In response to EmpirezTeam
EmpirezTeam wrote:
Yut Put wrote:
EmpirezTeam wrote:
That one time WALL-E divided by zero.

my brother saw me look at this page and asked "why is that empirezteam on every single thread"

That moment when you're so obnoxious even people who don't use the forum hate you.

Funny thing is that I think very few people hate you, Empirez. I mean, you've grown on us like a benign mold, slowly assimilating us to the eldritch blackness that is your heart. :)
In response to EmpirezTeam
EmpirezTeam wrote:
Yut Put wrote:
EmpirezTeam wrote:
That one time WALL-E divided by zero.

my brother saw me look at this page and asked "why is that empirezteam on every single thread"

That moment when you're so obnoxious even people who don't use the forum hate you.

In response to Kats
Kats wrote:
EmpirezTeam wrote:
That moment when you're so obnoxious even people who don't use the forum hate you.

Funny thing is that I think very few people hate you, Empirez. I mean, you've grown on us like a benign mold, slowly assimilating us to the eldritch blackness that is your heart. :)

Benign? Oh now, ET is as malignant as they come. The best kind of mold. I love it Maggle.
Anyone else notice that transforms no longer anti-alias in the beta?

Personally I love it, it looks so much better.
In response to Bravo1
Bravo1 wrote:
Anyone else notice that transforms no longer anti-alias in the beta?

Personally I love it, it looks so much better.

Gifs or it didnt happen


The bosses actually look great now, as the AA made them look super blurry.


Also, controller support is in. Not everything is implemented just yet, but movement, aiming, and shooting all work. The game can be played completely in the demo.

Well, it would, if it didn't crash on certain rooms *grumble*

Edit:



Added sliding effects to ramps. They can easily be overcome by moving, but it makes combat on slopes more difficult. In order to counteract this, there is the new mechanic of "Braking".

Press R1 to actuate the rover's brakes, locking it in place and allowing you to aim the plasma cannon more precisely.

I imagine an area with high winds or currents that will push the rover across the ground if they're not braking at the right times!
It got quiet so it's time for a double post!

I moved back to IainPeregrine's dmm loader, as it turns out that NQ's likes to run into an infinite loop which crashes the game.

IP's does it as well, but it only seems to do that when I try to delete images, so I don't do that any more. I did manage to keep it from making thousands of images at a time though, by overriding the parse_grid() proc to use objects with appearances rather than images.

As a result, loading times are way faster and I don't even need the "loading" screen between rooms! Whoo!

I've got a new version to demo which makes use of the controller support.

It does also kill the mouse controls I was using during testing which is both a good and a bad thing, if that makes any sense.

Demo: https://www.dropbox.com/s/u4jp7scxm7rcusb/Lux_demo.zip?dl=0

Controls (Keyboard):
Movement + Aim: WASD
Jump: Space
Fire: K
Brake: L

Controls (Gamepad):
Movement + Aim: WASD/Left Thumbstick
Jump: Face1
Fire: Face3
Brake: R1
Controls (Gamepad):
Movement + Aim: WASD/Left Thumbstick

To clarify for me does this mean that to move we use left thumbbstick and to aim we use right thumbstick?
None of the controls work for me....
(Latest Beta Build with XBOX controller)
In response to Ghost of ET
Ghost of ET wrote:
Controls (Gamepad):
Movement + Aim: WASD/Left Thumbstick

To clarify for me does this mean that to move we use left thumbbstick and to aim we use right thumbstick?

No, controls are very similar to how they worked in the GBA Metroid games.

Moving Left/Right turns you and the weapon left/right.

Pressing up Points the weapon upward.

Moving left or right while pressing up (upleft or upright) aims the weapon in that direction.

The exception is crouching. When crouching the weapon only ever aims right or left.

For more control over your shots, use the Brake to keep yourself in place. This allows you to aim in 8 directions, including down, down-left and down-right.

There is also an animation when changing directions which allows it to sweep a little bit, but it's not something you'd rely on.

I imagine this increases the difficulty of the game, even with the comfort of a controller, and I feel that's not a bad thing, as firing with a trigger in order to allow aiming with the right thumbstick just didn't feel comfortable, even if it may produce more accurate shots. Playing like that just wasn't fun.



@Akto What kind of Xbox controller specifically?

I'm using an XboxOne controller. I do admit I haven't tried with my 360 or PS4 controllers. They may still have issues in the latest patch.
In response to Bravo1
No, controls are very similar to how they worked in the GBA Metroid games.

and super castlevania controls for the snes.

Never played any of those games :P, but i have played contra so...
I was using an XBOX360 controller.
In response to Akto
Akto wrote:
I was using an XBOX360 controller.

It should have been working, I went back and checked and for some reason the public version of the Interface file I was using lost the mappings for the controller.

https://www.dropbox.com/s/u4jp7scxm7rcusb/Lux_demo.zip?dl=0

It should have the mappings now.

Also make sure that the controller you're using is showing up as your primary controller in windows.

You can check this on Win7 and above by pressing start and searching for "USB game controllers". In that menu there's an "advanced" button which lets you pick the default.

I tested this on my 360 controller and it seems to work all right now.
Yeah, I had checked to see if it was registering in my computer earlier, it was.

I will retry the demo in the morning.

EDIT: I played it, I got to the part where the one being takes you to jail, but the game ended up not responding and I couldn't continue.
So tried it again, thinking it might have just been a random thing. Nope, game crashes at that part every time.
In response to Akto
Akto wrote:
So tried it again, thinking it might have just been a random thing. Nope, game crashes at that part every time.

Odd. I'm not able to replicate that. I have an inkling on what's causing it though.

The movement for the AI characters you meet is done via a different system than usual. That room in particular acts really buggy for some reason, why I don't know. So it's probably that buggy behavior that it's attached to.

I'll probably end up reworking them to account for that.

Does it happen always or just when you play all the way through? For example, if you load a save before the boss, ill it then get the cutscene, does it still crash?
Both times were fresh play throughs, it does the cutscene where the Entity gets mad at you and when it goes to transition to the next scene where you find yourself in the actual cell, it never loads. It blacks screens and stops responding.
All I can suggest at the torment it to try saving before the boss then restart the game and continue. If it still bugs after that then it still has the crashing issue and I'll need to look into it further.
http://i.imgur.com/i1QPHNb.gif
(This is a large gif... LINK MODE!!)
Best way to win the first boss!
In response to Bravo1
So i downloaded the demo and am having some issues with the gameplay. EDIT: I ran it in dream daemon instead of dream seeker and it ran much much smoother except for cut scenes. When tavin and his partner leave the upgrade room, there is a significant lagspike in the beginning part of the demo.

Also, I dont know if this is just an individual case, but the lights are not projecting like you typically have in your gif updates.

http://i752.photobucket.com/albums/xx167/TacticalPoop/ Untitled_zpskiiyrefm.png

I am on the most recent version of byond as well running on a microsoft surfact pro.
Page: 1 2 3 ... 216 217 218 219 220 ... 349 350 351