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DroidFreak36
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Saturday, September 17 2016, 9:47 pm EST
HATPC Reborn Dev

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The original HATPC is getting pretty run down. As far as I can tell, it's only playable on Safari now. So I decided to remake the game in GameMaker: Studio where it can be compiled for HTML5 as well as for Windows (Mac too if I can afford an apple dev license ).

So far I've created a playable version of the first tutorial level and optimized it enough that it runs well on HTML5. I've still got a long way to go before I have a complete game, but I figured you guys might want to take a look at what I have so far and give me some tips. After all, this community has spent much longer analyzing HATPC than I have.

The latest version (Alpha 0.1.0 for HTML5) is playable online at https://droidfreak36.github.io/

Check it out and let me know what you think (or what you think I should change). And if you want a more in-depth explanation of what's going on in the development process, I go into more detail on my development blog: http://droidfreakgames.blogspot.com/




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
canadianstickdeath
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Saturday, September 17 2016, 11:31 pm EST

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I've got HATPC open on Win 10 with Firefox right now (using the direct link to the game) and it plays perfectly as far as I can tell. People complain about HATPC basically being unplayable and I'm always confused as to what they're talking about.

You don't have to transcribe the levels, we did that already, and they're somewhere in our gallery. There may be some minor inaccuracies (enemy starting positions is one of the more likely things to be wrong), so maybe you could pull the real level code out of your RAM? I was messing in MHS with HATIC and found the level code for every level hiding in the hex editor.

Playing it I noticed a lot of little physics differences. Since it's still heavy WIP I'm not sure they're worth mentioning until you're closer to done. (Like, you hit your head on terrain 5 tiles above you, for example.)

Good luck on this project.
aych bee
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Saturday, September 17 2016, 11:47 pm EST
when i am king

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It works perfectly on my macbook too? Maybe shockwave is only available north of the 49th latitudinal parallel because of homeland security


Spoiler:
DroidFreak36
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Sunday, September 18 2016, 12:06 am EST
HATPC Reborn Dev

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Well, I tried it on Firefox on Win10 with the direct link and it didn't work so... ¯_(ツ)_/¯
I've been using Safari on Win10 and the direct link for my testing.

Yeah, someone pointed me to the list of levels, that will help out a lot.

And feel free to point out any physics differences you notice. I'm not going for 100% replication of the physics, but I'd like to keep it pretty close. Here are a few of the intentional physics differences:

* The tick rate has changed from ~35/s in the original to 60/s in mine. Does anyone know the exact tick rate in the original? I couldn't pin it down very well.
* Along with that, the horizontal move speed has been changed from 7 pixels per tick to 4 pixels per tick, meaning you will stay aligned to the 32x32 grid more reliably.
* Also, gravity has been changed from 2 pixels / tick^2 to 1 pixel/tick^2 to fit with the faster tick speed.
* You no longer glitch into blocks when colliding, instead you stop before you enter blocks. And yes, I know this removes some of the tricks people used to use, but I think it's better overall.

Colliding with terrain 5 tiles above your head is not intentional, and I should probably do something about that. I may have to tune the jump speed or the player hitbox height. I currently tuned the jump speed based on what sort of gaps you could jump across in the original.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
shos
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Monday, September 19 2016, 12:41 am EST
~Jack of all trades~

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Jell can probably help with the tick rate.

Uh, hi! Welvome. Im shos, 23, and excited!
Your version looks sweet. Much good luck withthat. If we can help, we practically know the old game by heart all of us..


DroidFreak36
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Monday, September 19 2016, 12:32 pm EST
HATPC Reborn Dev

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Well, I fixed the colliding with terrain 5 tiles above you thing. I wasn't able to do it by changing the jump velocity without making it impossible to make jumps you could make in the original, so I settled for changing the player hitbox height from 44 px to 40 px. I also tweaked the animations to make this appear a bit more natural, but it still looks like Hannah's ears clip into the ceiling a few pixels when jumping under a 5 block tall gap. I might tweak the animations some more, IDK. You guys will have to let me know what you think of those changes the next time I release an alpha. I think I'll hold off on that until I have some more significant changes though.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
canadianstickdeath
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Monday, September 19 2016, 12:38 pm EST

