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I've uploaded an early demo of Aeon:
http://www.interguild.org/aeon/

Play it now!

Right now the only thing in the build is the character and terrain, but the main purpose of releasing this demo is so that you guys can experiment with all of the options in the Debug Menu and determine the best set of options for the default settings. Read the help guide on the aeon page to help you use the Debug Menu.

For now mess around with the game and with the options. Comment on things you like, or don't like. Also post some options here if you think they're amusing or interesting. And suggest your tweaks to the default options as well. Also, you can resize the screen to whatever you want without having anything distorted, except for maybe the pause screen, but I thought that was kinda cool...

I'll use this post to keep track of any glitches or ideas that will have to be added to the game later. In the meantime, please comment below.

Things to do for Aeon:
-Have the bounce lag affect all types of user-input, not just horizontal motion
-Possibly add a recoil lag (there's a recoil lag already, but it's not customizable )
-Let you change the opacity of background images too
-Glitch:
'Krotomo' said:
If you hit reload level while the level is loading the whole thing stops once it reaches 100%.
-glitch: letting go of the crawl button under a tile.
-independent accelerations for running and crawling?
-glitch: walking/crawling backwards doesn't work all the time.
-add an acceleration modifier for tiles
-an option so that you can't accelerate/turn in mid-air?
-glitch? Clicking a terrain block during the map screen makes another character block. o_o;
-glitch: default run speed is used until you crawl. Then it references the run speed in the debug menu.
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Livio
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Friday, October 23 2009, 8:38 pm EST

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Oh btw, I'm not sure if some of the fonts work for you. If you ever see any overly-huge red text, that's probably because it's not calling up the embedded font for some reason. I forgot to fix that, but then again, I'm not entirely sure that problem exists.

I also forgot to mention the crawling glitch. Let go of the crawl button under a terrain tile and you go crazy. I intend to fix that crawling glitch with a reorganizing of how the collision tests execute.
krotomo
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Friday, October 23 2009, 8:53 pm EST
The Shepherd

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When I went to debug, I select pattered images for both, then played the game, I got random screenshots of hatpc levels/videos. And another thing:

there's duckjumping.

EDIT: and if you highlight anything, the whole thing stops. EDIT AGAIN: actually not.
Harumbai
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Friday, October 23 2009, 8:55 pm EST
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I only got screenshots of MIX .

Is there a height of tile you can always jump onto? (if it has a two tile wide gap)


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
Livio
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Friday, October 23 2009, 8:59 pm EST

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you should look up in the debug guide under where it talks about the background images...
'Harumbai' said:
Is there a height of tile you can always jump onto? (if it has a two tile wide gap)
that depends on the current jumping options (fall acc, max fall speed, initial jump). I didn't spend too much times working on these options, so I'm hoping you guys will find a better combination of options while I work on other things.

'krotomo' said:
EDIT: and if you highlight anything, the whole thing stops.
not sure what that meant, but yeah, Flash's textboxes are kinda weird.
shos
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Friday, October 23 2009, 9:03 pm EST
~Jack of all trades~

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pffft, gave it a few tries, seems complex, too complex for 3 am. i'll see it again tomorrow. as far as ive seen, it looks awsome, but the debug area is very...complex.


Livio
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Friday, October 23 2009, 9:07 pm EST

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yeah debug is not very user friendly b/c it's not a permanent feature.
krotomo
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Friday, October 23 2009, 9:11 pm EST
The Shepherd

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If you hit reload level while the level is loading the whole thing stops once it reaches 100%.
Livio
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Friday, October 23 2009, 9:12 pm EST

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oh, I also forgot to tell you that for the opacity changes, you have to pick a number between 0 and 1....

and thanks for pointing that out kro.
Bmwsu
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Friday, October 23 2009, 9:15 pm EST

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I feel so powerful with this in my grasp.

Great so far.


Livio
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Friday, October 23 2009, 9:20 pm EST

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oh, and try making the level size really huge and then see how the jump-to-start page handles it.. You can actually use the arrow keys to move the map around if it gets cut off.
Yaya
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Friday, October 23 2009, 10:21 pm EST

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Hmm, pretty cool without tinkering around with anything. Obviously a average 14 year old white kid like me can't possibly comprehend the whole debug page as itself, but I messed around with a few things.

