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DroidFreak36
[?] Karma: +3 | Quote - Link
Saturday, December 31 2016, 11:58 pm EST
HATPC Reborn Dev

Age: 30
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
That's right. I went there.

Not 4 hours after 0.2.2 I'm releasing 0.2.3 to fix some major issues in 0.2.2. Happy new year!

Play version 0.2.3: http://droidfreak36.com/HATPC/0_2_3/

Changelog:
* You no longer lose lives on user levels. I tried to implement that previously in I forget what version but I half-assed it and didn't get it working in all situations. Now it should always work.
* Fixed a bug where the terrain would be rendered as a placeholder sprite (a black square) upon respawning.
* And...

HATPC Reborn is now compiled in two editions - one for Chrome, and one for all other browsers. If you're on Chrome, you should notice the word "chrome" appear after the version number in your URL. That means you're running the specialized Chrome version of HATPC Reborn. The difference is that the Chrome edition uses the WebGL rendering I wrote for version 0.2.2, while the main edition uses non-WebGL rendering like 0.2.1 and previous versions.

Your mileage may vary, but I expect the non-Chrome edition to perform better because the Chrome edition is performing more rendering calculations on every frame. Unfortunately, I have yet to find a way to pre-process those calculations when using WebGL since GameMaker with WebGL doesn't handle surfaces properly. So if the Chrome edition is performing poorly, give the non-chrome edition a try. Chrome is the only browser that seems to handle non-WebGL rendering so poorly, so it's the only one I've had to revert to WebGL on.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
DroidFreak36
[?] Karma: 0 | Quote - Link
Sunday, January 1 2017, 12:00 am EST
HATPC Reborn Dev

Age: 30
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
Maybe I should have waited 2 minutes to post that lol.

Happy new year!




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Rocketguy2
[?] Karma: 0 | Quote - Link
Sunday, January 1 2017, 6:25 am EST
God wishes he was me

Age: 21
Karma: 38
Posts: 850
Location: Clinging to the last whispers of life in my decaying body
pm | email
oh drat, nevermind my previous post


Can you feel your heart burning?
Can you feel the struggle within?
The fear within me is beyond anything your soul can make, you cannot kill me in a way that matters
Mymop
[?] Karma: 0 | Quote - Link
Sunday, January 1 2017, 10:17 am EST
Your Friendly Neighborhood Mop

Age: 22
Karma: 39
Posts: 859
Gender: Male
Location: New York
pm | email
Yeah, ignore mine also.


Spoiler:
atvelonis
[?] Karma: 0 | Quote - Link
Tuesday, January 3 2017, 2:23 pm EST
Apocryphal Ruminator

Karma: 160
Posts: 1642
Gender: Male
Location: An antique land
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Perhaps there should be some sort of way to fully restart a level, in addition to restarting back to the checkpoint. Because from what I can tell, at this point pressing the "R" key or the "reset" button will send you back to the most recent checkpoint. If I want to totally start a level over, I currently can't do that without exiting and re-typing in the username it was uploaded on. Maybe pressing and holding "R" could trigger this, or double-trapping it or something like that.


'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.
DroidFreak36
[?] Karma: 0 | Quote - Link
Tuesday, January 3 2017, 3:02 pm EST
HATPC Reborn Dev

Age: 30
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
Yeah, that does sound like a feature that could be useful. At the moment, I'm counting on the map maker to make sure that the user won't trap themselves by triggering a checkpoint after they miss something, but it's possible that a map maker will mess that up or that a user will want to go back to the start to try it again. Of course, you can do that at the moment by quitting to the main menu and loading up the level again, but double tapping R would probably be a good way to implement a shortcut.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
krotomo
[?] Karma: 0 | Quote - Link
Friday, January 13 2017, 4:37 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
Bug I found in testing today, not sure if already known:

Code:
>/
>/
>/
>/
>/<


Hitting the arrow to set off the dynamite does not set off all the arrows. The arrows end up falling instead of getting activated
Yimmy
[?] Karma: 0 | Quote - Link
Friday, January 13 2017, 4:49 pm EST
Resident Goody two-shoes

Karma: 72
Posts: 1625
Location: Climbing In Your Windows
pm | email
Somehow I ran into a wooden dynamite crate and it launched backwards? Probably something t do with double Hannah's

edit: The dynamite launches in the direction away from Hannah #2 (the one that the camera focuses on) unless Hannah #2 is directly above it, in which case it will follow normal logic.
I've published a level showing off this behavior.


Spoiler:

Interguild discord!! People use it!!
krotomo
[?] Karma: 0 | Quote - Link
Friday, January 13 2017, 7:26 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
Duckjumping into an up arrow kills you, this can be tested in "Magic Act"
DroidFreak36
[?] Karma: 0 | Quote - Link
Saturday, January 14 2017, 3:59 pm EST
HATPC Reborn Dev

Age: 30
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
I'm doing some bugfixing work right now. I just fixed that arrow+dynamite bug by changing the behavior of crates falling after the crate below them is destroyed (longer delay) which will have other implications as well. Good or bad remains to be seen.

I'll squash the rest of the bugs on my list and then push out an update. Might be today, who knows.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page

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