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If you jump or fall and bump into the very edge of terrain, you get pushed forward/backward by the terrain on the way by. You can see this in HATPC if you just stand on the edge, jump straight up and fall straight down, and if you were far enough out you'll fall down past the terrain you started on. This makes it easier to avoid hitting your head if there's terrain close above you. Implementing this is again going to change the distance of gaps that you can clear. (You might have to consider not moving at a number of pixels which evenly dividers 32, if you want to get the physics to be as reminiscent of the original as possible.)
DroidFreak36
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Monday, September 19 2016, 2:19 pm EST
HATPC Reborn Dev

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Could you explain that in a bit more detail? Maybe with a photo or video. I don't recall noticing anything like that, so I'd need more details to replicate it

And I'd prefer to keep the movement at intervals that evenly divide 32 so you'll always be at a consistent subset of locations within the grid (horizontally, at least). Otherwise you'll run into situations where to perform an action just right, you have to collide with a block at the right spot to align yourself to the grid in the right way... and it just becomes kind of a mess.

Although I have an idea that would make it a bit easier to cross gaps (ATM some of them are a bit too finicky. As in, you need to hit the jump button of the correct 60th of a second) as well as implement what you describe with falling past an edge you could stand on. I could extend the distance at which you can be standing on a block by a single pixel out in either direction while keeping the rest of the collision code the same, which would allow you to effectively stand 4 pixels further out off the edge of a block. When in that position, if you were to jump, you would fall past the edge you were previously standing on. Although I would have to check that the terrain or w/e you were standing on in that way actually had a surface you could stand on rather than being, say, a wall. It'd do nothing about hitting your head though.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
soccerboy13542
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Monday, September 19 2016, 2:34 pm EST
~*~Soccer~*~

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In this video:
http://www.interguild.org/videos/viewvid.php?vid=330

This glitch works due to the terrain pushing Hannah to the left mid-jump.

https://www.youtube.com/watch?v=haFydOHIreA

Just to see in practice...

In practice, this is mostly to make there be a wider range of area that you can jump at, making it less annoying.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
canadianstickdeath
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Monday, September 19 2016, 3:20 pm EST

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You ought to make yourself a big tower of

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and just keep climbing it until it feels right.
What I did was drastically reduce hitbox width while airborne, but then push them away if they got too close.
DroidFreak36
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Monday, September 19 2016, 3:36 pm EST
HATPC Reborn Dev

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Ah. So what's really going on here is that Hannah's hitbox for vertical collisions (when in midair) is extremely thin, maybe as thin as 1 or two pixels. However, while she's in midair, she still experiences horizontal collisions with her usual hitbox, and since horizontal collisions in that engine consist of being pushed away from walls you are intersecting, that's what happens - you get pushed away horizontally from the wall that you didn't collide with vertically.

I'm trying to avoid hitbox inconsistencies like that as a general rule because I'd like to avoid situations where you (that is, any of your hitboxes) are inside a wall. So ATM there are only two distinct hitboxes: the 24 * 40 hitbox that you have while standing, and the 24*24 hitbox that you have while crouching. The only way that you could get inside a wall by a hitbox discrepancy would be by standing up with a wall above you, but like in the original game, you simply remain crouched in that situation.

I could make an exception for vertical collisions like that by shrinking the width of Hannah's hitbox when in midair and then placing Hannah such that she is outside any walls when she lands since there's no situation where you can land in a gap that's thinner than 32 pixels wide, but then I'd also have to implement the system which pushes you out of walls and rely on that to avoid the appearance that Hannah was halfway embedded in a wall while in midair, and IDK if I want to do that. I'll look into it.

I'm going into this accepting that some user levels are going to not work as intended in the new version because the only way to make them all work would be to implement everything (glitches and all) exactly the same as in the original, and I don't think I could do that even if I tried (especially not with a faster tick rate). Instead, I'm aiming to replicate the core functionality while making it less glitchy in general.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
shos
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Monday, September 19 2016, 4:25 pm EST
~Jack of all trades~

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I think it's a very interesting concept, thinking which glitches we want to keep and which not

if we were superprogrammers (are you?) we'd be able to make a glitchlist menu with tickboxes, where you have to tick out the glitches you want gone


jebby
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Monday, September 19 2016, 5:14 pm EST
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Plot twist: DroidFreak36 is Ben Pitt.

