In other news, Spryke has a demo!
Download it from here: http://www.volnaiskra.com/downloads.html
Hey mate, I downloaded your demo.. didn't get too far unfortunately because I bumped into a problem.
I have a USB Xbox One controller for my PC (not an Xbox 360 controller) and the right trigger to create the bubble doesn't seem to work. I just did a quick test with the right trigger in fusion (using the joystick 2 object) and it seems unresponsive.. might want to look into that.
One other random bit of feedback - there should be a way to go to the next level without having to go back to the menu!
Edit: using the xbox gamepad object, I've done more testing - it seems with this version of the pad at least, the triggers are not counted as buttons.. the only way to track whether or not they're being pressed is if you set a value eg:
always set value A "TriggerLeft( "XBOX Gamepad", 1 )"
always set value B "TriggerRight( "XBOX Gamepad", 1 )"
then, if either value is 100 you can confirm that the trigger has been pressed... is this the case with a regular xbox 360 controller as well? or does that recognize a trigger as a button press in Fusion?
Totally agree about the next level button. But the trigger thing is weird. I use an Xbox One controller too, and it works perfectly.
Is yours wired?
Do you have xinput1_3.dll in the game directory?
What do you mean it's unresponsive in your testing? Do you mean that your right trigger doesn't work at all in Fusion, even in your own MFAs?
And yes, the triggers are never counted as buttons in the Joystick 2 object (which is what I use), because they're analog (so you can feather them). They're treated similarly to the joysticks
My controller is wired, I have xinput1_3.dll in the directory. Windows 10 64 bit here..
The triggers are working perfectly in fusion in my own test mfa (just not as buttons, which you say is correct) so I'm pretty sure it's not the controller.
Here's some more weirdness.. no matter what I do, the right trigger will never perform the bubble move, but the left trigger will sporadically work.
If I've used just used the xbox gamepad to perform a jump, and use the left shift button on my keyboard, it won't work - but it will work consistently if I'm not using the controller at all and only use the keyboard to jump/bubble float.
I'm going to try this with drivers etc. and report back: http://www.pso-world.com/forums/show...uot-stuck-quot
EDIT: just followed the steps, restarted my computer - and it works! works perfectly! I'll give it a proper play through tomorrow.
It might be handy to save that forum info for future reference (when you start making big sales on steam, you'll be ready!).. seems like it is some kind of driver issue..
oh, ok. Well that's a relief. I just tried my windows 10 laptop with my xbox one controller, and I had the same problem. I'll play around with it a bit before I fix it with drivers to see if there's something I can do to fix it in-game
But I'm still confused. What did you mean when you said the controller worked perfectly in your own mfa? Were you using the Joystick 2 object? If so, what values did they have when they were unpressed, and what values did they have when they were active? (if you remember). I don't understand why if you had the wrong driver, it still worked on a certain mfa
yes that is strange. I'm on a relatively new, clean install of Windows 10 64bit.. so if I get that problem (and you have it too) then many other people might experience it.
I tested the shoulder triggers by using the joystick 2 object to measure each trigger - if I wasn't touching them they were both 0, if they were held down fully they were both 100, and the triggers seemed perfectly responsive everywhere in between.. so even before I installed the drivers, they were working correctly in my test .mfa but not in your game.
Perhaps you could make a simple test game in a blank new mfa (like left trigger moves player left, right trigger moves player right) see if the problem comes in when you build to .exe?
That's weird that both triggers went from 0 to 100. What were you testing for? RawZ?
On my windows 7 PC, they work like this:
LT: 0 to 995
RT: 0 to -996
LT: always 0
RT: always 0
On my windows 10 PC (before driver fix), they work like this:
LT: -1000 to 1000
RT: always 0
LT: always 0
RT: 0 to 65535
All of that perfectly explains why the trigger wasn't working (my game never tested for RawZrotation before), yet why occasionally the LT would cause the bubble (ocassionally you'd have it half-pressed at just the right time so that it registers a negative number). The good news is that I should be able to code it so that even without the driver fix, the xboxOne gamepad works perfectly. I simply need to take into account the RawZrotation values too. I've also decided I'm going to order PS3 and PS4 etc. controllers now, so I can see what their values are.
What still confuses me though is your reported 0 to 100 values. Could you confirm whether you were testing for RawZ or something else? Also, if you don't mind, could you tell me what the RawZ and RawZrotation values are on your system now that you've installed a different driver?
My bad, I wasn't using the joypad 2 object to measure the triggers, I was using the Xbox Gamepad object to measure the shoulders.. that object returns a value from 0 to 100 for each trigger.
I completed 12 levels I think.. it was fun! How many levels are you planning for the full release?
- The laser guns on some levels that shoot bullets every few seconds - the audio should be based on distance, if the gun is far off screen you shouldn't be able to hear the lasers, the closer you get the louder it gets.
- Games like this benefit from a "restart level" menu button
- Speaking of the menu.. if you could make it actually pause, that'd be better but not really essential.
- Some areas of some levels are a little hard to read with what is an obstacle and what isn't.. this wasn't really an issue for me after I played the levels a few times, but at first I wasn't always sure what was what.
- On that point, some of the background moving objects (flying ships, the red one, I think I saw a blue one too) felt like they were going to hit me (like they weren't faded out in the background)
I recorded some of my gameplay. I made the video unlisted so it will only show up on this forum/with this link, not sure if you want gameplay out there yet or not, I'll take it down if you like, just thought you might like to see how someone else is playing your devious levels
The game is legit, keep it up! I can see it being a hit on Steam and with lets players / speed runners etc. An online best times board could be good too.
Cool! You're pretty good at it. You passed Verxic gauntlet like it was nuthin' xD
The video was a little laggy at times. Was that just just because of the fraps encoding, or was the game always like that for you?
btw I'll PM soon (prob tomorrow) with some more questions about your gamepad if that's cool.
I've played it some days ago but then forgot to leave comment,
very few suggestions anyway,
I've noticed same thing Dave already mentioned: some walkable areas are not so obvious to see at first (i.e. top ceiling at the end of very first stage)
Plus I was "surprised" you can jump-stick-jump-stick to the same wall, actually climbing a vertical wall straight up,
a pretty powerful feature for a platformer, could give you some less chances with level creation, making player capable of overcoming any height
(guess you'll balance it with those deadly spikes!)
Don't know if Dave's lag was in the video or actual gameplay,
I experienced some small "jerkyness" in scrolling, sporadic and not that disturbing,
I was using not a very powerful machine, but an overall decent one (NUC i5)
For the rest - very smooth game (in look, sound and control feeling, even if I was using the keyboard)
impressive details and self-evident "care" you clearly put in,
you "sense" all the work that must have gone behind many details, on a pretty subtle level
Congratulations, great to see this project coming to conclusion - so good!