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Schade-Studios site up - devlog for Beggarman!

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  • Still kickin? on Construct Classic. Let?s cross fingers it all will turn out well.

    Check out the site and spread the word!

    Cheers,

    the Colonel

  • Decided to up an early beta.

    There?s lots of stuff going on, and lots of stuff still missing.

    Proof before you download:

    [TUBE]quUjYcXSHyg[/TUBE]

    Grab it here and enjoy!

    Controls:

    WASD to move around, mouse to aim.

    Left click to shoot

    Right click alternate fire, if applicable.

    Space opens doors / activates stuff.

    While wielding the dual 1911: Hold right click and move mouse to adjust Beggar`s arm position.

    Hitting Q fires the Carpathian Dragons (Blood Rayne aye!), a cutting laser beam.

    Right click on the Hunting rifle fires both barrels simultaneously.

    Mouse wheel changes the weapons (yeah, missing direct change through keyboard)

    Escape reloads the level.

    Feedback highly appreciated!

    Cheers,

    The Colonel

  • Ah, and enemies are placed randomly. So you might get hurt alot in the first place ;)

  • Very nice job! <img src="smileys/smiley4.gif" border="0" align="middle" /> I really like your graphics style too.

  • Thanks! :D

    Did you give it a spin?

    How was the performance if so?

  • Hey Colonel Justice,

    I tried the demo and I'm impressed. Awesome work so far. Beautiful gui. I like the atmosphere, ambience sounds/music fit very well. It almost reminded me on the first Diablo (remember the butcher? xD)!

    Interesting also, how you shaped things on the technical side. Light and shadow effects are very good (faking realtime shadows on the mobs was a smart and effective decision), the bullet time effect (zoom blur and desaturation did I recognize) blends seemlessly.

    Performance wise it's all good. Everything ran fine and smooth all the time, and there's enough headroom. And I definitely have a mid-class pc tending to the low side ;)

    You're certainly also interested in issues. Here they are:

    The controls don't feel quite right. I always tried to hit the 'w'-key to move forward (analogous the other keys), meaning to move the char to the direction it is facing. That led to quite a few bad situations (e.g. when trying to step back while shooting to avoid being hit by an opponent, I often instead ran right into the opponents^^)

    When dying or hitting 'esc' the level restarts to a black screen. The level is active, you just don't see anything. Only every second time the scene is displayed.

    The mobs quite often hang at edges, nice exploit for the player, but certainly not wanted.

    I had a hard time recognizing room walls or doors. This could be made a bit more obvious.

    Nice job! I'm eager to seeing how it develops.

  • Hey tulamide,

    thanks for the feedback! It?s always good to receive constructive comments like yours that help improving the game.

    Would you mind in posting your machine?s specs for the record? PM is also ok.

    About the controls: Yeah, I guess they need some tweaking or at least a quiet place to try them out, I heard this already a couple of times that players try to translate the classic first person shooter controls with WASD. Maybe I will address this issue with an option to switch the movement keys' behavior.

    Mobs/you getting stuck in the wall: Yeah, that?s the physics object needed to be pushed out at it?s normal.

    Esc resulting in a black screen may have to do with the MagiCam. Right now the loading screen is a seperate layout, I guess I will use one sole layout for the whole ingame state machine.

    Might work on the tileset looks to distinguish floors from walls.

    Design-wise you were absolutely right, I?m trying to recreate some of that claustrophobic feeling you could experience in Diablo 1, combine some RPG gameplay elements with fast paced action.

    Let?s see how it turns out, I came a long way from MMF2 to Construct Classic, and I will be sticking to it until it?s done.

    Cheers! :)

  • Would you mind in posting your machine?s specs for the record?Not at all. Here you are:

    WinXP 32bit

    2 GB DDR3 1333 RAM

    AMD Athlon II X2 250 3.1 GHz

    -CC only supports one core. The core load was between 60-95%, with high values just being peaks (loading graphics, sounds, etc.). Measured using task manager.

    GTX 460 Hawk

    -Load was between 30-50%. Here's the most headroom to offer additional gfx. Measured using MSI Afterburner.

    p.s. I didn't find the key to exit the game, forcing me to use the task manager <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Okay, thanks.

    It appears that I�m using the same GPU on my dev machine, so once again only that matters, system memory and CPU speed aside ;)

    Had troubles on machines with older cards / laptops with integrated graphic chips, this might need some tweaking. General stereotype might be "why the heck does this 2D thing run so slow? might be as well a game from 1999!" <img src="smileys/smiley2.gif" border="0" align="middle" />

    A right, for closing ALT & F4 does the trick right now. Still integrating the ingame menu.

    Cheers!

  • I never got used to ALT & F4 <img src="smileys/smiley36.gif" border="0" align="middle" /> (before changing to windows years ago I worked for and with Apple's Macs)

    Regarding older graphics cards/integrated chips: I wouldn't reduce the game's eye candy just to let a few more people play it. Instead raise the number of effects to get even more "wow" feelings. Then your self-confident answer should be: "You want to play a modern game? Get a modern graphics card." <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Yeah, that approach seems doable, but the target audience may be a bit problematic then.

    A) Indie gamers, think they tend to have weaker machines than

    B) The Modern Warfare2 power gamers with their ridiculous rigs that raise an eyebrow when they stumble upon a 2D shooter, a genre not so well known to their kind <img src="smileys/smiley2.gif" border="0" align="middle" />

    On the other hand, there?s some godrays and lense flare effects already developed, but wasn?t sure wether it?s wise to show them yet, people get shrugged off easily when their first experience is bad due to lag/whatever.

    Cheers!

  • Hello Colonel Justice! I was planning to give some feedback but it is a bit old now so better to wait next version I guess.

    Well for short, it looks really good   <img src="smileys/smiley20.gif" border="0" align="middle" /> there is just quite often stuff going over the walls, those eggs left the bump map behind quite often (I guess that is what it is) and for me the slowdown was a bit random. Maybe system that allows the player to trigger it.

    Well there wasn't a lot and maybe it is already obsolete feedback.

    Anyway keep up the good work :)

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  • Hey Katala,

    thanks for the feedback! Yeah, collision handling for the walls wasn�t the best in this version, I�m fixing it right now. The nests leave the bump map behind in this version, but they shouldn�t ;)

    Bullet time gets triggered by a x% chance an enemy dies. But of course enemies also die off-screen (when they get minced by sawblades for example), so I�m checking options here.

    Right now I�m hijacking Construct 2 as map editor and implementing pickups and items. The next test release draws near :)

    Cheers

    The Colonel

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