Stuff Under the Header

10/26/2010

Progress Was Made

Edit: (October 31, 2010) I think I may release an update soon with the new revamped sound system. Everything, including the music will be changed. I'll include an option to turn the sound changing system off if you don't want the various effects from it. This only includes the low health changes, the rest will stay on.


Anyway, this little edit is mostly about Slaix' play-through of the game on Hard mode. He's done a lot of other play-throughs of underground games and Distorted Travesty is his next game. He is actually taking a break on posting his current LP ("Let's Play" for those that don't know the term) as it is a very large game and is now posting Distorted Travesty. He will probably take a break from posting this one about half way through and continue with the other to another major point, then finish up this play-through. Anyway, the link to the playlist is here and on the sidebar now.


Edit: (October 27, 2010) The new version with the updated sound has been uploaded. Since the sound buzzing was the last of the major bugs, I've decided to call it complete. It is no longer considered beta, it is done. I will still fix reported bugs and all that jazz though, I definitely won't abandon the project. The music is still not using the new sound though. It's going to be a bit tricky to get the music to work with how I have the code set up. Gonna have to rewrite a few things, which will take some debugging time. Working with it kinda killed my inner child a bit, so I'm going to put that on hold for now.
On the changed noted below about the sound changing when your life is in critical range, that is disabled if the low health warn is turned off.
Oh yeah, save files are still not encrypted. :P

I did something on the game today. I fixed the sound buzzing bug, yay! The game is now using the supersound extension, however only the sound effects are using it. The music is still using GM's default sound system for now. Until I can find a method for converting the midi to ogg files without a huge spike in file size, it will remain this way... Unless everyone doesn't mind a 20-30 MB increase to file size because I'm estimating it to boost by that much. That really doesn't seem so bad. I'm going to play around with things and see what I can do. Once you see an edit to this post, the new version with the new sound system will be in place.

Note: There might be a few crash bugs that slipped through while I was converting the game's sound. Luckily most of the sound plays through one place in the game code.

Game Changes
The new sound system has allowed me to do something I've wanted to do since the beginning and that's change pitch of some of the sounds based on what is going on. Your attack swing will change pitch based on your hit combo, the higher it goes, the higher the frequency. When your life is in the danger zone, all the sounds will slow down. (When/if I get the music converted, it will do the same, it's quite a humorous effect, especially when you get hit.)
Some of the sound effects will sound a bit different, in my opinion everything sounds much better.
The game runs a bit more efficiently now, GM's sound functions, including the loading calls, eat up more memory than supersound's functions.
Remember the slight memory leak I mentioned before. Well it's gone now... well sorta. It's even smaller, once I have the music converted to this system too, all the memory leaks will be gone.

10/20/2010

Away + [Insert Title Word Here]

Edit: (October 23, 2010) I might give out the gmk file sometime if anyone would like to see and edit the game code. Then you all get to see my terrible code. A note on that. You can see the code with any version of GM, but if you do not have GM8 Pro, you can not edit it. You could technically with GM 7 Pro, but you would need to change a few things... a lot of things.


Another note, I'm sure some of you may have already caught on, but Distorted Travesty has a minor memory leak. It's been around since version... I don't even remember anymore, it's a memory leak that's over a year old. It's minor and I probably won't fix it, but I just wanted to make everyone aware that there is indeed one there.


Two other things that are actually unfinished. The main one is encrypting the save data and the other is a sound bug. The sound will start to buzz on probably 99% of sound cards out there after you have played DT straight for an hour or so. Restarting the game will fix it, but I don't like that. Sounds like Nintendo's way of dealing with bugs. I may in the future convert DT to use the supersound extension as it will most likely fix the sound buzzing. It will also make sound... sound better, give me a few more tools to edit sound, and lower the file size since I will have to convert the mp3 to ogg. I should not have been using GM's default sound functions as they are shitty at best. To anyone using GM for ANYTHING, do not use the default sound system, use something like bassmod.dll, supersound.dll, or FMOD.dll. Most of them have an extension package you can use so you don't need to mess around with the messiness that is dlls. A google search will reveal their locations to you. If I do convert it, I will use supersound because I am familiar with how it works and it is very reliable.


