h3ckboy
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Reply #30 - Posted
2012-08-03 21:29:08 » |
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Very well made, but your game drove me absolutely insane... I think that the level of skill is arguable, because it basically becomes luck, nobody has fast enough reflexes to get down to the milliseconds that it takes to beat some of those levels, they are beatable, but only after dying 50+ times. good game none the less, just wish it were more friendly 
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Cero
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Reply #31 - Posted
2012-08-03 22:17:22 » |
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Reading this thread I was like "oh come on" because of all the whining, and I enjoy hard frustrating games like Demon's Souls.
But this game is like working at a tin can production line and cut you hands 9 times out of 10 Plus, people need rewards for doing good. Going on and just not dying, after I tried a particular part like 30 times, is just not enough =P
About the lag: Yeah sometimes he player made like a whole walking cycle running into a crate while I was was HAMMERING the keyboard, and I play all the fighting games, there is definitely lag here. Although my first thought was that it was the laptop keyboard... (since its internally PS/2)
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Mads
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Reply #32 - Posted
2012-08-03 22:20:14 » |
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Reading this thread I was like "oh come on" because of all the whining, and I enjoy hard frustrating games like Demon's Souls.
But this game is like working at a tin can production line and cut you hands 9 times out of 10 Plus, people need rewards for doing good. Going on and just not dying, after I tried a particular part like 30 times, is just not enough =P
About the lag: Yeah sometimes he player made like a whole walking cycle running into a crate while I was was HAMMERING the keyboard
It's not high-skill cap that bothers me. It's the game being in a non-functional state. I can not apply skills to the game, because it doesn't receive input as I send it. It's like driving a non-responsive car. You can't blame the driver for being a bad driver.
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Games published by our own members! Check 'em out!
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Zuka
Junior Newbie
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Reply #33 - Posted
2012-08-03 22:49:36 » |
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Maybe you're not sending it fast enough :|
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Mads
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Reply #34 - Posted
2012-08-03 23:04:52 » |
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Not the case. The guy keeps running, even though I'm mashing my mouse and spacebar at the same time. I have a mouse that can send 1000 events per second. I think that should be enough to make me jump the exact frame the possibility arises.
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Gjallar
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Reply #35 - Posted
2012-08-03 23:27:37 » |
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Didn't get past the second crates at this part either. Started this stage with 200 Deaths and ragequit it with 280 :/ I dont know if you are a faithful man but this game is pretty much your ticket to hell 
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Hsaka
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Reply #36 - Posted
2012-08-04 00:19:12 » |
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I just updated the game to use polling instead. Let me know if it's still missing events. Also, you can now use the Up key as well to jump. Thanks again for playing!
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Mads
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Reply #38 - Posted
2012-08-04 00:47:29 » |
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The input lag is gone, and it's now a lot easier. Also, level 8 round 2 second leap... Fffffffuuuuuuuuuuuu-
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Zuka
Junior Newbie
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Reply #39 - Posted
2012-08-04 00:48:59 » |
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hahaha ikr! -_-
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Games published by our own members! Check 'em out!
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Riven
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Reply #40 - Posted
2012-08-04 00:53:27 » |
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I think you should work on the 'storyline' a bit. I thought it was amusing right onto were you suggested the crates were filled with tomatoes. Then it got somewhat boring 
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jonjava
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Reply #41 - Posted
2012-08-04 11:06:04 » |
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I dont know if you are a faithful man but this game is pretty much your ticket to hell  Round 2 is possible btw, only the second leap is the difficult one, you have to jump as close to the crate as possible, the last 2 leaps are like the first 1. Round 3 of Level 8 however... my god... again you have to jump as close as possible, twice in a row... it is... impossible....... It's too bad that when you continue the game you have to start from the beginning of the level instead of what round you are stuck at :/
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Hsaka
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Reply #42 - Posted
2012-08-04 16:25:17 » |
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Round 3 of Level 8 however... my god... again you have to jump as close as possible, twice in a row... it is... impossible.......
It's too bad that when you continue the game you have to start from the beginning of the level instead of what round you are stuck at :/ Yea that was a little wicked lol.. but I've seen people do that round flawlessly. I'll address the continuing from the round in the next update. I think you should work on the 'storyline' a bit. I thought it was amusing right onto were you suggested the crates were filled with tomatoes. Then it got somewhat boring lol I'll see what I can do.
