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Made by:jebbyon Dec 21, 2016 Length: 01:33 -- Views: 5630 -- Game:HATPC
Never go through the Neopets cave upload process ever again. Test your cave with a single button click.
This is a sneak preview of a project I've been working on with DroidFreak to link CaveGen and HATPC Reborn. The idea is simple: in the cavemaker, press a button and you start playing the cave you just built in seconds.
The functionality is there - I just need a few supplementary pieces to complete the whole package. I'm aiming to get it live early 2017.
You know at some point I was gonna add tutorial message support. I guess there's still a reason to do that if you want to play the original hatpc, idk... Maybe I'll still do it.
Sorry I'm late to the party lol, I didn't notice that Jebby uploaded the preview here, I thought he was gonna keep it a secret until Christmas.
This was the real reason for that bit in the last update where I "Added support for levels not stored on Neopets (including levels stored on the Interguild)." I was communicating with Jebby to figure out how we could get HATPC Reborn to accept CaveGen levels.
@csd Regular HATPC tutorial messages still work in HATPC Reborn, but they're rendered obsolete by the new event-based tutorial messages. It'll still take Jebby a while to figure out how to add support for events in CaveGen. I might end up helping out with that.
@Isa I say it that way too.
@Yimmy Good question. Although I'm pretty sure HATPC Reborn's current response to Hannah exiting the map is to crash. I'm thinking of changing that so that the bottom of the map causes death and the sides and top act as solid walls, but IDK.
@Yimmy: it shouldn't be _too_ hard to remove the border that's forced on you by CaveGen. It's not a high priority right now, but as you've mentioned it, I'll include it in my list of dev tasks for 2017. Actually, I will make a public Trello board (basically a fancy to-do list used by software engineers) to show people exactly what I'm working on and what's coming next.
@csd/@Droid: Checkpoints and tutorial messages are the first HATPC Reborn feature I want to add support for (after steel arrows, which are trivial to add). Checkpoints will probably come first as they feel like a much more powerful feature than tutorial messages. That said, tutorial messages could be used for interesting things like adding narrative to levels, as well as hints/riddles. Again, this stuff will be going in a Trello board.
@Isa: it is quite satisfying to hear H-A-T-P-C, but I prefer the syllable minimisation of HAT-P-C. My brain is naturally lazy.
@Jebby I can appreciate a desire to prioritize checkpoints, but I think you're missing the fact that checkpoints, tutorial messages, and NOP events all use the same syntax, so you might as well implement them all at once. It'll be easier to do them all at once since you'll want to make them all use the same system. Even if I'm not able to help out with the coding, I think I have some suggestions as to how the interface for adding them could look, so I'll email those to you.
@Droid: I see. I admit I haven't looked too much at the syntax since it was first revealed. For sure, any designs or suggestions about the implementation of event placement would be of value. I look forward to the design process.
Right now, I'm very much focused on getting the basics nailed down. Mainly level storage and a system of cave ownership.
I'm aiming to knock it out the park with Cavegen and make it the ultimate cavemaking tool. Fundamentals first, including one click testing, fancy stuff gradually over time. In the meantime, it would be great if you could iron out the small bugs in HATPC Reborn. I noticed people still seem to be using the vanilla game in their video walkthroughs. Let's aim to make Reborn the best version of the game to play, at least for user levels. I think it's really close to getting there.
Yeah, cave persistence and ownership will be important if you want to host persistent levels on CaveGen. When you do get that set up, I can probably implement a way for people to load those levels from inside HATPC Reborn like they can with Neopets-hosted levels.
Actually, the biggest roadblock I ran into with the next HATPC Reborn update was the sound issue. I might have to just revert it to the sound system I was using pre-0.2.0, which was unreliable. :/
There are still a few missing features in HATPC Reborn besides the bug fixes, namely water and enemies. And while enemies are more of a niche thing, nearly every HATPC level uses water so that'll need to be implemented before Reborn can really take vanilla HATPC's place as the definitive version.
If I just revert the sounds to pre-0.2.0 and do the rest of the bugfixes I plan for 0.2.2 I should be able to push out that update soon. Maybe even this year. Adding water will be a much bigger effort. I'll need to create (or rip out of HATPC rather) the assets for rendering water as well as Hannah swimming and I'll have to implement water and swimming physics. That's a gonna take quite a bit of work to implement. Enemies will be relatively simple by comparison, and then it'll just be bug fixes and polish.
So here's an estimated release schedule:
0.2.2 - Bug fixes, within a week
0.3.0 - Water, sometime in February (most likely)
0.3.X - Enemies, about a week after 0.3.0
I will plan on implementing both standing and flowing water in the same update, since I'll have to plan for flowing water in my implementation of standing water already.