For those concerned, I haven't been ignoring you, I've just been away and working all week and been without a computer or Internet. (for the most part) I'm back now with nothing TOO much to say on the game. No changes have been made the last few weeks. Looks like the project is at an end now. I'll put in the save file encryption sometime and remember that they won't be compatible with older saves once I do that.

Hmm, now what else to say...? Oh, I doubt I'll be making another level. The Spire seems like enough. Maybe one day there will be a Directors Cut version or some pretentious thing like that. :P Also the suggestions will be considered if that day does happen to come around.

For future projects, I'll keep them posted here or if they get their own blog, I'll link to them. All my blogs are listed in my profile here. I am still working on stuff, but it is mostly generic prototypes for now.

9/28/2010

No Changes To Water Barrier

Edit: (October 11, 2010) GDC is over and was tons of fun. Not quite as good overall as other years, but had more fun than any other year with the night parties.


Edit: (October 1, 2010) Newest version (0.0.14.5) is out now. The content said below is available now. A change was made to the Distortion 2 boss. The room is a bit taller so you don't bump your head at the top. During its bullet storm, Jeremy will warn you a second before it changes direction. This will be the last update for awhile unless someone finds a major bug. Enjoy the game. :)

I will not be around next week as it will be the week of GDC, but that's next week... Sometime this week I will be releasing the not-really-final version of the game. It will have the finished up ending as well as a ranking at the end. The rank you get is determined by a few things such as death count and the rest you'll have to see. The rank only affects one thing at the end and you don't need a very high rank to "unlock" what it is. I like unlockables, but at the same time, I don't. If this were a much shorter game, I would put in more of these types of things. The ranking (and extra scene) is after the credits, so be sure to stay for them. Once the game returns you to the title screen, your save file will be flagged as having completed the game. Keep that file since, at a later date, I MIGHT release a bonus dungeon that is unlocked after the game is completed.

Other than that, the changes are quite unnoticeable.
I may post some pics from GDC.

Hmm, this post is too short and I don't seem to have much else to say right now... (This is why I should write down the things I want to say here since I tend to forget half of what was going to be said.)

Well I'm on the 5th generation of Agarest War, suddenly the difficulty spiked up. I figured I had overpowered my characters in the previous generation, but apparently the developers knew that would happen. That's okay, I just reoverpowered them, so I'll see how that works out for me. (Had my first loss on this generation aside from a really cheap death that happened early on in the game.) Oh yeah, to gauge how long this game is, one generation will take, on average, just as long or longer than it does to get through all of Distorted Travesty. (Well I did it in 12 hours.) Here's a screenshot of my stat window after playing all the way through the beta. Item % is 99, I missed 3 items.

9/19/2010

Stuff I'm Doing Now

Edit: (September 21, 2010) Slaix was kind enough to write a TVtropes page for the game. :) You can find it here and on the side bar.


Edit: (September 20, 2010) Version 0.0.14.3 (now 0.0.14.4) 'should' fix the rare loading issue for those who are using Vista or Windows 7.
It also makes a very important mechanic change. You can now execute the jump attack at any time when you are in the air, not just when you are falling. It also gives you a bit less upward momentum when used, but you can actually go a tiny bit higher than you could with the original jump attack mechanic.

Well the game is almost done now. Most of the things that need to be fixed are small things. I still need to fix up the very very end after the credits, but really that's all I "want" to do. Here is what I mean. It's gotten to the point where I hate the game now. I don't want to look at it anymore. I've heard this is both a good and bad thing. You're never truly done with a project until you can't stand working on it anymore. This doesn't mean I'm going to abandon the bit of stuff left to do on the game, but it may take some time. I'd like to do other things. Give myself a break from Distorted Travesty for awhile. (I spend a lot of free time with it.)

