard I try.

  • In many indie games I try, there is some odd visual bug no one else receives. Perhaps the card is shot. Or, like... from another planet.

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