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jonjava
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Reply #43 - Posted
2012-08-04 16:59:35 » |
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That's because the only way to complete round3 level8 is to do it flawlessly.. There's no leeway. Which is good, but I'd like for the game to save at which round you are on - really off-putting to play again since I have to finish round 1 and especially round 2 again when continuing :l
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sjk
Senior Newbie 
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Reply #44 - Posted
2012-08-04 17:16:53 » |
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Great game! But level 8 stage 2 killed it for me. And will not try again.  It kinda seemed while jumping over the second crate that the one on top always exploded a few pixels before I would touch it, which was kinda annoying.
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ctomni231
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Reply #47 - Posted
2012-08-05 02:47:38 » |
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What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout. 
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Hsaka
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Reply #48 - Posted
2012-08-05 02:58:16 » |
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What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout. lol thanks but it's about to get a bit harder though. Moving crates anyone? 
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Rorkien
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Reply #49 - Posted
2012-08-05 04:13:20 » |
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What a unforgiving and very intensely challenging game. Good job! I think you should make a super-hard mode that has that input lag... j/k. I beat the game, but man. Even with my reaction time it gives a severe workout. lol thanks but it's about to get a bit harder though. Moving crates anyone?  Or a moving crate that moves around in a random fashion Would unleash the ultimate rage out of everyone
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jonjava
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Reply #50 - Posted
2012-08-05 08:07:23 » |
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Please make the game save at which round/stage you are per level 
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kappa
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Reply #51 - Posted
2012-08-05 14:22:39 » |
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Pretty fun and challenging little game.
Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate).
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Hsaka
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Reply #52 - Posted
2012-08-05 20:03:01 » |
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Please make the game save at which round/stage you are per level  I will add this in the next update along with more levels. Just curious do you really need to self sign the applet? Judging by the complexity of the game you should be able to pretty easily just rely on using the pre-signed LWJGL applet jars so that you get a proper security dialog (or none for those already having accepted the LWJGL certificate). I signed the applet because I'm using a custom java websocket library for submitting highscores.
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teletubo
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Reply #53 - Posted
2012-08-06 04:09:27 » |
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I cheated!
I was in level 8 when my antivirus started running and the applet started stuttering real bad. some of the hang ups lasted for 2 or 3 seconds, time enough to see the ninja teleported to the other side of the screen, completely unharmed!
So I assume your physics is running in a granular deltaT loop, while the collision detection is outside this loop, just taking into account the last position. Maybe you should move the collision detection to couple with each physics iteration.
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Mads
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Reply #54 - Posted
2012-08-06 13:28:01 » |
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I cheated! Wow. Great observation!
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kappa
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Reply #55 - Posted
2012-08-06 13:32:22 » |
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I cheated!
I was in level 8 when my antivirus started running and the applet started stuttering real bad. some of the hang ups lasted for 2 or 3 seconds, time enough to see the ninja teleported to the other side of the screen, completely unharmed!
So I assume your physics is running in a granular deltaT loop, while the collision detection is outside this loop, just taking into account the last position. Maybe you should move the collision detection to couple with each physics iteration.
This seems like the same issue as I've mentioned above, wouldn't happen if delta time was capped.
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Hsaka
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Reply #56 - Posted
2012-08-06 14:07:31 » |
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I cheated! This seems like the same issue as I've mentioned above, wouldn't happen if delta time was capped. Hmm so it seems I'm going to have to investigate this delta time capping after all. Anyone has any experience doing this in LibGDX? Thanks for pointing this out.
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teletubo
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Reply #57 - Posted
2012-08-06 14:20:01 » |
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Isn't it as simple as: 1
| if (deltaT>50) deltaT = 50; |
?
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Hsaka
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Reply #58 - Posted
2012-08-06 14:40:40 » |
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Isn't it as simple as: 1
| if (deltaT>50) deltaT = 50; |
? Thanks. Somehow I didn't think it would be that simple, but reading up on it, it seems like that's the way to go.
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ra4king
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Reply #59 - Posted
2012-08-07 23:12:27 » |
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What I do is call update(delta) however many times needed to pass the entire deltaTime in, so if the cap was 50 and I got 94, then I would call update twice with 50 the first time and 44 the second.
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