Hello everyone.
inu wrote:The item pickup also feels slightly more reliable. I'm not sure if that was just me, as I'm getting used to the "right away" of grabbing stuff, or it was an actual change.
Funny as I used to think that item pickups were map-position related, but I now realize that it's actually related to what the character can see.
The way you grab objects is done in the engine to draw, if visible, if is in a specified distance forward, and in a given distance from the center to both sides, (these values can be changed), this is a very efficient way to test collision with objects, because this way is only tested the objects that are on screen, if it done otherwise, for example, comparing all positions (x, y) of the object relative to the player, it would be much more slow, there may be a total of 400 static objects!. Although perhaps there may be a more efficient way to do it.
inu wrote:Also I'd like to leave a very minor change to consideration, even tho it's still quite early to start fixing language related stuff. Instead of "Control", maybe go for "Controller" or maybe "Controls". What do you native English speakers think? xD
I could change it to "controls", just have to add an "s".
inu wrote:This reminds me that there might actually be something that the players can do to help if they have a bit of knowledge about it. The auto-played "Demo"s are still missing and at least the first one, where the character kills only the already implemented generic grunts could be "easily" replicated to look VERY similar to the original one, using TAS-like timed inputs.
The first Demo is at 0:48 -
https://www.youtube.com/watch?v=iRMCPJDlIk0
To make an "auto-played demo", maybe I can use the file generated by an emulator, such as Gens movie, when we recorded and creates a "movie file" (. Gmv file), maybe I can use this file to create the "demo", I do not know, but before doing this, I would first make the other enemies and other things, such as end of level screen.
ICEknight wrote:-You can't strafe diagonally.
I had not realized this, I know this did not happen before, so I tried previous versions and I realized that this happened from version 4

, earlier versions was fine, I have to fix this.
ICEknight wrote:-Grabbing the items requires you to step right on top of them.
Maybe I could change this, so that the "area" where you can grab the Item, be larger.
ICEknight wrote:Also, I've noticed that sometimes the screen can glitch for a frame (show some blackness in the play area), but either it's random or I haven't found a pattern to it. No idea if it happens on emulators.
You mean from the top? I saw this once when I tried it on real hardware, emulators seems that this does not happen.
By the way, I can confirm that the latest version works in real hardware without hanging when choosing the 6-button pad.
Yes, got it working too. I posted on Sega 16 and forgot to do so here too - Sorry!
The error of the 6-buttons was "very rare", but I'm glad that I have already solved.
I've been drawing the "SS" ("blue" guards) and dogs, plus I'll add the graphics option, to add some "filters" to enhance the image (for this I have to change some things), so soon I will be showing a new version with the SS and dogs and possibly the "filters".
