Monday, 31 December 2012

Update v0.2 -Re-uploaded

RE-UPLOAD: Exporting in GM:Studio is a little different as compared to GM8.1. I'm still figuring out why the few of you couldn't get the game to load all resources. Hopefully after meddling the export options a little, the 'never loading resources' issue gets fixed with this re-upload of v0.2.
If anyone wants to know, this export is for Windows only.

We have in v0.2 re-upload is:

  • Recovery bar now appears over slope foreground (slope obscuring the bar before this).
  • "Slimehead" now navigates down ledges better.
  • Slight change to pause menu UI. Its background now dark coloured, and indicates the character level now.
  • Game starts in full-screen. Window now re-sizeable but IT IS TERRIBAD.

If in any case this re-upload failed to execute, try to extract/move v0.2 anywhere onto C:/ drive and run as 'Administrator'. If that still doesn't work ... well I'll have to consult them developers.

Download re-upload (3MB from MF): Labcoax - Alpha v0.2 re-up (Windows)
Password is same as before: dtny

EDIT #3: Apparently the heroine to can get stuck only on right-facing walls (or wall boundary on left of map), which occurs when you jump into the wall with the back of the heroine, then looking left into the wall.
---re-upload end---

I was testing some projectile trajectory calculation, so the new enemy only has a kinda arcing ranged attack. I was suppose to put a link up yesterday but then I realized I completely forgotten about the death animation for the new enemy. Now that I have got that done, I was finally able to put it up.


So what we have in v0.2 is:
  • A new ranged enemy "Slimehead".
  • Tileset and slopes.
  • Crouching.
  • Pause menu.
  • Level-up & character attributes template.
  • Bug fixes.

Download (3MB from MF):  --please use link at top of post--
Link can also be found in download(s) page.

I haven't done extensive testing on this new update so if there are bugs or anything amiss, let me know in the comment section. There's this white flashing that is suppose to occur when enemies or the heroine gets hit; to indicate invulnerability but it only appears after going into full-screen. Will fix that in the next update.

Because I am terrible at estimating workload, I couldn't make it before Christmas, but I have to at least get something out before the year ends. As for the next update, it wouldn't be until a good long while. I (hopefully) intend to have a main menu up, a couple more tilesets with matching backgrounds, maybe a mini-boss to test pathing in GameMaker, which would possibly be a move from Alpha onto Beta.

The heroine keeps the ponytail. I keep thinking I'm forgetting something though ...

EDIT #1: I forgot to wish the new year. So have yourselves a Happy New Year!

EDIT #2: The DEF attribute is just part of the template for the time being. It doesn't do anything yet.

36 comments:

  1. Demo is password protected so I couldn't unzip it try it to give it a try.

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  2. try "dtny" like the previous one

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  3. Your game has big pontial, it is a lot fun to play and the grafic style good :D

    Bugs and co.
    1. When I level "DEF" in the menu it doesn´t decrease the damage taken
    (still 20 per hit and 1 per hit when caught)
    2. Not a bug, just an idea: when you get knock down by the guy with the blob on his head and fall under a platform, he starts spinning at a point if he stands right above you (i dont know much about programing, but you could let him run in bigger cycles to get down the platform maybe ^^)
    3. You dont get hurt when touching the ranged guy (maybe its supposed be like that, but if not its better when someone say it I guess)


    I cant wait for more updates, keep it going :)

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    Replies
    1. Aha I knew I forgot some stuff.

      1. I forgot to tell that the DEF attribute doesn't work yet. It's there as a part of the template for the time being, so I could get it to work as soon as I figured the numbers out since we don't want it to give too much advantage as to break the game.

      2. Forgot to include a line of code that gets the "Slimehead" to chill out when the player got knocked down and grappled.

      3. As for hitboxes, I only intend for the player to get hit when enemies perform attacks. So merely running past them wouldn't hurt (except for bosses perhaps).

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    2. This is some great stuff, datanony. The graphics are sweet, the controls are smooth and very responsive, the animations look neat.

      There is only one thing that bugs me a little: is there any way you could double the vertical and horizontal resolution? I find the window to be very small on my 24" TFT (1920 x 1200).

      Or is there any possibility to scale the window ourselfs? There is no need to change the pixels themself, but some kind of upscaling would be nice.

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    3. Hit F4 for fullscreen modo, like most GM games.

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    4. I would allow for window scaling by the player themselves in the next Alpha but only temporary. Hopefully later on I'd get to include in-game options for up-scaling as you would see other games.

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  4. Love how the game is coming along, Datanony. The graphics are nice and the animations smooth. I like the detail of the jacket flapping as she ducks. And am i mistaken in thinking i see a panty shot as she's crouching? The new enemies are pretty creative as well; love the idea and the sex animations for them. I also like the idea that touching enemies isn't harmful, only being attacked by them. The slimes are aggressive enough that ti's balanced out.

    however, I do have one quibble: the pc seems to slide a little too much after landing from a jump. The controls in the first beta were very solid (unless I'm remembering it wrong), but I found the sliding a little annoying. The first area with the three small platforms provided more of a challenge than I think it should. I can understand wanting to add a little motion to give the character a feeling of weight so she doesn't feel floaty (which you do well with the amount of pull gravity has on her), and to give the game a little challenge, but it feels unnecessary.

