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DroidFreak36
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Tuesday, June 6 2017, 5:38 am EST
HATPC Reborn Dev

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After a rather long hiatus, I finally got around to working on water for HATPC Reborn. I decided to push out an update with still water so you can try out the mechanics that are in place so far, since it'll take me a bit longer to get flowing water working.

Play HATPCR Alpha 0.4.0: http://droidfreak36.com/HATPC/0_4_0/

Changelog:
* Added still water!
   * The global water level tile "~" is still in place, but you can also create a local water level with "-"
   * Air pockets (".") have been added as well
   * Added swimming physics
     * You can no longer jump while suspended in water like you could in HATPC
     * Swimming against a wall while on the surface will cause you push up off of it, letting you easily climb out of water pools
   * Added drowning. ATM water bubbles last 2 seconds each, but I might reduce that if it seems too long.
* Ladder jumping and duck jumping now use swimming sprites to make it visually clear that they're different from regular jumping
   * As an aside, I really like the way that turned out. Be sure to let me know what you think of that.
* Added tutorial level 5 and level 9
* Reworked level 15 to use water instead of ladders
* Fixed a bug that caused arrow crates fired upwards to not fit crates directly above them.
* Fixed a bug that caused boulders to create ghost blocks if destroyed just after they begin rolling.

Still missing is:
* Water taps, water crates, water tap crates
* A lot of sounds and animations to do with swimming




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Rocketguy2
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Tuesday, June 6 2017, 12:18 pm EST
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[img]https://www.dropbox.com/s/f9r9zfhpe5sl70b/Screenshot%202017-06-06%2017.17.43.png?dl=0[/img]

hmmm

(this happened when I pushed a boulder into a spike)


Also, if you can't jump in water, then hitting the arrow at the end of level 9 is impossible, due to a lack of height


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krotomo
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Tuesday, June 6 2017, 3:57 pm EST
The Shepherd

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I'm not sure how I feel about the swim speeds. Swimming up feels way too fast compared to the other swim speeds to the point where it seems unnatural/unintuitive. Great job with this update though, I like the new duck jump/ladder jump animations. Not being able to jump in water adds lots of possibilities.
Yaya
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Tuesday, June 6 2017, 4:01 pm EST

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The duck/ladder jump animations make it look like Hannah is diving face-first into everything :p

@Rocketguy I beat level 9 with the gem



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Darvince
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Tuesday, June 6 2017, 4:05 pm EST
sea level change

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The same thing with that exact boulder happened to me, as well. Also, upon completing level 9, I automatically began running in the same direction I had been running before upon entering level 15, until hitting that key.

The method to hit the first arrow has always been to jump off the ladder, whereas the gem arrow is easily reachable just by swimming up.


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DroidFreak36
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Tuesday, June 6 2017, 8:06 pm EST
HATPC Reborn Dev

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Yep. That's a bug. I'll see what I can do about patching that.

Quote:
Also, if you can't jump in water, then hitting the arrow at the end of level 9 is impossible, due to a lack of height

If you're talking about the arrow in the secret area, I moved that 1 tile down to allow you to hit it from the water. For the arrow by the door, you hit it by ladder jumping like you did in the original.

Quote:
I'm not sure how I feel about the swim speeds. Swimming up feels way too fast compared to the other swim speeds to the point where it seems unnatural/intuitive. Great job with this update though, I like the new duck jump/ladder jump animations. Not being able to jump in water adds lots of possibilities.

Yeah, I might change the upwards swim speed. Maybe tone it down by 25%.

Quote:
[U]pon completing level 9, I automatically began running in the same direction I had been running before upon entering level 15, until hitting that key.

I don't think there's anything I can do about that on my end, that's gotta be either in your browser or in the GameMaker code that runs my code. If the game is acting like a key is held down, as far as it knows that key IS held down. It checks every tick whether the key is pressed or not, and something up the chain was telling it that it was pressed even though it wasn't.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
canadianstickdeath
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Wednesday, June 7 2017, 3:23 am EST

