ID:113748
 
Hey everyone (who actually reads this)!

Major update for Darkness! I solved the network issues (somehow) but had to make some cutbacks. Luckily, HDKMouseKeys was NOT the issue, Huzzah!

It turns out it was a problem with the movement check for enemies, for some reason I couldn't fix it the way I wanted to, so I had to settle for enemies being totally stupid...right up until they spot you.

Now there's new sounds, new features, new maps! Er... map, I'm working on the other two though.

The first map, the one everyone knows, is a Construction Site, the new map is a factory/facility. While it's easier to see in here it's harder to move as the spaces are more confined than before.

The weapons have been powered up, but, as a counter-action, difficulties have been added. Now, you can choose, before starting the game, what difficulty you would like to play on. This will factor in points for future scores.

Oh yes, scores were added, Kills, deaths, highest wave, bullets fired, and K/D spread. Upcoming scores: Total Points, Longest Spree (most enemies killed without dying).

Options! Options as well, you can change the volume of SFX, music, and the master volume. I may have said it already before, if I forgot then oh well.

Zombies and Titans will make growls when they go after a player, I'm still looking for sounds for Mimics and Demons.

Multiplayer! Multiplayer should now work properly, if it doesn't let me know.

How Multiplayer works. Host a server and jump in, the first player into the server will be able to choose the map and difficulty. If another player joins while the leader is choosing they will be prompted to wait until they're done.

If you join after the game has already begun you will be spawned in a safe location and you can continue playing.

Waves and respawns: If you die in the game you will automatically respawn. If all the members of your team are dead then the wave is failed, everyone will respawn and you will lose the progress on that wave. (This might become 5 waves lost at a time).

If there is still allies alive when you die, you will simply respawn.

What else what else, AH! There's a 4 player cap for every server...


Eventually to come:

Grenades (it's hard to work them out properly)
proximity mine
frag grenade
sticky grenade
Armor Colors: Change your armor color (saves).
2 new maps: Forest and School
2 new enemies: Shade and Hellbomb
...and much more!


I hope you enjoy the first official "Full" release and I hope I've worked out all the bugs.
If not, please let me know what you find and I'll get to fixing it ASAP.
Has this been posted yet?
Yep, just did, it should be uploaded now.
Glad to hear it wasn't something on my part. I have to say, the only thing I want in this game is to be able to pull boxes. Otherwise, great game. Very fun. Now that there are scores and whatnot, I will play once a night for competition.
Ahhh, good idea... I'm retarded for not thinking of that hmmm, could you suggest a keybinding for grabbing boxes, SPACE maybe? Shouldn't be too hard to code though. I'll update with a new version later on tonight with box pulling =) (hopefully tonight).
I would use SPACE, yes. The other thing I noticed, and it may just be because this computer is terrible, on this slow computer, movement interferes with aiming. Aiming is teeeeerrrribly slow while moving.
It might be your computer, do you use Hardware mode for graphics rendering and also, what's your CPU speed?
As I should have mentioned, it works fine on the other two computers. This one has a 2ghz single core and 1g of RAM.
I frequently get some weird bug where the mouse "locks up". As in all mouse events seem to not register any kind of effect in the game.

So the aiming freezes and mouse clicking is unresponsive.

[EDIT]: This locking bug seems to occur less frequently on earlier waves and for some reason seems to coincide with when the zombies get stuck on something.
Hmm, it might be tied to the pathfinding code. I'll look into it.
Ah, I see, yes, it seems any kind of pixel movement games don't run very well on anything below 3ghz. The only reason I can make these games is because I have 3.4ghz but even then, it's only single core. I suggest upgrading to a weak dual core because even a 2.0ghz dual core runs better than a 3.0 single in most cases. (multi-threading)
Meh, I have a 2x3.2 in my desktop. I just need to put a waterblock in it. Until then, I can just use the other two computers.
I am using a dual core CPU, though, and there's still problems.

I suggest you try precaching pathfinding results and/or lowering the resolution of the pathfinding.
Don't underestimate the power of screenshots!

Also, BYOND is single-threaded, so a multi-core processor will only help in that other processes won't have to compete for the same core as BYOND.

Anyways, congrats on meeting your GSD goal!
Very nice!

I have been having some problems as well as these other people though. I'm certain it's not the pixel movement. I'm having problems with the mouse. Pixel movement is going to be no problem for anybody, unless you programmed it very poorly. What you did with the mouse is very cool, and you obviously must have done something creative to make it work. Whatever you did is causing problems.
Pixel movement is courtesy of Forum_Account and the mouse detection is from HiroTheDragonKing.

Both worth perfectly fine separately from each other and it seems the only reason this game lags is due to low CPU speeds. Darkness needs around 2.5ghz and up to run properly.

However, a lighter version of the game will be coming soon which should be able to run on 2.0ghz and up, but it's not going to be as smooth as regular (providing you have a cpu to back it up)
It seems like games run poorly when people have hardware rendering off (or they just have bad graphics hardware), the game has a lot of partially transparent icons, and the framerate is more than 10 fps. Even without pixel movement or the mouse detection, on old computers DS can struggle to redraw the screen 30 times per second.
Transparent icons will cause a lot of trouble for many people. I actually think that's most likely the biggest issue for people like me having problems. Any game with transparency on BYOND gives me trouble similar to this. I don't think frame-rate or pixel movement are the problem. Those never have issues if executed properly. Transparency, however, always has problems for people with lesser quality graphics hardware like myself. BYOND is partially the problem here, however, as I can use transparencies on any other software and it's fine. A lot of people still have older computers like mine, though.
It has to do with alpha levels in the icons, yes, but the issue isn't just the alpha levels, it's the fact that the tick_lag is much higher as well, causing you to redraw 40 times per second instead of 10 times. Unfortunately it seems like this game requires a at least a low end video card to function properly. If you're using a chipset then I kind of can't help.

I didn't have another computer to test this on, so I'm sorry I didn't see this issue ahead of time. =(
You could have the tick_lag at 0 and it still wouldn't cause problems if executed properly. That has absolutely nothing to do with it, I'm telling you this from experience.
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