Starting to fix some bugs.

Published September 27, 2006
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As is common with all application software, I've started fixing bugs for v1.1:
  • Game now pauses if you click outside the window, or minimize it
  • Some timing bugs relating to weapons fire should be reduced (and I hope eliminated, though I wouldn't hold out too much hope)
  • Looping music is now a game option, if you like that sort of thing (I prefer poignant environmental music like the Half Life series, but whatever floats your boat).
  • SPACEBAR is remappable
  • Fullscreen option in the Preferences menu
  • Gibs look better
  • UI bugs are fixed regarding bindable keys.

Thank you for all 34 downloads so far. I need more! MORE! MOREEEE.

Again, get the Windows version or the Mac version.

I'll keep catching bugs in v1.0 and fixing them in v1.1 -- then we can go on a media blitz with the super-stable version. Okay, guys? [grin]
Previous Entry Guess what's out?
Next Entry The Road to v1.1
0 likes 14 comments

Comments

_the_phantom_
Downloaded, installed, too tired to play... one pet peeve however; why no fullscreen option?

*Phantom dislikes playing games in windows, it makes him [sad]
September 27, 2006 08:37 PM
Ravuya
It has a fullscreen option, you just have to save and edit the configuration file to get at it. I should probably put that into a preference pane somewhere.
September 27, 2006 08:47 PM
ArchWizard
Quote:Original post by Ravuya
It has a fullscreen option, you just have to save and edit the configuration file to get at it. I should probably put that into a preference pane somewhere.


Yes, you should. I played Glow last night and I got killed several times because I clicked outside the window while aiming. I know you plan to change that by making the game pause when the window loses focus, but I'd rather not have to worry about clicking outside the window in the first place.
September 27, 2006 08:56 PM
Ravuya
Both of those features are in SVN, and will be in v1.1 -- I'm still looking for more bugs before I'll go into the three-hour task of building the v1.1 binary and installer.
September 27, 2006 09:24 PM
Sir Sapo
Played through about 3 levels, and I must say, its quite the fun game! I was skeptical of the way the game looked in screenshots, but in motion the 3D and 2D meshes really well. It also sounds like you've already fixed most of the pet peaves I found in the game, but you should really release a version with saving enabled, because I keep having to play through the game again everytime I quit.

All in all, kickass game, and I'm waiting for the post-mortem!
September 27, 2006 10:55 PM
s_cloudx
I was able to unlock new game++ and that "weird mini-game".

My only complaint is that you should be invulnerable when you respawn. Most of my deaths is because I respawned in front of a machine-gun wielding baddie.

I got some suggestion on survival:
a. How 'bout recovering all your life when you level up? This should make the player anticipate leveling up but also pressures him to kill the next spawn (and when the player's life is less than 10%, screw with him and have a 30% chance of making the next spawn a giant zombie :D)

b. When an enemy spawns, play an audio cue. Gunshot shouldn't count as a cue. Hehe.

c. Change the center tiles of the survival map into lighter colored tiles. I kept mistaking them as cover from bullets. Of course, this is just aesthetics.

Btw, great game. 10/10 for the survival, 8/10 for the campaign (I don't like how I got my unfair deaths.)
September 27, 2006 11:09 PM
Ravuya
Thanks, Sapo! Means a lot coming from you. [grin]

You do re-gain some health when levelling up; if you put points into STR you'll get +5HP along with your +5 HPMax because I'm not a total bastard. [grin]

I do think the story mode is perhaps too difficult from time to time.

It's probably a good idea to have a spawn sound; I wonder why I didn't think of it before. I'll put that on my v1.1 feature list.
September 27, 2006 11:13 PM
mldaalder
Any chance of better extension handling?

I've seen the option to disable shaders in the readme, but I can't, because the game exits because there are no compatible shaders (ATI Radeon 9200SE) before the configuration is created.
September 28, 2006 01:58 AM
Knarkles
Nice game!

A couple of comments:
- This game _really_ needs a minimap. I got lost quite a few times.
- The camera could be further out (or zoomable?). You don't even see most of the enemies you kill or that kill you.
- There's far too much ammo in the game. I'm quite sure I could've held down the left mouse button for the whole game. At the end of the game I had over 100 reloaders. Also, it's quite strange that it gives the same amount of ammo for every weapon. :)
- The first minigun I got didn't fire at all. The second one did. Hmm...

Anyway, I'm not bashing your game, it was fun!
September 28, 2006 05:50 AM
s_cloudx
Quote:- The camera could be further out (or zoomable?). You don't even see most of the enemies you kill or that kill you.


It wasn't a problem with me. I thought it was fun, not seeing where the enemy is.

I had my headphones on. When I hear gunshot, I take cover and try to find the bullets. Then, I fire one bullet to the general direction of the enemy, until I hit the enemy (you can hear a sound when you hit an enemy), taking cover for each shot.
September 28, 2006 08:15 AM
coding penguin
i set it to fullscreen, but now when i exit game it crash :( hope will be fixed in 1.1 :)
it even got an editor, so people can make its own maps :p cool game ravuya
September 28, 2006 09:42 AM
Ravuya
Quote:- The first minigun I got didn't fire at all. The second one did. Hmm...

Yeah, that's one of the bugs I was trying to track down. I hope I fixed it this time.

Quote:i set it to fullscreen, but now when i exit game it crash

Hmm, that shouldn't happen. I'll have to take a look at that behaviour on Windows and see if I can patch it.

Quote:cool game ravuya

Thanks. [grin]

Quote:I've seen the option to disable shaders in the readme, but I can't, because the game exits because there are no compatible shaders (ATI Radeon 9200SE) before the configuration is created.

It should just automatically go into "shader-less" mode, but I do remember writing some custom code to detect 9x00 ATI cards without shaders and trap specifically for it. Maybe I've got a loose assert or something in there.

Edit: Poop. In my custom ATI handling code I forgot to return whether or not the card actually supports shaders, so it's going through and trying to engage them anyway. [rolleyes] Another fix for the v1.1 branch.
September 28, 2006 09:47 AM
Knarkles
Quote:Original post by Anonymous Poster
It does have a map (press escape). Leading on from this, it could really do with a readme to explain this stuff!


Hmm, right.. :) I didn't even notice. Maybe your UI needs cleanup too? ;)
September 28, 2006 01:12 PM
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