I'm going to play around with a game I had started making about 3 years ago. Not going to spend too much time with it, just going to play around with some concepts. In the future, I'm going to take more breaks from game design. At least with one project anyway. I feel my creativity starts to burn away if I put myself into one thing for too long. I definitely feel like some areas in DT suffered from some of this.

Overall, I'm happy with how DT turned out. It's the best project I've made, I think I've made something enjoyable and that's all I was aiming for as far as for other people. For myself, I've learn a lot from the project and I know it will show into future works of mine. My advice for anyone with a project of any size is to properly plan all the game details and mechanics out. I'm a total hypocrite with that, not "every" aspect of DT was planned from the beginning. Though feature creep will happen with almost any project, I just like to keep that stuff from happening as much as possible.

Again, the main thing left with the game is finishing up the bit after the credits. I may make the tutorial section have a bit more graphical representation for pointing things out, such as when the game explains what the element meters are for. (Or not.) One other thing is making a semi-transparent change (transparent to you anyway) to how it loads external resources. On some computers, (specifically Vista and Windows 7) the game doesn't properly load the audio resources in which causes errors and makes the game not start. Apparently I was not forcing Game Maker to look in the root DT folder. If I don't tell it to look in the working directory, Game Maker typically assumes that is the path... just not always. Luckily Game Maker provides this function for me so it's not really a problem.

Long posts are lo... anyway... I think I'm going to actually sit down and try to enjoy some games. I want to finish playing through Season 2 of Sam & Max. I was recently given a laptop that is better than my Desktop. (the one I'm typing from.) So I can use that to actually play the game without it freezing and lagging a lot.

Possibly finish playing Agarest War. Don't play that game, it's good and it sucks, my roommate Jerry convinced me to play it again. It's a strategy rpg with a fairly weak dating sim aspect. You play the story through 5 generations of characters, each one lasting about 15-20 hours, I kid you not. I just started the 4th generation and I can see that the developers were not lying about the 80+ hours of gameplay. I've been playing the game for months on and off. I've found that I hate the start of each generation, I finally get used to all the characters and the interactions between them and then at the end of that story arc, most of them have to say good-bye and then we're onto a new generation with new people I must become acquainted with. (Some characters carry over, such as the "immortals" like elves and such.) The end of the 3rd generation was the worst as that generation had the best character interactions and I didn't want them to part ways at the end. The battle system is repetitive, though rewarding and fun at times, especially when you manipulate the field the way you want. It's actually a very deep system with a lot of choice. I play it now for the story and mostly to see the interactions between the characters since that is done fairly well. (Plus I've already put 60 hours into it, might as well see it to the end.)

Well that last paragraph went on too long. My roommates and were talking today and I mentioned I might have a little thing at the end of DT that changes depending on your item %, much like how Metroid Prime went. The more you have, the more content at the end there is. Prime had 3, below 75%, above 75%, and 100%. Jerry jokingly said, parody Super Metroid exactly how it was and have the character strip down... No worries, I'm not doing that, not even for the laughs... well maybe. If someone sprites it in that style, I'll do it. No joke.

Anyway, I'm going to end this... oh wait. I'll be at GDC on October 4th - 8th. That'll be fun and informative. I've always enjoyed GDC. I'll be sure to actually get pictures this year. Now I'm done.

P.S. Does anyone want me to change the skin of this back to the orange one, or at least something else? Just wondering if this white on black is bugging anyone.

9/15/2010

Fixed Up Beta

My brother's wife had her kid this last Sunday and it's a boy. I heard back from him yesterday and they are out of the hospital, which means both her and the baby are doing well. So it was an exciting weekend.

