News:

If you need instructions on how to get through the hotels, check out the enclosed instruction book.

Main Menu

My unreleased game.

Farted by Coolboyman, August 14, 2009, 09:38:24 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

SwirlberryClock

I like it, it's some what addictive and it's quite charming. I think you should continue it, most definitely.

RomanClock

If you need help programming you can ask me :)
lemayo lol :soups:

DrClock

On the second level, if you hit the second  monster thingy on the right spot, the death music doesnt play.


^^ This is a great game though. Should keep going.

And why not put each level into a different fla (If you didnt do that already)?
should ease up the lag issuse

The Spoiler

Quote from: Coolboyman;1647337As for continuing the game, I could spend some time to finish it up, but if you have any ideas on how to eliminate CS4's lag please tell me.  This got really old fast.

- Click on a movieclip
- Wait 5 seconds
- Move it around, click on another movieclip
- Wait 5 seconds

I don't think I can be much help there, because I still use MX 2004 (Although MX 2004 started doing this when I installed it on 64-bit Vista computer, and works fine under 32-bit XP. You might want to check whether CS4 is supported on whatever CPU/OS combination you use). I will say that if you're comfortable working outside the Flash IDE, you might want to look into Flex  (and keep in mind that if you still like to do art in the IDE, Flash lets you compile them to separate .swfs and load them with Actionscript).

I hope you get it sorted out. I know how annoying that lag is (Annoying enough to keep me working on a 4 year old computer!)

Coolboyman

Quote from: RoboticAssClock;1647961I don't think I can be much help there, because I still use MX 2004 (Although MX 2004 started doing this when I installed it on 64-bit Vista computer, and works fine under 32-bit XP. You might want to check whether CS4 is supported on whatever CPU/OS combination you use). I will say that if you're comfortable working outside the Flash IDE, you might want to look into Flex  (and keep in mind that if you still like to do art in the IDE, Flash lets you compile them to separate .swfs and load them with Actionscript).

I hope you get it sorted out. I know how annoying that lag is (Annoying enough to keep me working on a 4 year old computer!)
I found a solution.  I downgraded to CS3 and the lag is gone!  So I think I'll be finishing this after all.
Quote from: SwirlberryClock;1647747I like it, it's some what addictive and it's quite charming. I think you should continue it, most definitely.
Thanks, and I will.
Quote from: RomanClock;1647806If you need help programming you can ask me :)
Thanks, I don't need help for this game, but I need help with another concept.  Is it possible to use hitTestObject with array tiles?  I've been doing research and I can't find an answer, when I'm pretty sure I've seen someone do that before.  All my games in the future will be tile-based.  I've read up on this: http://tbg.tonypa.pri.ee/start.html but the hit detection for that seems way too complicated and unnecessary for the games I'll make in the future.
Quote from: DrClock;1647814On the second level, if you hit the second  monster thingy on the right spot, the death music doesnt play.


^^ This is a great game though. Should keep going.

And why not put each level into a different fla (If you didnt do that already)?
should ease up the lag issuse
I think I found the lag issue too.  Before, each background would stretch across the entire level.  I've recently made it so the background simply repeats itself.

RomanClock

Quote from: Coolboyman;1648358Thanks, I don't need help for this game, but I need help with another concept.  Is it possible to use hitTestObject with array tiles?  I've been doing research and I can't find an answer, when I'm pretty sure I've seen someone do that before.  All my games in the future will be tile-based.  I've read up on this: http://tbg.tonypa.pri.ee/start.html but the hit detection for that seems way too complicated and unnecessary for the games I'll make in the future.

