[closed] Umbra... Now available on Steam

Show us your works in progress and request feedback

Post » Sun Apr 12, 2015 10:52 pm

Hi,

I tested your demo, it's a great work.

Don't worry about the steam's comments,they forget that limbo is also a clone (example:world of goo( for physic)+ dark theme ).

I noted the following things:

- when up arrow (or z or B button) is down, the player jump in the air (and not on the floor)
- the left analog y axis is too sensitive for the jump (i think) ("gamepad left analog y axis < 25" ?)
- on controle menu, grap and jump have both Z key (annoying)
- i love the trap after the ball

great ambience
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Post » Sun Apr 12, 2015 11:01 pm

Thank you @MadSpy - all good points noted. With regard to the up arrow down, do you mean the player jumped like a double-jump, or something else? Cheers.
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sun Apr 12, 2015 11:08 pm

@Colludium

he jump and jump again but her feets are not on the floor... the animation start before she touch the ground

(sorry for my very bad english)
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Post » Mon Apr 13, 2015 1:23 am

Your english is certainly better than my non-existent second language @MadSpy :). Are you using chrome 41 and could you tell my your system specs? Also, if you re-size the browser window to small (approx 1000x600) does it still happen? That's a weird one that might be down to reduced framerate causing weird collision checking.... Thanks!
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Apr 13, 2015 1:31 am

@Colludium

tested on chrome 41 and firefox 37 on i7-990x gtx970 and i7-4790K gtx770 and i had the same bug

Edit: same on windowed 800x600 browser (on i7-990x)

jump normally then little jump
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Post » Mon Apr 13, 2015 1:40 am

@MadSpy - thank you for this; I can duplicate it on my machine as well (I never really tried just jumping on the spot). I think a check of having landed for 0.2 sec or similar needs to be added to prevent this from happening. Just for interest, the player FSM checks for overlap-at-offset depending on the player's y velocity (because it uses the physics behavior, there's no way to interrogate box2d to consistently check for colliding bodies). Give me a few minutes and I think I'll have a better version uploaded....

Your machines sound like they are quite the beasts, by the way....

Edit - updated. Works a treat and now the land animation works consistently correctly as well....
Last edited by Colludium on Mon Apr 13, 2015 1:55 am, edited 1 time in total.
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Apr 13, 2015 1:46 am

@Colludium

maybe you can use the condition "on key arrow up pressed" instead of "on key arow up down" to force player to press jump's key again
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Post » Mon Apr 13, 2015 2:02 am

@MadSpy, exactly right. The way I've implemented a player FSM - the events in each player "mode" check for control booleans - and all control input triggers are handled by changes of other variables or changes of player FMS mode, as well as good use of trigger-once. There's already a trigger once for the on the ground whilst the Up Control Boolean is true, so the player is now forced to press Up again because of the time delay. If any of that makes sense...
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Post » Mon Apr 13, 2015 2:38 am

OK, after some judicious event tweaking I've got the jump / land animation to work as I always intended. Why has it taken so long for me to see how to do this?????
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Post » Mon Apr 13, 2015 9:00 am

Plays well in Firefox and Chrome. Its a little frustrating trying to let go of the rope and when you do you cant grab it again on the way down. Otherwise its looking nice.
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