    Still, minor complaint for what's already something very fun to play. Can't wait to see more!

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    Replies
    1. Yep that's a panty shot probably missed by many. Still having trouble myself trying to make details 'pop out' on such small sprites.

      Regarding the platform engine, it is subject to change. I would certainly be changing it at least a bit as I design levels and stages later on.

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  5. The ponytail is a nice touch. I think stockings would be a lovely addition, myself.

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  6. This is absolutely brilliant for a little pre-alpha. I will definitely be following this cool little h-platformer. Hoping to see more levels, enemies and action. Keep it up Datanony! Your pixelling style is really cool.

    Incidentally this worked well for me under Ubuntu 12.04 and Wine 1.5, though it'd be nice to have some quick-n-dirty screen scaling options: running Wine fullscreen often craps out on me.

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    Replies
    1. Cool! Good to know it worked under Wine.

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  7. Reading the comments you've made about window scaling and stuff I am looking forward to this even more now. At the moment I have to play full screen mode just because I play on a 1920x1080 tv as my monitor and thus things tend to be pretty small unless I force them to scale up. So far this project is showing a lot of promise!

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  8. Every time I try loading it, it says an error as accrued and then shuts down.

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    Replies
    1. Odd. Try putting the whole folder under C: drive and execute from there. Tell me if it works or not.

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    2. If you can tell me how to do that, then I will try.

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    3. Put the folder "Labcoax - Alpha v0.2" onto your desktop and launch the .exe from there. I assume you use windows.

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    4. All I am getting now are lines. Like the game tried to load, but wasn't able to. Large parts of everything is missing.

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  9. Is there a reason that this doesn't work? I mean, I can play the first one, but this one will not load for me. All I get is lines and blocks.

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    Replies
    1. Perhaps running in 'Administrator' mode would help. If it doesn't, I think I'm gonna have to re-upload a new copy which hopefully fixes this.

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    2. I hate to say, but it is still doing to same. I don't know why, but the first one runs just fine. Was there anything done differently between them?

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    3. Nothing was done differently really. As the game loads, it dynamically creates in-game objects. Only the new addition, which is the pause menu, uses this extensively. But if you got pass the load screen, it shouldn't be a problem.

      Did you test out the re-uploaded v0.2? If you could give me a screenshot, that'd be great

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    4. I've had similar issuses. V0.1 I can load fine, however V0.2 and the re-up both fail to load. Only thing I get is as soon as the game window opens, error-reporting pops up. Since you asked the other person for a screenshot, I'll include one. Doesn't provide much info though. http://s1201.beta.photobucket.com/user/Gerbzilla/media/labcoaxloadfail_zpsbed7157b.jpg.html

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    5. Hmm I'm stumped. The only few reasons I thought would cause this to happen is (or a combination of the two):

      1. Access rights/permission to access the certain computer memory because you (the Windows user) is not an 'Administrator'. Run as 'Administrator' should solve this.

      2. Do not have C++ 2008/2010 Redistributable. But this usually means you can't run certain other games as well. Download them and hopefully solves the issue at hand.

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    6. I am having the same problem also. I just downloaded c++ 2008 and 2010 Redistributable and those did not help at all.

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    7. I'll try an trace this issue down and get it fixed in the next update. Hopefully it's what I think it is (something to do with how the game pauses).

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  10. Another thought occurs; its hard to gauge from a 2 area alpha, but the challenge level seems pretty good. the enemies move fast enough and have just enough range of attack and awareness of the pc to be a fair level of threat. A single slime isn't too big a problem, but two slimes can be hazardous. Add in the head blog guys and you've got a good mix. Creative enemies too. Can't wait to see what else you come up with!

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  11. Hmm, I don't know if it's due to running through wine, but I can't spend my level-up points in the pause menu. Maybe it uses different keys ?

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    Replies
    1. Press 'z' key when your cursor is over the respective attribute.

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    2. Got it, thanks. Do remember that Z is not always in the obvious qwerty spot for some of us...

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    3. Wow Anon, no need to be a dick.

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    4. ¬_¬ if that looks dickish to you, you have issues.
      Don't bring them here.

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  12. Datanony, I put a link to your blog on loverslab.com and it's getting some interested. But one guy had a suggestion I had to pass on: any chance of some monster pregnancy getting thrown in there?

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    Replies
    1. Well it's still too early to say. The best I could do now is PERHAPS just a scene or two.

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    2. If you do such special sex stuff (pregnancy,gore,...), can you implement a switch button to turn it on/off? :)

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  13. Anyone else having this problem, i open the game and the screen is all glitched and jumbled up like an old nintendo game. when i hit enter it says that an error has occured and the game needs to shut down

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