Tile based doesn't really need to use hitTest for the ground because usually its mathematically based (or at least the good ones are). You could probably find a tile based platforming engine and build on that. (Like N but thats pretty advanced tile usage)
The thing is, what you see isn't what dictates the ground/enemies, its all stored in objects and arrays and linked lists, the tiles are just visual representations of the code.
lemayo lol :soups:

TequilaClock

Quote from: Dark F U;1645892I played the shit out of the source material in the new Banjo Kazooie. Fun game!
Quote from: FloundermanClock;1647141I'm told that's the only good part of the Nuts and Bolts.
Quote from: Wrenchclock;1646038i loved this bit in Banjo!
Wait, let me get it. This is a tribute to the game, right? Or do you work in freaking Rareware? (fuck you, it will always be RareWARE to me) I remember you were in something like Rare Witch Project or something.

Coolboyman

#27
Quote from: TequilaClock;1649513Wait, let me get it. This is a tribute to the game, right? Or do you work in freaking Rareware? (fuck you, it will always be RareWARE to me) I remember you were in something like Rare Witch Project or something.
Hell no I don't work at Rare/Rareware, but that's my number 1 dream job.  I really like the people who work there, and the games that they make.  Working on a new Banjo-Kazooie game would be awesome. In the meantime I'll be getting my computer science degrees and maybe in 10 years I'll land a job there.

Anyway, I spent two days fixing everything up with CS3, would've taken 2 weeks with CS4. It has music this time too, tell me what glitches you find, and explain them in detail so I can fix them before I go to Newgrounds, so some 14 year old asshole won't want to wish I was dead and want to murder my whole family and burn down my house and rape my dead body for missing a tiny glitch.

http://megaswf.com/view/5a0904b074dc265488f08451a24523e5.html

WrenchClock

I think the backgrounds and the text should have more of an 8-bit look to them to match HKSTW's style, but awesome so fat :thumbs:

Coolboyman

Quote from: Wrenchclock;1649916I think the backgrounds and the text should have more of an 8-bit look to them to match HKSTW's style.

Oh hell yes, we all know Newgrounders love pixel graphics more than high detailed graphics, that'll do fine.

RabidClock

Congratulations, I have the win! You should upload this on Blue's myfrogbag.
Also in all my years of being with the Clockcrew I've never said hello to you. Hello.


The Spoiler

Alright, I found a bug that's nasty enough and common enough  to be worth fixing.

Step-by-step
Press play button after it's done loading.
Go to balloon challenge.
Press play.
Play game. (or just sit there)
Close out of mochi thing.
Press back button.
Press play game button.
Press level 1 button.
Let your guy fall into the pit.
The death music will play successfully but you're left with a black screen.
It doesn't just happen with level one but that's the quickest way to recreate it.

In case it helps with debugging I used flash player 10.0.32.18 on XP SP3, in both Opera and Firefox.

I also have some suggestions/comments that aren't really bugs

It might be nice if Klungo automatically jumps when you land with the spacebar already pressed.
Level 2 felt like a big step up in difficulty from level 1 (unless I'm just a moron)
You may want to look into a blocky (or at least straight) typeface for the numbers that show up where balloons pop, since all the other graphics on that screen are blocky and it doesn't fit in.
When waving the mouse around like a lunatic in the balloon minigame, I lost track of it at least once, so maybe the cursor for that doesn't stand out as much as it should.

When you move between screens in the menu, the music restarts. The menu music doesn't loop.

In level one if you jump maybe 15 pixels ahead of the first enemy (so you just barely hit him but continue moving both up and forward) you will die (correctly) but after coming down you will 'snap' partway back up then fall a second time (then go back to the menu like you should)

A whole bunch of nitpicky stuff, but hopefully that's what you wanted.

Edit: just wanted to mention that I too experienced the death sound sometimes failing to play. It seemed to me that it happened when you barely hit the enemy, but it's just a hunch.

Coolboyman

Quote from: RoboticAssClock;1649950Alright, I found a bug that's nasty enough and common enough  to be worth fixing.

Step-by-step
Press play button after it's done loading.
Go to balloon challenge.
Press play.
Play game. (or just sit there)
Close out of mochi thing.
Press back button.
Press play game button.
Press level 1 button.
Let your guy fall into the pit.
The death music will play successfully but you're left with a black screen.
It doesn't just happen with level one but that's the quickest way to recreate it.

