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Baggers

JCF Member

Joined: Jan 2005

Posts: 558

Baggers is doing well so far

Jun 4, 2005, 11:42 AM
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Wow, some good criticisms here...lets take them one at a time but alot will apply to everyone

Risp: yep your right, this is just a temporay level and im not exactly happy with it !...the reason of the release is just to say "im still here and working"...the editor is far more polished and looks more respectable than the demo. Which is more of a test than anything...just to see if the engine works.
"much more interesting if the bullets randomly fired very slightly off" Noted, i'll put that in, this was kept dead straight as thats how it was in the original...but ive writen it down in a list of updates now.
"I think the seekers shouldn't be capable of turning such sharp angles, but that might also give them problems in them hitting their target."...very true, the sharpness of the movement isnt neat but i thought it would be better for now than having them miss, which is not how they worked in the original atall. Plus this would mean a longer rocket life was needed and i got a comment a long time back that the life for rockets was too long. However i shal see if i can find a happy medium.
With the moskito problem...im suprised actualy, i can hit them but its probably that im so used to the interface...if you were trying to flame them, remember that flames accelerate with you so standing still jumping or moving forewards you are more likely to hit them, also with targeting on, the gun is pointed at them assisting your shot.

Zapper: "not smooth down hills" very true, will be fixed in the new collision update
"Jazz cant run and turn" can say ive had any problem with this...i can jump forwards and backwards whilst sprinting no problem.
*dragonfly problems* noted will be fixed
"cant jump block to block as jazz" you can super jump hit copter ears and get to the blocks... the actual levels will be muched more balanced and better designed than my crappy one.
"Bouncers are too slow" ok thats easy to fix

Evilmonkey:
"I think you shouldn't have the HUD made up of 2D resized images. They look all crappy that way"
they look crappy due to the fact they are hand editted, not due to dbp's resizing system (as far as i know so far)
"Also, I'd like to say that you should turn off the stupid screen resizing thing and make it so it actually changes resolutions. I've seen too many DBPro games that don't actually change the monitor's resolution but just resample the game screen to fit. It lowers FPS and it's kind of pointless (It also seems to interfere with hardware-accelerated Anti-Aliasing)"
First off the is no antialiasing in Dbpro what-so-ever, secondly i was not aware of this problem and i''ll be looking into it for you. I'll keep you posted.
Also please explain "variable jumps"
Finally not meaning to be harsh but be careful with your tone evilmonkey...your sound quite agressive in your post and i respond far better to calm criticism. Sorry if you had not intended the tone.

Ok people, sorry if its not up to your hopes, so much time is going into the editor I havnt been that up to date on the game itself. Many changes are to come I just released this as it was requested, i had really said before why i adnt released a demo at this stage.
Thanks for the assistiance in the bugs though, I'll get on them as soon as possible

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-EDIT-
Ok some easy errors fixed, the blaster shoots more randomly (is this to randomly or still to accurate?) the moskito's collision boundaries are larger so they are easier to hit and the bouncers are faster now (about 50% faster than before)
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Last edited by Baggers; Jun 4, 2005 at 12:15 PM.