I need a beta tester (or two)

Post your Construct-made creations!

Post » Mon Mar 24, 2008 7:06 am

Heh, you can do it deadeye.
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Post » Mon Mar 24, 2008 6:37 pm

In the past ten hours I have completed the following:

-Made death music from scratch, incorporated into the game
- Eaten one bowl of Chef Boyardee raviolis (crap-a-licious)
- Slept 5 hours
- Had coffee and browsed internet for a hour or so
-Made intro screen music, ripped from Joust for NES and rearranged in Fruity Loops using the NES VST plugins from Tweakbench, incorporated into game
-Made first level music, ripped from Snake, Rattle, and Roll for NES and rearranged in Fruity Loops using the NES VST plugins from Tweakbench, incorporated into game

Problems encountered:

- Autoplay doesn't seem to work. Can't loop mp3 files automatically. Solution: Resorted to hax. "Every 57500 MS: Play file 'Music\level1.mp3'"
- Every time the level music restarted I got a new instance of the AC3 filter property settings in my system tray. Solution: Disable AC3 Filter.
- One major crash I think having to do with leaving event sheets minimized. When I restored one, the events weren't in it. Closed the event sheet window, upon reopening Construct crashed. Lost about an hour of work. Solution: kick self for not saving more often.

- I think I'm losing my mind. I do not function well under pressure. Solution: Rock back and forth while hugging self/talk to voices in head.

To do:

- Tweak hammer collisions (relatively quick/easy)
- Add Victory routine for winning level (somewhat time consuming\easy)
- Add enemy count routine (easy peasy)
- Add in SPIKES (quick\easy)
- Create About screen and Ending screen (very time consuming)
- Put together two full levels worth of gameplay (HAHAHAHAHAHAHAAAAA)
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Post » Mon Mar 24, 2008 8:22 pm

You gotta explain why I get all the evil bugs as cap nuke, cap destruction and cap loss while developing, while you get some stupid bugs :(
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Post » Mon Mar 24, 2008 8:55 pm

[quote="SuperV":1xgi6e2f]You gotta explain why I get all the evil bugs as cap nuke, cap destruction and cap loss while developing, while you get some stupid bugs :([/quote:1xgi6e2f]

Oh, I get the crashes and nukes too. I just keep a very close eye on the IDE and the second it starts to mess up, I save a copy and quit Construct.

This also might have something to do with it:

http://i25.tinypic.com/312g5lj.jpg

(the last eight were made just this morning)

Basically I save a new copy:

- Whenever Construct is acting funny
- Whenever I've done a "fair amount" of work
- Right before a test after a major change
- Right before a test after a major addition
- Before building any .exes
- Whenever my dog walks by
- When I'm wearing socks
- When I'm not wearing socks
- And every four seconds on top of that

I also restart Construct regularly to keep it "fresh." I haven't been able to get a whole lot of beta testing done doing this, since I'm avoiding errors instead of seeking them out, but it has been a lot easier on the production front.
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Post » Mon Mar 24, 2008 9:05 pm

As requested:

Glitch occurs on my laptop (GMA950) but NOT on my desktop (8800GTX).

Laptop resolution is 1280 x 800.
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Post » Mon Mar 24, 2008 10:27 pm

Thank you, Jeswen.

Break time update:

Completed in the last six hours:
- Created victory song (ripped from Renegade for NES and edited)
- Created victory routine, including animations, sfx, music, and next-level-changing sequence. The level ends when all the toys have been destroyed. Right now it just restarts the level.

And I don't know if I'll be releasing the whole .cap as I mentioned before, because it's turned into one big, hacky mess. I have variables that are doing double-duty by performing tasks they weren't designed for, sound events plugged in willy-nilly instead of all nice and tidy in in the Sound sheet, quick hax to overcome not being able to use global variables, and all sorts of other nasty coding. If anyone were to look at it they probably wouldn't be able to follow it (I barely can, and I made it). And if they were able to follow it it would just teach them bad, bad habits. But I will still make a thread showing how I did some of the better tricks.

Yet to be completed:
- SPIKES!
- About and End screens
- Those pesky levels. Which means I have to import the rest of my tiles... about fifty or so.

I've decided there's no way I'm drawing the About and End screens, so they'll be text only with that polka-dot background. Congratulation! A winner is you!

Eight hours and forty minutes to go. I might just make it after all.
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Post » Mon Mar 24, 2008 10:29 pm

Whoa! For curiosity, are you using the physics or the platform movement?
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Post » Mon Mar 24, 2008 10:33 pm

[quote="SuperV":26sm2yl6]Whoa! For curiosity, are you using the physics or the platform movement?[/quote:26sm2yl6]

Platform. And all the code to overcome skating and pogo-sticking is still in there, even though Ashley's updated the movement to take it out. It's all tied into how the controls feed the animations, and taking out the obsolete code would take too long, so chalk another one up for messy coding.
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Post » Tue Mar 25, 2008 3:05 am

Tiles, tiles, tiles. Cutting up all my tiles in photoshop and importing them to Construct took for FREAKING EVER.

Linked for size:
http://i25.tinypic.com/35hpgfr.jpg

I also ran into a series of fatal crashes while importing all those tiles. About twelve crashes or so. It got to the point where I was saving after every two tiles just so I didn't have to keep importing the same ones over again.

I don't know what the error was. I'll be sure to report it when all this is done.

Okay, so... four hours until the deadline. All that's left is to make the About screen and the End screen, and whip up a couple levels. Piece of cake.
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Post » Tue Mar 25, 2008 5:50 am

Hey man, you provide some very basic friggin sketches, I'll make your about and end screen art, and whatever else you need. I'll uber-stylize them to make them out of place enough to fit in amongst the rest of your game's art style.
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