I've released an update to the beta with all the stuff I've fixed up. Some of the changes include:
-No longer having to press [L] to reach your equipment in the inventory submenu.
-No lag in The Hideout, fixed up the code for the conveyor belts there. The conveyor belts also keep objects moving at a consistent speed now. Note: Some conveyors may move you a bit slower or faster than previous versions.
-1 more skill capsule.
-Lots of fixed up typos.
-A few more binary indexes that give irrelevant info.
-Rave mode music now stops when moving to another map. (It didn't do this for all maps.)
-A few level changes.

Game Manual
-The pdf manual is also included with the game download now.
For a bit of time, I've placed the pdf in its own download here and here if you don't want to download this update but want the manual.

9/06/2010

The Beta is Done

Edit: (September 14, 2010) Last edit to this before I just make a new post. I may release an updated version due to all the little things that have been fixed up. As you can see, there's a lot. Some of them are as simple as a typo, others are things like the inventory menu fixed up and even another skill capsule added in. Slaix (and my beta run) confirmed that I was 1 capsule too short for all the skills to be learned. A look at my skill list and total capsules in the game would have also fixed that. The new capsule was added in the second portion of Distortion 3. It's practically given to you... or I could move it and place in another hidden map somewhere. :P


Edit: (September 8, 2010) The side info now shows how close I am to fixing all the major bugs I have.


Edit: (September 7, 2010) The complete version save files will NOT be compatible with the beta or anything before it. The "encryption" on the save file will cause it to not be read properly. (It will read, but it will make some nasty mistakes and cause your saved game to do some odd things.) Anyway, with the beta, I accidentally left one of my test modes on, if you find out how to access it, well... there's nothing I can do to stop you from using it. Though I don't recommend saving after using it. (Depending on what you change with the debug settings.)


Edit: (September 6, 2010) It's uploaded, have fun!

Note: If you don't see it actually updated here, then it isn't uploaded yet. The beta is done, but when I have it actually packed up and uploaded, you'll see an edit above this and the side updated. Anyway...

I actually got it all ready by the date I previously said. There are still some things to do on the game, but for all intensive purposes, the game is "done". It is fully playable and ready for you guys to bug test and enjoy. During this time, I will be addressing a lot of issues like control schemes, typos, and some other random stuff, sound... I might make a boss rush mode (mega man style) or at least make the bosses replayable in their rooms. The submenu for inventory will be changed to where you don't have to press [L] to get to your equipment. There are currently 14 major bugs/issues that need to be fixed, when they are, I will consider the game "complete". This process may be a little slow as I won't be giving this as much time as I used to, so I will not be setting a release date for the full complete version, but I'll say here that I'd like the end of September.

Anyway, if it isn't already here, keep a look out today. It's done and will be uploaded today.

8/26/2010

Oh Sincerity, How Convenient

Edit: (September 5, 2010) I should be releasing the game tomorrow. (Monday) I will still have some stuff to do and finish up, but everything will be playable and that's what I'm going for right now.


Edit: (September 1, 2010) All the gameplay related things are done, which means a beta release will be coming up very very soon. Just need to fix up some stuff with the ending, (which isn't all that elaborate) test something with the final boss yet again, and we're all set.

Well I quit my job yesterday. The reasoning behind it I find quite humorous as it is very similar to certain themes presented toward the end of Distorted Travesty. If you're curious, (and this may be a subtle spoiler for the game) I quit due to moral differences between myself and the way the company is run. They deal in very shady business practices that I simply cannot associate myself with. Everyday would leave a bad taste in my mouth as I would be supporting and representing their unscrupulous methods. As far as who I was working for, I am under a restraint for a few days due to a term in their employment agreement, so I will not disclose who they are at this time. I doubt it pertains to things like saying why I left their company, but I will still wait till that clause has ended.
(No worries on what I will do for work, I have that taken care of.)

Game Stuff
As for the game, it is still coming along. The delay I stated before is still in place, it will/should be early September. I don't foresee any issues coming up on the development side of things so it's a straight shot from here. No changes to state this time, it hasn't had much work on it between last Thursday and today. I've been busy, mostly with life, partially the issue stated above, and etc. Also the 22nd was my birthday, yay!