In case it helps with debugging I used flash player 10.0.32.18 on XP SP3, in both Opera and Firefox.

I also have some suggestions/comments that aren't really bugs

It might be nice if Klungo automatically jumps when you land with the spacebar already pressed.
Level 2 felt like a big step up in difficulty from level 1 (unless I'm just a moron)
You may want to look into a blocky (or at least straight) typeface for the numbers that show up where balloons pop, since all the other graphics on that screen are blocky and it doesn't fit in.
When waving the mouse around like a lunatic in the balloon minigame, I lost track of it at least once, so maybe the cursor for that doesn't stand out as much as it should.

When you move between screens in the menu, the music restarts. The menu music doesn't loop.

In level one if you jump maybe 15 pixels ahead of the first enemy (so you just barely hit him but continue moving both up and forward) you will die (correctly) but after coming down you will 'snap' partway back up then fall a second time (then go back to the menu like you should)

A whole bunch of nitpicky stuff, but hopefully that's what you wanted.

Edit: just wanted to mention that I too experienced the death sound sometimes failing to play. It seemed to me that it happened when you barely hit the enemy, but it's just a hunch.

Very Speficic = I like.  I hate it when someone says there's a glitch and they don't explain it so I have no idea how to fix it.  Someone also mentioned that Level 2 was too hard, that's because an enemy was put somewhere by mistake, so I made a new version, with SOME 8-bit text put in.

http://megaswf.com/view/29e85bad37f59b758bc84795893588cb.html

So far I think the balloon black screen glitch is related to an event listener leak.

The Spoiler

#33
Much better.
Something else I noticed: When jumping, if you collide with a wall ahead of you and the back of the screen catches up to you because it's constantly scrolling, it seems that the jumping sound effect plays several times over itself.
Edit: I noticed it in the big upward jump in level 1. It may be hard to detect or nonexistant in other levels.

Two things I noticed that may or may not be bugs:
When you finish a level, you speed up even if jumping, so it can fling you really high. I haven't had any problem because of it and it looks cool, so I don't see any reason to take out, but just letting you know if you didn't already.

When you run into a wall and the screen scrolls ahead of you, if you jump out and keep going, you don't return to your original distance from the edge of the screen. I could see this being a sort of health, but it's awkward going through half a level with half your guy offscreen. For an example, start level 3 and let your guy start to go offscreen in the first dip, then jump up and keep playing.

The Spoiler

Yeah, it's sad how stupid people can be. On the topic of details, do you need me to elaborate on anything I posted?

Coolboyman

Quote from: RoboticAssClock;1649980Yeah, it's sad how stupid people can be. On the topic of details, do you need me to elaborate on anything I posted?
It seems fine for now, if I need more details I'll let you know. Thanks

The Spoiler

#36
I'm playing through level 7 right now and I noticed the invincibility sound effect doesn't shut off when you die. Same with the chainsaw pickup noise. (you can pickup the chainsaw while dying, which may be a bug itself)
In level 7 it's also pretty easy to trigger the delayed death sound bug by jumping so you hit the corner of a guy (it probably shows up in every level, but it seemed particularly easy in 7)

If you jump while breathing fire and hold down the breathe fire button throughout the jump, the flame will stop when you reach the top of the jump. It might be related to the length of the fire animation loop instead of the length of the jump. If you let up the button and press again, or don't start breathing fire until you've started the jump, the bug doesn't happen.

You can also get the invincibility potion while dying, and it will block the game from continuing (at least the first time it happened for me). Here's how it happened: on level 7 I avoided the first invincibility potion and was coming down toward the second one, but hit an enemy in the air (blue spider I think). The player and screen stopped moving, he got the invincibility music (and I think graphics) then when the sound was over it went back to the level's background music but nothing moved.

Coolboyman

Thanks.

Ok this is really weird. I removed the line that made Mochimedia's window pop up, and I don't get the black screen, so it's Mochimedia causing the glitch.

I'm going to make my own high score table.  I did some research on PHP and MySQL and it doesn't look hard at all.