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It seems that disabling the "Bloom" option all the levels run at the same speed, as you say. Previously, only the transitional levels where you have to fight a final boss ran at the correct speed.
By the way, I have also noticed that there are certain gates that cannot be opened even though the letter "C" is displayed on the screen, implying that the user can interact with them.
Another thing I've found is that the music fades out when the cat sequence comes on until the level ends without ever restarting.
The doors that pop up with the interact button are there for a purpose. They mark future content that I haven't implemented yet.
The music should fade out entering the cat sequence, but it's supposed to start back up. I'll implement a fix on this tomorrow before I push the next update.
Tomorrow's update moves the dust/snow cloud from a sprite to a particle effect and alters the movement speed of the ship on the first level based on the weather intensity. It also patches a recent bug that popped up where chests were generating two weapon powerups instead of just one.
I went ahead and pushed an update with one of the new side rooms implemented and patched the background music issue.
Let me know if you find other things or have more questions. I usually have one play tester that goes through everything for me. It's nice to have fresh eyes on it.
1. Flamethrower visibility. That was my bad. Was working on updating it with a particle effect, but it didn't pan out and I forgot to turn it back on.
2. Green robot running in place.
3. Player not landing on ground on death.
Content added:
1. Rat added to some levels.
I'm working the text being transposed and some new stuff for the park level if I get it done in time.
I've also been restructuring my texture pages to eliminate any slowdown from resources loafing. It should fix any shirt freezes, but it might take time to finish.
I was testing the game right now and after successfully completing the second level, I got a code error window that says the following:
___________________________________________
################################################## ###########################################
ERROR in
action number 1
of Step Event0
for object obj_fadeout:
That's what I get for purging old assets without double checking code. I removed an old room that I no longer needed and did not search for it. I'll get a patch sent up in the next couple of hours.
New Content is being added. 2 new side rooms for a couple of the bathroom doors are being added as well as armor and armor stations. The armor will give you a free hit without losing life.
I'll check through the stupid green robots and see if I can't fix it real quick to include it today.
More new content has been added. There are now player skins that can be collected throughout the game and you can change your appearance in the settings menu.
I wanted to add more content this patch, but I vastly underestimated the time that was necessary to revamp the code that controlled the player sprites to be able to interchange them.
I have a few more rooms and a couple of easter eggs that will be added soon.
Great news! I will play it again today in order to check the result of the latest updates. In addition, I have already been taking notes for the analysis that I will write and publish soon.
Finally updated the demo to use the current content. There has been more content added in the form of a couple of side rooms and I added a sign at the initial spawn in point to show the player controls in case they didn't go check in the settings.
The demo and showing controls were long overdue, I just kept putting it off.
11 de marzo de 2020. Una fecha grabada a fuego en el recuerdo de mucha gente, dado que supuso un cambio drástico en las costumbres de la gran mayorÃa de las sociedades a lo largo y ancho del mundo que tuvieron que aprender a convivir con una situación que durante un largo tiempo se acabarÃa convirtiendo en un inesperado e indeseado compañero de viaje. Aquel dÃa, el doctor Tedros Ahanom Ghebreyesus, director general de la Organización Mundial de la Salud, comparecÃa ante los medios de comunicación en una rueda de prensa en la que anunciaba que la COVID-19 pasaba a considerarse pandemia a partir de ese momento. Lo que meses antes habÃa sido declarado como una emergencia de salud pública de preocupación internacional por la propia OMS se extenderÃa a multitud de paÃses, afectando a un gran número de personas y poniendo en jaque a todos los gobiernos. El resto es historia.
Fruto de una circunstancia tan insólita como trascendental verÃa la luz "Covid Carl" a finales de 2022 como respuesta a la frustración de tener que lidiar con una situación de este calado y lo que significó para la población a todos los niveles. De hecho, sirvió como fuente de inspiración a Matthew Randall, responsable de Dumpster Fire Studio, que con su ópera prima pretendÃa quitar hierro al asunto aportando importantes dosis de sátira que pueden observarse en diferentes momentos del juego.
Un aspecto a destacar es, sin duda alguna, el uso de pequeños sprites en lo que se refiere al diseño de los personajes. Esto posibilita una vista mucho más amplia del entorno y los escenarios que, a su vez, presentan todo tipo de detalles y elementos interactivos, asà como distintos planos con los que se consigue una acertada sensación de profundidad.
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