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The Shepherd
Age: 24 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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Yep, I'm using a 144hz monitor, and after testing it the game's speed seems to depend on what I set my refresh rate to. | | DroidFreak36 |
HATPC Reborn Dev
Age: 31 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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Awesome! I mean, not awesome because it's busted, but awesome because I now know how it's busted so I can bug report.

Quote: Rictory for Ralkyon!
HATPC Reborn home page | | DroidFreak36 |
HATPC Reborn Dev
Age: 31 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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I reported the bug to YoYo Games, so hopefully a fix rolls out soon. In the meantime, you can try playing with your refresh rate set to 60hz or maybe play on a different browser (if that makes a difference, IDK if it would).

Quote: Rictory for Ralkyon!
HATPC Reborn home page | | krotomo |
The Shepherd
Age: 24 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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Just an idea I'm throwing out there, I think that there should be a way to go back to a checkpoint other than the last one the player reached. For example, if the player has gone past 3 checkpoints, they should be able to select the second or first checkpoint and go back to that one. This would be helpful for non-linear levels so that if the player activates a checkpoint after having made a mistake that renders the level impossible, they do not have to start from the very beginning of the level. | | krotomo |
The Shepherd
Age: 24 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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Something I noticed about using the swim animation for ladder jumps is that the hitbox is vertically larger than the animation, which leads to some potentially frustrating spike deaths where the spikes don't actually seem to hit Hannah. | | DroidFreak36 |
HATPC Reborn Dev
Age: 31 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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'krotomo' said: Just an idea I'm throwing out there, I think that there should be a way to go back to a checkpoint other than the last one the player reached. For example, if the player has gone past 3 checkpoints, they should be able to select the second or first checkpoint and go back to that one. This would be helpful for non-linear levels so that if the player activates a checkpoint after having made a mistake that renders the level impossible, they do not have to start from the very beginning of the level.
Well, ideally the cave's creator would make it impossible to get in such a state using the parameters, although doing so consistently might be hard. The ability to revert multiple checkpoints would be pretty difficult in practice because I'd basically have to make a stack of checkpoints and the checkpoint data already consists of a large number of queues storing object data... so I'd have to have several copies of the same queue for each object in the game. Maybe doable, but very messy.
'krotomo' said: Something I noticed about using the swim animation for ladder jumps is that the hitbox is vertically larger than the animation, which leads to some potentially frustrating spike deaths where the spikes don't actually seem to hit Hannah.
Yeah, there is that. I might adjust that so that Hannah uses the crouching collision hitbox when ladder jumping.

Quote: Rictory for Ralkyon!
HATPC Reborn home page | | krotomo |
The Shepherd
Age: 24 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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Loading levels through an interguild link takes a really long time, or just doesn't work. This only started happening with the latest update | | DroidFreak36 |
HATPC Reborn Dev
Age: 31 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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It doesn't seem particularly slower to load for me.

Quote: Rictory for Ralkyon!
HATPC Reborn home page | | Quirvy |
 Â
Karma: 655 Posts: 7753 Gender: Male pm | email
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I think it feels more natural/fun now, although I still notice a few potential areas for improvement.
Try the cave on dovalion, on old hatpc and new hatpc. Getting out of the opening area feels a good bit different between the two for me. Some good, some bad. For the bad:
1. To destroy that dynamite wedged in a corner, you need to hit it from below, because if you hit it from the side it will instakill you, which does not happen in old hatpc. Ideally the explosion should either not be instantaneous and/or you should be bounced back far enough from the dynamite that it does not kill you. I feel that you should be able to jump into any wooden dynamite crate without having the explosion from it kill you.
2. Hitting the down-facing arrow at the bottom requires you to go further to the left than in old hatpc, as the boulder prevents you from falling onto the crate. In particular, I noticed I could get into such a position here:
xx
xx
xx
x
x #
x^o
xx/
xxx
Where if Hannah jumps upwards, she hits the terrain above to her left, but then lands safely on the boulder to her right. This could be by design or limitations, but it does seem strange to me.

spooky secret | | jebby |
Interguild Founder
Age: 33 Karma: 233 Posts: 968 Gender: Male Location: United Kingdom pm | email
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Quote: Loading levels through an interguild link takes a really long time, or just doesn't work. This only started happening with the latest update
This may have caused the apparent "DDoS" on the Interguild a few days back. I speculated that there is possibly a bug in HATPCR that is making too many connections to the Interguild when you give it a cave hosted on the Interguild. Could you investigate that, Droid? | | aych bee |
when i am king
Age: 105 Karma: 147 Posts: 1002 Gender: Female Location: you will be first against the wall pm | email
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in that case droidfreak36 has achieved peak domain dominance in that even livio.com, a site supposedly visited by all 10,783,574 residents of the dominican republic on a daily basis, began to display error messages during the period of interguild unavailability  hats off for droidfreak
| | DroidFreak36 |
HATPC Reborn Dev
Age: 31 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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I'm pretty sure it's only making one connection to the interguild for each time it loads a user level. That's why it sometimes hangs entirely - it doesn't resend the request if it gets no response.

Quote: Rictory for Ralkyon!
HATPC Reborn home page | | Yaya |
Age: 29 Karma: 747 Posts: 5367 Location: Ohio (US) pm | email
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If two Hannahs duckjump while standing right up against each other, the game freezes

COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma. | | DroidFreak36 |
HATPC Reborn Dev
Age: 31 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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Uh... yeah, multihannah is probably all kinds of broken since 0.4.4 collision physics updates don't really account for it. I'm not gonna fully look in to fixing that yet since I want to push out 0.4.5 soon, but it's on my to-do list for 0.4.6 (or whenever I get around to it).

Quote: Rictory for Ralkyon!
HATPC Reborn home page | | |
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