This is awesome for a couple of reasons. (1) Droid made something so slick in such a short space of time. (2) He posted on the Neopets Reddit, potentially attracting the attention of a bunch of people in their teens/20s who forgot about this game and would like to play it again. If this project is successful, it could help breathe life into the HATPC community again.

The only thing I wished was different was the underlying technology. I don't quite understand the web code generated by Gamemaker, but if it was human-readable HTML5 Canvas code, we could all contribute to it like an open source project.
jebby
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Monday, September 19 2016, 5:19 pm EST
Interguild Founder

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On a further note, I can integrate Droid's HATPC into CaveGen so you can build, test and play in one place.
DroidFreak36
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Monday, September 19 2016, 9:00 pm EST
HATPC Reborn Dev

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I wish I was Ben Pitt.

The technology behind it is GameMaker: Studio, which is a powerful and fairly common game engine and creation tool. I could put the source up on something like GitHub and allow other people to fork it and play around with it. GameMaker: Studio does have a free version (although you can't export to HTML5) and the full version is still available for $15 in the Humble GameMaker Bundle for the next 17 hours if you guys want to get it. I'd be up for opening up the source code, although I'll probably retain control over the master branch. And there's no guarantee my code will be understandable, I haven't bothered much with documentation.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Livio
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Tuesday, September 20 2016, 4:46 pm EST

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This is really awesome DroidFreak. I've made a few GameMaker games before, but these days I've gone all-in with Unity and now I'm wondering how much of GameMaker I still remember.

It'd be cool to follow your work. Are you only posting to that blog of yours? If you're on Twitter, I'm @LivioDeLaCruz
DroidFreak36
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Tuesday, September 20 2016, 5:02 pm EST
HATPC Reborn Dev

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I'm @DroidFreak36 on twitter (I'm DroidFreak36 in most places), but I don't post on twitter much. The only tweet I've made about this project was a tweet @robotduck to try to get him to notice me, senpai. I haven't been posting updates online very frequently tbh, at least not more than every few days or so.

The best way to get in touch with me or see what I'm up in real time to would probably be Discord, it's supplanted both Skype and Teamspeak as my go-to text and voice chat service. If it sounds interesting to you, I could make a Discord server for this project and we could chat about it on there. That'd be easier than posting real-time updates online.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Livio
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Tuesday, September 20 2016, 6:15 pm EST

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I recently joined a Discord group for the site ocremix.org, but kinda fell out of it since I'm not really a musician. Discord looks like Slack but for gamers with its integrated voice chat support.

Part of me wants to offer to help out with this project, but I know I already have too much on my plate right now when it comes to game projects...

We do have an Interguild slack channel that I can send you an invite to if you'd like.
DroidFreak36
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Tuesday, September 20 2016, 7:28 pm EST
HATPC Reborn Dev

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Slack for gamers pretty much sums it up. Although voice chat can be useful when not gaming too, it allows you to talk while you're doing stuff (like coding games). I've only ever used slack on one server and basically no one used it, so it kinda died, while I'm now on several active discord servers, so at least from my experience Discord has reached a larger audience. It could just be that all my friends are gamers.

I understand that you have other stuff to do, but any help you could give would be greatly appreciated.

You might as well send me an invite to the interguild slack, although IDK how often I'll check it.

EDIT: I went ahead and made a discord server for my HATPC remake project in case anyone wants to join: https://discord.gg/DkSzNVG




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Harumbai
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Wednesday, September 21 2016, 7:23 am EST
[|]-X-[|]

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This is really cool! I'm interested to see how you get on since I haven't had HatPC working on my computer for years (although currently I'm allowed to have it working other than the top left corner which is blank - go figure). It seems pretty accurate so far!


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
FlashMarsh
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Wednesday, September 21 2016, 7:15 pm EST

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My computer hasn't had working HATPC for at least a year or so - it seems to be almost random whether it works or not at the moment

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