How is the judging going?
Only 13 days left....
Greetings,
Dirk
How is the judging going?
Only 13 days left....
Greetings,
Dirk
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Three left to go for me, plus a question to WILL on where to draw the line for goal completion.How is the judging going?
I've got a fair amount of comments on bugs/issues ready for all the entries however, so I may publish those before the scoring (minus goal completion remarks).
Perfect...
The last two weeks will be hard enough... I am afraid I won't have enough time if the hints/bugs/reports of the judges contain too much to handle when they are published a few days before the deadline...
Good work Eric. Can't wait to see the report (to order my prio-list a bit).
Greetings,
Dirk
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Posted comments for all entries. If you have comments on comments, or more specific questions, or tests to be done, shoot.
Goal completion scores (and associated comments) not in just yet, pending goal clarifications, but hopefully ready very soon.
edit: Goal scores are in.
Thanks Eric,
Not sure how to make the mouse smoother in Blocked,
as it plays well on the machines I've tried.
We have a "sensitivity X" setting in the controls file.
It is default 1 and can be set to lower (for example 0.5)
That is multiplied against the mouse movement to make it slower/faster.
Problem is, when I play, its just how I like it, so I dont know what to change!
ps. If the shard gets stuck, you can use a budger to get it out. Pushing is optional!
:right:
I've been playing it at 800x600 for the last test run, your default being 1280x1024, if sensitivity is somehow related to screen resolution (if only indirectly via the MS sensitivity setting), that may explains things (there are as many position along X as there are pixels). I'll give it a try on at another resolution to see if things change.Originally Posted by aidave
Mouse smoothing is sometimes done with a mobile average of mouse position, like inWe have a "sensitivity X" setting in the controls file.
It is default 1 and can be set to lower (for example 0.5)
That is multiplied against the mouse movement to make it slower/faster.
and doing that at a fixed rate (like 100 Hz) with an "appropriate" ratio.Code:smoothedMousePos.X := smoothedMousePos.X * ratio + currentMousePos.X * (1-ratio) * mouseScalingX; smoothedMousePos.Y := smoothedMousePos.Y * ratio + currentMousePos.Y * (1-ratio) * mouseScalingY;
I tried using the budge spell, but it didn't seem to catch the shard, is there some particular way to achieve it?ps. If the shard gets stuck, you can use a budger to get it out. Pushing is optional!
Not bad, managed to get through 70% of the entries. Will hopefully finish the rest of in the next day or so.Originally Posted by Huehnerschaender
I will try to do as Eric has done and post comments before scores.
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The budge spell is very important to the game,Originally Posted by Eric
make sure it isnt going thru terrain,
and has a direct line from your hand to the item you are trying to catch.
I'll try the rest of your advice for this stage, thanks.
I recommend against using 800x600, as the HUD gets too cluttered.
1024x768 or 1200x1024 is the best.
Hopefully it runs fast enough, its designed for p4 3ghz
cheers
dave
Hi Eric,
Thanks for the feedback.
The console is still active, its just the key has changed. ESC exits to the menu. The console is now activated with the ` key. I have since found that this could be a problem on some keyboards, so its likely to change again before the next deadline. This change was stated in the documentation.Originally Posted by Eric
As for the orientation, that is a feature. The player sprite looks to the mouse for targetting when firing, so when you run, if the mouse is behind, you'll run backwards. The mouse can also be used for movement, in which case the sprite will face forward when running.
The state machine that controls enemies isn't great, but they will 'see' you if you are standing/moving in the field of view which is approximately 180 deg. If they lose you, they will stop and perform a basic search (look around them)... in the finished game, its planned that they will do more (like perform patrols, sentry duty etc.).Originally Posted by Eric
Its not desired... its an after effect of the whole hud being redrawn when the players health changes (the basic enemies sap your health when they touch you)... this will be changing for the final deadline.Originally Posted by Eric
Unfortunately, we're in the middle of a rewrite... the engine thats been used for the deadlines until now just isn't up to the job, so I'm hoping to have Mark II finished for the final deadline. So far, its looking good.
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Thanks for the comments Eric!
Your point about not having a new map is correct. I dont plan on adding more maps in the competition version of this game, but instead increase the hitpoints of enemies with each wave (=level). (much like in Space Invaders.) As far as I can tell, rules dont specify the actual representation of a new level.
With the final stage the map will increase in size to allow for a visual representation of a village and a more varied road for the enemies to walk on. I hope this course is allow otherwise I can't complete the first point of the final stage either (not within the time left that is)
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