1.Some times my arrow gets in the terrain while trying to get in the corner near the top, but I can pop back out.
3. Setting all speeds at 75+ screws the level up when trying to move.
4. Setting all speeds a 1 make the arrow not move.

One that would be cool to keep is the images because, it'd be funny if you kept those random images as the background. I'd laugh it I had to play Aeon with old Ben Franklin staring back at me.



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Livio
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Friday, October 23 2009, 11:14 pm EST

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basically any speed greater than 32 has to potential to skip over tiles. Because then you move farther in one frame than most tiles are wide. But if you really want crazy speeds, just tell people to increase their frame rate.

Btw, Haily suggested that we let players set certain specifics, such as a certain frame rate for a level, or a certain window size. I think that if we do add options for those, they should be set automatically upon loading the level, but they should also be able to be changed, especially if the player doesn't like them.
Harumbai
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Friday, October 23 2009, 11:39 pm EST
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'Yaya' said:

1.Some times my arrow gets in the terrain while trying to get in the corner near the top, but I can pop back out.
3. Setting all speeds at 75+ screws the level up when trying to move.
4. Setting all speeds a 1 make the arrow not move.


Where's 2?

but yeah if you jump at all while crawling in a crawlspace you either fall into the ground below or "pop" through the top.


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
Livio
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Friday, October 23 2009, 11:42 pm EST

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yeah, that's because of the crawling glitch. But if you never let go of the down arrow key, everything works fine, as far as I can tell.
Dekudude
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Saturday, October 24 2009, 1:04 am EST
Dekudude

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Wow, first off, before I say anything else, let me tell you; this is VERY IMPRESSIVE. You definitely get two-maybe even three-thumbs up.

GLITCHES:
"Standing" in crawl spaces
Jumping in crawl spaces
Bouncing off edges (I understand why it does that, but you should make it... not)
Clicking a terrain block during the map screen makes another character block. o_o;

IDEAS:
I can't figure out how to do it with the debug place, but the jump and fall should be much slower. I didn't play with it much, but it should be more HatPC-like. With this, it would be nigh-near impossible to jump between spikes. It'd go too fast!

The character should have a border mask. In other words, make it so if the very edge of the box is touching something, it doesn't matter. Put a less wide/tall box inside of the character box, and make IT detect collisions, not the actual image.

We should be able to "climb up" into small areas. For example, if you're trying to jump into a space that is one-block high, you should be able to grab on, and climb in. That's a feature that's not in HatPC, but it'd be useful. (at least do it when the space is in a corner)

Make the level load WHILE the map is loading. If it doesn't, time's just wasted.

CONCERNS:
This is super-awesome, it really is. However, I fear you may still be planning on giving level creators too much power. Make boxes that alter things (ZERO GRAVITY FTW) but do NOT let the players change anything besides frame rate. (and don't let them put in their own, make a couple presets) In level making, allow a couple more changes (floor friction, gravity) but don't go overboard. If customization is TOO free, everything would be a mess.

Also, you should not allow players to use custom backgrounds (who wants to be playing a would-be intense level with a background that gives you a headache, or doesn't tile nicely? Sure, it's the creator's fault, but we should make faults as minimum as possible, even with a custom level maker.

Lastly (probably not lastly, but the last thing I remember...) is the code. I really think it's too complex. One thing that's awesome about HatPC is the simplicity of the level code. Not only does it make the level making process less intimidating to beginners, it makes it easier to edit for everyone when they don't want to load their whole level in the level maker, etc. A simple change in a text blob is all you need. Keep everything simple!

Imagine if HatPC allowed everything to be customized, including background, and music, and had crazy code on top of it. The game would be a mess, and would be no where near as much of a classic as it is. Easy is better, and limited is better still. Everything with customization should have limits.

Great job!


NP Username: xaantan
Isa
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Saturday, October 24 2009, 4:22 am EST
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That's impressive, Livio.

When I changed the character's size, the in-game appearance was the same. Also, if you crawl with a larger-than-normal size, the character gets to the terrain border instead of bouncing of it as it should.

Will try to find more glitches later but I will be gone for 24 hours now
Yaya
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Saturday, October 24 2009, 3:15 pm EST

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This really isn't a threat to the game up if you press right and down (crawling to the right) and then press left, your arrow will be pointing left, but you'll move right.

Edit: The same thing happens if your just pressing the right key and then press left.



