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Messages - spacefractal

#31
Im have just updated the game to beta 7.

Some bugs fixed. Most of the time was to practice the &%¤#% computer player, so he should been able to complete all 20 levels and dont constactly die. Hihi. This was a lot of fun to do.

Now im need to finish off the alternative levels (Game B).....

Also the filesize is even a bit smaller than the original size. lol. hihi. Its was mostly the tile 709 (the background tile, if im remember right) that got changed to tile 0 on all levels, which compressed the level files quite a lot.
#32
too short time? etc im used a fuzz sound from the Atari 8 bit version (yes sounds used is a mix from various ports).

Howover im did do added some tolerance with red walls, so you can touch them a little bit without dying in some frames. Without that tolerance you would die qutie easy in some places.
#33
not a bug, so wont been fixed.

This is just how floats work as floats is imprecise.

When you using floats, then 4/2 can been 1.9999998 and not 2. Since INTEGER allways round down, then you face this issue as its would been round down to 1 and not 2.

To fix this issue, you could try to add 0.0001 or 0.5001 to the value, before using INTEGER or something like that.

like

startwater_right% = ((resx/2)+1.0001) + (INTEGER(RND(20))*16)

Yes floats can been very annoying, but this is what it is.
#34
bugs found so far:

ISSOUNDPLAYING() does not work.

VOLUME argument for PLAYSOUND does not work. Possible to do a workaround. Just fixed by the tool.

MOUSEWAIT does not work, but this command would newer work for this platform anyway, and hence its shoudl been depreacted. So im will not fix this command.
#35
Beta 3 released. Now the game can plays its self. a least for the first 8 levels in random order. Fun to watch, because he dies some times, and not allways same places. So hope he dosent fails to complete a level. hihi.
#36
Im have just choosen to upload the game with the ORIGINAL 20 level version as they are finished and should works. Im have still not do decorations on my own levels, but that is later on. But its now a fully playable game and hope there is no major bugs etc. The link is in the first post.

https://spacefractal.itch.io/cave-heroes-2023

Im will property mixes both extneded as own 20 levels, but some levels require to been bigger throught..... This due set of 10 dont gonna to work, when there was 20 in original, but.... its dont need to strictly to been 20 levels throught.
#37
Just to mention. SOUNDPLAYING() is not working, but ISMUSICPLAYING() do. In this case, not sure why..... Also if you play a sound that does not exists, all sounds stops its seen (like a HUSH).
#38
dont uses MOUSESTATE variable directly as its just checking or should checking its either held down or not. You should uses something like this?

Code (glbasic) Select

MOUSESTATE mx, my, mba, mbb
IF mba=1
PRESSED=PRESSED+1
ELSE
PRESSED=0
ENDIF


Remember the main loop for webgl is allways GLB_ON_LOOP, so using GOTO for looping is a very bad idea and might crash (im did removed comply of those in my own games when that got changed). Hence MOUSEWAIT would newer work....
#39
decorations and polish seens take some time, currectly focus only on the original levels by now (decorations from level 1-14 is done).... But its gonna to look great.

The only eventuelle missing may been more "trash" items im can put on the floor (.(like the soccerball)..... hihi. And that is pretty much that it.

btw im choosen not to have too much graphics on the background and has been downtoned it a bit, so its being more clear. Seens works fine in action.

Im can say all 4 themes works as intended and only uses one tile image file for all 4.
#40
has been in idle about this game in a week. Howover all 20 originals is done and also got some new themes, which take some time....

Actuelly this time uses much less memory than before and can put all themes on one imagemap.....
#41
its could have fails to deviver 60fps? since im was aware webgl is slower, that why im added back 30 fps and graphics settings for that game, a game that is quite fillrate hungry (its now only uses the 200px tileset, that property got downscaled). and a game that diddent uses systemtimer, but frameskips, something im wont change. Lucky its not a action game at all.

Im does do vsync in that game.....
#42
its cant run vista or windows 10? its seen its only win 7 and 8 and 8.1. Nost Vista or windows 10. All my machines runs Win 10, except one. the main machine. That one using Win 11, but also using ClassicShell and Explorer Patcher, or im would not have liked or usaable. hihi.
#43
you should checkout this post with the changes im did:
https://www.glbasic.com/forum/index.php?topic=11576.msg102262#msg102262

This also include a tool, that does adds icons etc after compiling and canvas resize checking and more.

This minimal version would sadly not work with the tool and fixes im did, that also have a loading presentation with loading status (which take some time, before the canvas actuelly starts) and canvas, saving (which was a pain to get working correctly), resize etc and... yes fixed the right click issue.

And yep, that version im did was designed to been more release presentation. Just checkout any of my games. All my games using this tool and code. And yep. The logs in the textarea used is nonesense as.... browsers can showup the logcat if needed anyway.
#44
im can confirm this happens if the debug mode is enabled, but works when disabled. then its pause and resume correctly. This is not a  biggie for me at all, as when we release stuff, we should not enable debug stuff anyway.

PS. Just to reminder, Windows 7 would been depreacted support from 2024, due steam.
#45
Is you using WINDOWS 11?

Here its seen AUTOPAUSE TRUE does not work as intended, since GLB_ON_RESUME and GLB_ON_PAUSE is newer called.

Im think im can confirm.

keypresses did do not send to the game while minimized throught here, but might do that if activated.