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Post by hugheth on Aug 12, 2011 14:29:07 GMT -8
haha due to your determination I have added a like button on the homepage gruntz2.hugheth.comI'm going away for a bit but when I get back in September I'll do a 2.1 version and update the website with its own forum and stuff
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Post by hugheth on Aug 13, 2011 5:56:57 GMT -8
Some more compatibility help: If the links don't work and double-clicking on the jar file doesn't work then use the terminal, cd to the folder (see cd terminal - google) with dizGruntled.jar in and run: java -jar dizGruntled.jar If you are on linux and nothing is working ever, try first typing "export LD_LIBRARY_PATH=" followed by the path to dizgruntled.jar folder which should also have .so files in Still not working check that the current java version is 1.6 or 1.7 java -version otherwise you'll probably want to upgrade by downloading the latest Java SE That is all for now
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Post by hugheth on Aug 13, 2011 11:09:42 GMT -8
( spam spam spam ) got dizGruntled working on Linux Fedora now One thing I notice is it is much more jumpy than my top of the range graphics card windows 7 computer which is annoying, not only because Monolith achieved better performance with much more primitive technology and much worse machines. Has anyone else found it jumpy? (Lots of dots should be written out to the terminal if its jumpy) I might try finding some optimizations here and there...
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Tomalla
Designer
General Modder
Posts: 525
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Post by Tomalla on Aug 15, 2011 6:23:44 GMT -8
The sound is not a problem here - the sign is itself. I don't care if the sound is played or not, I want the text to be displayed only when I want to, not every time I walk next to it. 2. Remember to add the ability to scroll a map with a mouse ( to be more precise: a pointer that is close to the edge of a screen ). 3. I couldn't make it to the first checkpoint for almost 30 minutes ... most of the times I died squashed by a rolling ball, by a raising pyramid, or simply got stuck. In all of the cases I had to restart a level. Too many silly deaths, too less checkpoints. Until the save/load feature actually sees the day light, I think I'll just ... wait till then. So yeah, I'm yet to finish the level. 4. Next thing are overlapping sounds. When you have a plenty of pyramids that are lowered at the same time, every instance of a pyramid requests the lowering sound to be played. Some of them do, but with a little delay ( few ms I guess ). It wasn't such a problem in original Gruntz to me, don't know why. 5. The idea of switches is to toggle state of a particular element on map. Lowering already raised pyramids, raising the bridges under water etc. I don't know why it's now the case with those "fog" switches. Some of these only hide a fog and if it's already hidden - they don't show up again when it's activated by another switch. I hope you get the point. 6. It would be handy if clicking anywhere on map cleared the selection of the already selected Gruntz. 7. The box selection method is not always working - the Grunt in order to get selected need to be entirely is the selection box, he doesn't get selected otherwise. 8. Now ... the fog itself. Regaining the control over Gruntz is a good idea. Too bad Gruntz can simply get stuck in a fog - the player would not be able to regain control over them until the fog gets hidden. Pretty annoying if you ask me. Is it supposed to happen? 9. I hope some kind of a minimap is going to arive in later releases? 10. The HUD displaying how many diamonds you collected has no point ... the checkpoints require some points from the total score, not a specific amounts of diamonds. Such statistics would be placed in the status page after the level is finished. Can't wait until the save/load feature is implemented! Cheers
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BattlezM
Moderator
Is my hat too big?
Posts: 1,308
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Post by BattlezM on Aug 15, 2011 11:41:53 GMT -8
In addition to some pointz:
I too am annoyed by fog cancelling selection on Gruntz, if the crtl # was implemented this wouldn't be as big of an issue though. From the first fog navigating area though, I can tell that it's supposed to be a mechanic of knowing where to order your grunt to reach the next revealed area. If so, it should be constrained only to such use imo, having it propagate the entire level seemz kind of strange and cumbersome more than anything.
I do actually like the prospect of losing control of your grunt to some degree. Maybe some kind of pink fog (so you can tie it to pink switchez) which will not allow the player to order gruntz into its cover, or select gruntz that are underneath it. Terrain under this fog is still visible. This mechanic endz up far more manipulable I think, as well as making it less necessary to make darkened out areas with spolchez of revealed onez, as it does look a bit odd. The blackened out areaz, in turn should be unnavigable until you reveal them. It may even be neat to turn the white switchez into a new 1 time switch design, so areaz are either permanently revealed..or permanently hidden away as past partz.
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Post by hugheth on Aug 30, 2011 23:27:10 GMT -8
TomallaFirstly, a lot of this is specifically about the level I created - obviously the final dizGruntled game can be what you and the rest of the community want it to be so I'm not going to be changing the level as it really is just a bit of fun to show of the development of the game. However, I have completed it myself I hope with a proper saving and loading feature it will be more of a fun challenge and less of a pinickity bore. 1. I'll alter it so the Sign logic so you have to click on the sign itself to read it (i.e. apart from the first one) 2. Mouse map scroll has not been forgotten! 3. A save and load feature will definitely make this more playable (Don't worry, I'm not aspiring to be a map creator ) 4. I'm guessing the original version detected when more than one sound identical sound was to be played at the same instant and only played one of them. This is a fix I've already planned! 5. The mechanic that may well be confusing you is that the fog areas associated with switches are allowed to overlap? Also, in case of a conflict, the fog is not shown. In terms of switches, the fog should return to exactly its previous state if the same switch is pressed consecutively - if this is not occurring then this is a bug that I'm not aware about (perhaps you have an example if this is the case?) 6. Okay - was this a feature of the original Gruntz? if not I can add it as an option anyway. 7. The algorithm to select Gruntz was wacked out in a few seconds. I'll refine it 8. The idea of the fog is to be an interesting game mechanic, not FOW. See below for BattlezM suggestions 9. Yep 10. I'm a little confused - the diamondz display in the HUD only shows the total amount of diamonds and not individual diamond colourz collected (unlike the home menu) Keep up the evaluation!!
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Post by hugheth on Aug 30, 2011 23:50:49 GMT -8
BattlezMCtrl # did what exactly - cycle through Gruntz or something? Correct. I'm a programmer not a designer However it is only used in the first half of the level, always as a mechanic I think what I've confused the mechanic with is Fog Of War. BattlezM's suggestion of splitting the mechanic into 2 is a fine idea, that would operate as follows: Fog Of War - dark but control is not lost - could possibly be self expanding in some levels like normal RTS games? Once-only white switchez could reveal it Glass/Gauz - a visible sheet of glass (or some other representation) that again the gruntz can't be directed into, but through. The level is shown through the glass, but gruntz behind the glass loose selection (regain it on exiting) and can't be selected if they stop inside the glass. The two mechanics could then be combined if the designer so desired to produces more complex puzzles
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Tomalla
Designer
General Modder
Posts: 525
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Post by Tomalla on Aug 31, 2011 4:46:08 GMT -8
I didn't have in mind arguing over the level design, only the game elements 10. In my haste I forgot to put Zu's quote about diamonds Here it is: * Gems are a clever and nicely done addition. Though it would be nice if it was detailed how much of each type of gems we exactly collected, rather than having only general information about all gems. As you can see, I'm for the HUD they way it is now.
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Post by hugheth on Aug 31, 2011 6:20:05 GMT -8
Ah fair enough! Keep up the comments, it's very useful I'm not going to have so much time these coming months because uni kicks in again, but I'll make a level editor and then release the code I've done so far open source. From then on, it's a matter of the community helping out, though if it is felt that certain features have a greater priority than others (i.e. networking / multiple pathfinding), I'm happy to focus on one thing at a time whenever I get a minute.
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