Monthly Archive for November, 2007

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Beta!

Alright guys, there’s not all that much new in this build, to be honest. I just want to stress test the code, and I’m anticipating a lot going wrong, this engine is more complex than the demo, and far more complex than World 1. I’ll try to keep this build updated as I update the engine.

To report bugs, I’ve set up an email address, or you can go ahead and leave comments on this post.

Click the link below to launch the game. And apologies for the barren page, I know pretty much nothing about HTML…

picture-1.jpg

Look out for bugs, of course, but tell me what you think about killing spiders, the look of the level, the new animations, stuff like that.

Oh, I made jumping on baddies while holding jump versus letting go of jump before you hit them feel much different from the other than before.

And YES, I know his hair disappears sometimes, it’s because I haven’t animated it yet in those areas.

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Speed

Very few people have played The Fancy Pants Adventures at full speed. No, really. It doesn’t matter how fast your computer is, or what operating system you run, I set FPA to 30 frames a second, and if you’re playing the game in a browser window, it will run at an unsteady 20 – 25 FPS. The only way to get World 1 to run at a solid 30 frames like God intended was to run the swf file in the Flash Standalone Player, offline.

There’s some good news for World 2, however, as long as my plan ends up working correctly (and I’ll definitely be testing that during the beta). See, some time over the summer, Adobe multithreaded Flash so that it could play HD video, yeah, big freaking deal, like we need yet another streaming video player on the Internet, right? Well, it looks like that allowed Flash to run full tilt, even on single core computers… under certain conditions. Yeah, I basically have to time every frame manually because Flash is overfilled with suck because it will never be optimized for anything better than obnoxious web advertisements.

Anyways, all this means is that there will be more than just a few people who play FPA like it’s meant to be played, despite Adobe not having the slightest idea what the hell they want to do with Flash *shakes fist*

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Beta

Alright guys, I’m not going to release a new demo with more levels or anything, but I do need a way to stress test the code before letting the game out into the wild.

So I’m planning on putting a beta up on the site, don’t get too excited, it’ll just be the first level of the demo, updated, of course, with all the new code and physics.

You guys will be in charge attempting to break the engine, and leave comments on what you did, how you did it, and screen shots if you can manage them. And if you report anything that I don’t know about that I end up fixing, your name will end up in the credits of the final game.

Of course, feel free to comment on the new animations, physics, all that stuff, what’s better, what’s worse, all that non technical stuff…

I need to finish updating that level before I can upload the new build, but check back soon!

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