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shos
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Saturday, October 24 2009, 3:51 pm EST
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So uh, i took my time to test this one now. so i have a few things to say. firstly, kudos; this is an amazing feat that you have achieved, it looks cool and works fine.

secondly, bugs! oh yeah baby.
well, you know that walking does have alittle acceleration and stuff. but when you're crawling, you don't have that. now, in hatpc, if you release the duck button while in a crawlspace, you stay crawling, and it doesn't matter at all. but here, there's a bi difference: when you crawl to the left, well, you crawl to the left. when you crawl into the crawlspace and then only hit left, you look jumpy(try it, you'll see) and you move significantly faster.

third - the uh, image background? it sux XD you see very small pictures of hatpc every once in a while repeatedly, and the rest of the area is black, and that makes the terrain invisible. it's very funny.

a few more things. you'll see in a video i'm making.


Dekudude
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Saturday, October 24 2009, 3:59 pm EST
Dekudude

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Yaya: I think that's kind of cool. Almost like an intentional easter egg. Crawling backwards; who wouldn't want to?

Playing with this a bit more, I have a proposal for the bounce settings. Every bounce direction should ZERO. However, if the person is in midair (and the gravity is still negative) then it should be 5 for the left and right. This will make it easier to jump up when underneath a block, and trying to get on top of it by moving around.

This is beautiful. Good job.


NP Username: xaantan
Virus
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Saturday, October 24 2009, 4:08 pm EST
The Ghostly Virus

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Yeah, this is pretty cool.

I agree with music and background changes as well.

You should also put in wall jumping
jellsprout
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Saturday, October 24 2009, 4:16 pm EST
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'Dekudude' said:
CONCERNS:
This is super-awesome, it really is. However, I fear you may still be planning on giving level creators too much power. Make boxes that alter things (ZERO GRAVITY FTW) but do NOT let the players change anything besides frame rate. (and don't let them put in their own, make a couple presets) In level making, allow a couple more changes (floor friction, gravity) but don't go overboard. If customization is TOO free, everything would be a mess.

Also, you should not allow players to use custom backgrounds (who wants to be playing a would-be intense level with a background that gives you a headache, or doesn't tile nicely? Sure, it's the creator's fault, but we should make faults as minimum as possible, even with a custom level maker.

Lastly (probably not lastly, but the last thing I remember...) is the code. I really think it's too complex. One thing that's awesome about HatPC is the simplicity of the level code. Not only does it make the level making process less intimidating to beginners, it makes it easier to edit for everyone when they don't want to load their whole level in the level maker, etc. A simple change in a text blob is all you need. Keep everything simple!

Imagine if HatPC allowed everything to be customized, including background, and music, and had crazy code on top of it. The game would be a mess, and would be no where near as much of a classic as it is. Easy is better, and limited is better still. Everything with customization should have limits.


Hear hear.

As for the debug itself, the terrain shouldn't just have a friction modifier, but also an acceleration modifier. You accelerate faster on concrete than on ice. And the tile skipping happens quite fast.
Are there any other tiles used already beside terrain?


Spoiler:
Dekudude
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Saturday, October 24 2009, 4:23 pm EST
Dekudude

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'Virus' said:
You should also put in wall jumping


No. The reason HatPC is so much fun is because it's simple and easy. If there is TOO MUCH flexibility, the game won't be any fun at all.


NP Username: xaantan
Quirvy
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Saturday, October 24 2009, 4:36 pm EST
  

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Quote:
Imagine if HatPC allowed everything to be customized, including background, and music, and had crazy code on top of it. The game would be a mess, and would be no where near as much of a classic as it is. Easy is better, and limited is better still. Everything with customization should have limits.


If hatpc had some crazy level code, I don't know if it would really impact it that greatly. Don't forget that we're likely to make our own version of a levelmaker.



spooky secret
Dekudude
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Saturday, October 24 2009, 5:03 pm EST
Dekudude

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Yeah, and the code thing won't be too big of a peeve, but it's just an unnecessary inconvenience, in my opinion. It's cool that we can, "save text" but if we're working with text files, it's not going to be a big deal.


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canadianstickdeath
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Saturday, October 24 2009, 5:33 pm EST

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Lol, if I duck-jump, I like to sometimes go through ceilings and floors. I'd removed duck-jumping. Also, I don't think my running acceleration (I'm not sure if this also applied to other properties) is being applied right away, but after I duck, then it goes through.

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