HomeForumsGeneral DiscussioniPhone Game Kit 3.3.20 Dev Release. Quexlor: LoF BETA

Tagged: quexlor

This topic has 5 voices, contains 11 replies, and was last updated by  CyberGreg 817 days ago.

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March 23, 2011 at 8:43 pm #412

Nat Weiss

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!

version 3.3.20
. [NEW] Added save game hacks to the info screen’s reset game button so we can warp to the forest, marshlands, caverns, or mountains while testing the beta version of the game
. [NEW] Finished the Dragonboss (the game is now “complete”)
. [UPDATE] Trollboss now drops the magic axes on death; Skeletonboss drops the bracer; Mummyboss drops the runebook; appropriate levels have these items removed
. [NEW] Pathfinding implemented for enemies
. [NEW] Experience springs are now animated with
. [NEW] Added fuzziness so destroyable objects (like chests) are easier to touch/tap
. [UPDATE] Better counter handling regarding stayDead enemies
. [UPDATE] Weakened the wasp’s strength
. [UPDATE] Axes can now hit AI (enables hunting sheep or deer with axes)
. [UPDATE] Fixed attack points for bigger enemies
. [NEW] Character death calls onDeath for actions that should occur when an enemy dies (easier than using the die method and is only called when the character dies, not when they have stayDead and have died before)
. [UPDATE] Arrows are weaker
. [UPDATE] Stompwave works for health >= 80%

March 23, 2011 at 9:34 pm #1679

cosimus

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

stahlmanDesign

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

juancasanueva

Great work guys!
I will give it a test run today!

cheers
Juan

March 24, 2011 at 12:42 pm #1684

CyberGreg

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.
They are usually a line repeated every tile width or height, not in every tile map, but in a lot of them. I’ll try and narrow it down to specific maps if we already have the ccConfig.h setting ON.

Is anyone else seeing these artifacts?

In ccConfig.h I set this to 1
#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 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

stahlmanDesign

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

CyberGreg

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…

// stretch out so the edges blend with the adjacent tile
					s.scaleY = 1.075f;

Have a look at:
-(void) smoothTiles:(CCTMXLayer*)layer
in Level.m

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.

:-)
Greg

March 25, 2011 at 2:37 am #1690

Nat Weiss

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

stahlmanDesign

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

stahlmanDesign

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

Nat Weiss

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

CyberGreg

@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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