|March 23, 2011 at 8:43 pm #412|
This is the beta release of our community game!! Please post any gameplay feedback you can come up with or forever remain silent. We are on track to release the game this weekend!
|March 23, 2011 at 9:34 pm #1679|
great! I got so much experience from this community work. I will need some beta-testers within the next month (i guess), maybe I can count on some guys from here. :)
|March 23, 2011 at 10:07 pm #1680|
Sounds great! All the things I didn’t like have been addressed. I’ll play through it soon to test everything once again.
I noticed that on the levels with the whirlwind, you sometimes get taken to a place that you never anticipated in the level design. For example, on the level with the dragon, it’s possible for the wind to put you in the black abyss space. I’ll change that so that there’s a transparent tile there on the walls layer or something so it won’t drop you in those places where you’re not supposed to go. This also happened on another level but there was a destroyable bush so you could get out.
|March 24, 2011 at 9:25 am #1682|
Great work guys!
|March 24, 2011 at 12:42 pm #1684|
I’m seeing a lot of artifact lines on both my iPads. I will double check the stretch_pixel setting and make it’s on.
Is anyone else seeing these artifacts?
In ccConfig.h I set this to 1
So far in my new testing I haven’t seen any artifacts.
When I beat the skeleton boss the boss music didn’t stop playing, is that what we want?
Oh and nice job with the new play test reset mode Nat – that is awesome.
|March 24, 2011 at 2:39 pm #1685|
Oh yeah, those gaps between tiles you see sometimes when there are a lot of layers… I have a feeling that is going to be hard to fix. I hate stretching pixels. i have made my own art that fits perfectly, but when you stretch pixels it looks bad. A very inelegant solution. But I have a feeling it’s a deeper Cocos2D problem, or even a graphics card or OpenGL problem. But in the long run I find it unacceptable to have to stretch graphics to cover gaps. Those gaps should never happen, in a perfect world.
|March 24, 2011 at 4:02 pm #1686|
Nat updated the code so that is checks for CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL, if it’s set it just returns, if not then the method stretches the tiles “y” so pretty much you’ve been seeing stretching since day one ;-)
Edit: Sorry I’m not trying to be a jerk (although it seems to come natural to me :-0 ) just want to say that we have to resolve the problem one way or the other…
Have a look at:
Since I was still seeing artifacts without using CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL and no artifacts since enabling it… I’m not sure there’s much more we can do. There was a pretty long discussion about the merits of stretching and this fix which was named the “cj artifact killer” patch or something or other on the cocos2d forum. I dig up the link if you’d like.
|March 25, 2011 at 2:37 am #1690|
Do these artifact infested levels have a visible empty layer at the bottom of the layer stack?
|March 25, 2011 at 6:42 am #1693|
I hadn’t noticed that it might be cured by putting the empty layer in Tiled. That’s great if that fixes it, but why would that fix it?
|March 25, 2011 at 7:14 am #1694|
I played the final level, mountains08 and the dragon is really cool. The fire breathing was unexpected. Everything adds up to being pretty difficult, but fun, on the last level. Definitely a good ending. There are just enough spiders to get meat from (letting spider nests live could be a strategy for getting meat from spiders — you kill the lot of them when you have the stomp ring and save the meat for when you need it. If you need more, they keep being produced)
|March 25, 2011 at 8:17 am #1695|
Stahlman: Just a guess regarding the empty layers fixing the artifacts. Glad you like the dragon!
Greg. So, you’re saying you added CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL = 1 to your ccConfig.h and it fixed the artifacts, right? That’s weird because I thought I was packaging the dev releases with it already set to 1. Are you using a different project setup?
|March 25, 2011 at 12:00 pm #1700|
@Nat, yes I checked and ccConfig.h was set to 0 for the stretch pixels key. I’m using the downloaded folder, nothing else. I’ll replay from the start and take notice of where I’m seeing the artifacts (after setting the stretch back to 0). Then I’ll check the levels in Tiled
UPDATE: forest1 was okay, saw lines at the lower section of forest2, checked in Tiled and both have the empty layer checked. Statistically speaking I should check at least 6 levels (6-pack test) however I’m eager to test out the new version and I’m happy with setting stretch pixels to 1.
Perhaps it is not that noticeable on an iPhone or iPod Touch?
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