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Alright I'm just gonna go through my observations in a text wall. The climbing up onto land thing occurs even if you're already standing on ground if it's partially submerged. It's because you're briefly considered swimming I guess, so if you push left/right into the terrain you'll lose your jump. It looks pretty weird if there's not actually terrain you can climb onto and you're just repeatedly trying to climb the wall. The metal crates you have to jump onto in tutorial 5 you can really see it. Getting onto the boulders at the end of level 9 doesn't seem to work very well. You just kind of move silently through the water like a submarine or something; there's no bobbing. Acceleration in water in general seems too high? Left/right definitely seems more responsive, but I notice it the most if I swim down and let go of down, you almost immediately start floating up. But pressing up too, or jumping up from the bottom, you return to normal upward floating speed too quickly also. I think some part of it is that people are not used to the camera panning up/down when you try to swim up or down... it's making me a little seasick. I still want to be able to jump >_>. I can't get my air back by jumping out of the water or into an air pocket, I have to awkwardly vibrate against the surface instead. Water level seems to fill a bit more of the tile than it used to, so if there's a wall right above it doesn't work as an air pocket anymore, but I guess that doesn't matter much. The air pockets don't fill as much as they used to and in particular at the bottom of tutorial 5 I don't like the look of them. Falling objects aren't being slowed by water. I think air deletes a lot slower? But you die instantly upon losing the last bubble, where in hatpc you get some more time after that last bubble goes away. One of the skellies in level 15 somehow managed to land on one of the boulders up there? I too am getting the thing where sometimes the buttons get stuck down at the starts of levels.
DroidFreak36
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Wednesday, June 7 2017, 10:27 am EST
HATPC Reborn Dev

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Quote:
The climbing up onto land thing occurs even if you're already standing on ground if it's partially submerged. It's because you're briefly considered swimming I guess, so if you push left/right into the terrain you'll lose your jump.

Fixed. The climbing out of water behavior now checks if you were already moving faster than its max speed (a.k.a. jumping out of the water) and only takes effect if you aren't.

Quote:
It looks pretty weird if there's not actually terrain you can climb onto and you're just repeatedly trying to climb the wall.

That I haven't changed yet. I can change it if necessary, but I don't see any real reason to change it. It still sorta makes sense that you'd be able to push up off the wall even if there's no ledge to jump onto, there's just not much reason why you'd want to.

Quote:
Getting onto the boulders at the end of level 9 doesn't seem to work very well.

I'm not sure what you mean. It works just the same as getting up onto any other block from swimming (you get boosted up when colliding and at the surface).

Quote:
You just kind of move silently through the water like a submarine or something; there's no bobbing.

Well, the silently thing is because I haven't implemented swimming sounds yet. The no bobbing is mostly because the way HATPC does bobbing would be complicated to implement in HATPCR. I'd need to implement some form of hysteresis with the water surface, and currently swimming physics is combinational (there's no dependency on previous state).

Quote:
Acceleration in water in general seems too high? Left/right definitely seems more responsive, but I notice it the most if I swim down and let go of down, you almost immediately start floating up. But pressing up too, or jumping up from the bottom, you return to normal upward floating speed too quickly also. I think some part of it is that people are not used to the camera panning up/down when you try to swim up or down... it's making me a little seasick.

I was gonna change the camera so that it didn't pan up and down while swimming, but I forgot. I'll implement that in the next version.

Quote:
I still want to be able to jump >_>. I can't get my air back by jumping out of the water or into an air pocket, I have to awkwardly vibrate against the surface instead.

I've just changed it so that floating on the surface counts as being out of the water for breathing purposes. That should be a big quality of life improvement.

Quote:
Water level seems to fill a bit more of the tile than it used to, so if there's a wall right above it doesn't work as an air pocket anymore, but I guess that doesn't matter much.

Well, yeah. It is. In 0.4.0 it's 12/16 water levels instead of 4/8 like in the original. I changed it down to 10/16 for the next version, and combined with the new ability to breathe while floating on the surface, you can breathe in the 6/16th of a tile that isn't filled if there's terrain directly above.

Quote:
The air pockets don't fill as much as they used to and in particular at the bottom of tutorial 5 I don't like the look of them.

Well, the air pockets don't fill with water at all. That's one of the changes I decided to make, ATM air pockets no longer fill 1/4 full of water and interact strangely with the filling physics like they did in HATPC, now they simply don't fill at all. I can change them back to the way they worked in HATPC if that's what people want them to do.

Quote:
Falling objects aren't being slowed by water.

Yep. I'll look into changing that.

Quote:
I think air deletes a lot slower? But you die instantly upon losing the last bubble, where in hatpc you get some more time after that last bubble goes away.

Like I said, I was thinking of tweaking the air depletion rate. I think in the next version I'll change the bubble length from 2s to 1.5s. As for the last bubble popping instantly killing you, that was an oversight and will be fixed.

Quote:
One of the skellies in level 15 somehow managed to land on one of the boulders up there?

Yeah, I've seen that too. He must have walked onto the boulders while they were cascading down. IDK if there's really anything to fix here, it's just a consequence of the physics. Maybe I could modify monster AI to make them not walk onto rolling boulders if that's what happened.

Quote:
I too am getting the thing where sometimes the buttons get stuck down at the starts of levels.

:/




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
canadianstickdeath
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Wednesday, June 7 2017, 10:58 am EST

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"Getting onto the boulders at the end of level 9 doesn't seem to work very well."
I'm holding up+right and sometimes she just won't climb up. Have to stop and try again and sometimes it still won't work.

"Acceleration in water in general seems too high?"
I really think the acceleration/deceleration is too high, especially vertically. Try in HATPC swimming up or down and then letting go and see how much more slowly she returns to the rising speed. The water feels too thick.
Isa
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Wednesday, June 7 2017, 11:00 am EST
No. I'm an octopus.

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the new "jumping from ladder" animation is beautiful. I AM SUPERBIRDMAN
Yimmy
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Wednesday, June 7 2017, 11:18 am EST
Resident Goody two-shoes

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Yeah I'm moving when I start levels too


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Yaya
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Wednesday, June 7 2017, 1:02 pm EST

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Not related to water or swimming and idk if it's intentional but...

In level 9 when you have to bounce off that 2nd wooden crate before the 3 ladders, if you kinda hit it from the side or very edge of it, you break through it with no bounce like it's a treasure or something. I couldn't replicate it in the original HATPC, so I assume it's unique to reborn.



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DroidFreak36
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Wednesday, June 7 2017, 8:57 pm EST
HATPC Reborn Dev

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Quote:
I'm holding up+right and sometimes she just won't climb up. Have to stop and try again and sometimes it still won't work.

You don't need to hold up at all. You only get stuck in that loop if you hold up, and it seems to only happen if you hold up while swimming over to it, not if you start holding up when you reach it. And I'm pretty sure that that glitch is already fixed by the physics changes I made for the next version.

Quote:
I really think the acceleration/deceleration is too high, especially vertically. Try in HATPC swimming up or down and then letting go and see how much more slowly she returns to the rising speed. The water feels too thick.

I'll see what I can do. It's fairly complex to make accelerations of less than 1px/t but I think I have something I can try.

Quote:
Not related to water or swimming and idk if it's intentional but...

In level 9 when you have to bounce off that 2nd wooden crate before the 3 ladders, if you kinda hit it from the side or very edge of it, you break through it with no bounce like it's a treasure or something. I couldn't replicate it in the original HATPC, so I assume it's unique to reborn.

It is intentional, actually. That behavior was put in place as a compromise between HATPC Reborn crate collisions (which were consistent between air and ground) and HATPC midair horizontal crate collisions (You don't. You clip into them from the side and then vertically collide with them while inside them).




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
krotomo
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Tuesday, June 20 2017, 8:37 pm EST
The Shepherd

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Testing levels through cavegen isn't working for me anymore, it just gets stuck on "Loading user level" :/
DroidFreak36
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Wednesday, June 21 2017, 1:57 am EST
HATPC Reborn Dev

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That's a CaveGen issue, not a HATPCR issue. When I try to load a level, the URL CaveGen gives points to  
https://cavegen.com/api/reborn/caves/[object Object]/
  so obviously something went wrong on the CaveGen end.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
jebby
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Tuesday, July 11 2017, 6:11 pm EST
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That's a bummer - sorry about that! For life reasons, I've been focusing on things other than CaveGen the last few months. However, a showstopping bug like that needs to be fixed, so I'll make a note to fix it one evening next week. I'll update you when it's done.
jebby
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Saturday, August 5 2017, 9:56 am EST
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The bug where you couldn't play a cave from the editor should now be fixed.
FlashMarsh
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Friday, December 29 2017, 11:21 am EST

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HATPC Reborn runs at really extreme speeds for me (like, probably three times faster than it should).
DroidFreak36
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Friday, December 29 2017, 12:47 pm EST
HATPC Reborn Dev

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'FlashMarsh' said:
HATPC Reborn runs at really extreme speeds for me (like, probably three times faster than it should).


That's because your monitor refresh rate is faster than 60 fps and you're on a browser that incorrectly handles it. It's a browser bug, so try using a different browser to fix it. Or failing that, set your refresh rate to 60 and it should work in any browser.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
FlashMarsh
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Friday, December 29 2017, 1:59 pm EST

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Chrome is broken, Edge works for people with over 60hz refresh rates.
atvelonis
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Friday, December 29 2017, 3:28 pm EST
Apocryphal Ruminator

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I can't decide if it's less inconvenient to go into display settings and change my refresh rate or to just use Microsoft Edge to play HATPCR.


'jellsprout' said:
As a kid I always thought tennisballs looked delicious and I liked biting them. I still remember the feel of the fuzz on my teeth and tongue.
Jorster
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Saturday, January 20 2018, 7:07 pm EST
mfw

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I played through most of the "campaign" and I have to say, fantastic work. It plays well, is optimized well, and is genuinely fun



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