RETRO REDUX (Untitled)

JeffreyDriver

  • Posts: 1678
It was due to the way actors are killed and created as the camera moves around.
What if the actors were paused and resumed once on screen again?
You could use the actor on screen to reactivate them, rather than destroying them.

I tried that, but I started running into framerate issues, even though the actors weren't active. That was while testing on flash though.

I thought that non-active actors didn't impact performance, but it did when I got to 500+. Unless I was doing something wrong?
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

JeffreyDriver

  • Posts: 1678
UPDATE

Graphics improvements
Work started on menu screens
Save implemented (Currently manually saved when you pause the game)
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

Ephoria

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  • Posts: 37
I don't know it's normal but the controls player has some small problem, when a jump the player take a long time to slow down. It's a frustation on some map.


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JeffreyDriver

  • Posts: 1678
Thanks for letting me know. I'll look into it.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

JeffreyDriver

  • Posts: 1678
The main game is now fully playable from start to finish.

But there's still lots of work to do.

UPDATES:

  • Fixed movement issue where the player would slide on slopes
  • Tweaked the collision shapes on some enemies to make certain sections a little easier
  • Added additional teleporters to reduce the amount of backtracking
  • Amended location saving system to prevent the possibility of spawning somewhere dangerous and to prevent the player from being able to skip challenges
  • Menus mostly completed (Missing content and options don't yet work)
  • Added an intro with instructions
  • Saving/loading system
  • The game can now be completed, with an actual ending
  • Fixed some performance issues

« Last Edit: February 03, 2018, 01:51:36 pm by JeffreyDriver »
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

JeffreyDriver

  • Posts: 1678
UPDATES:

  • Major graphics updates. Replaced enemy placeholders with a generic enemy image. The idea is for the majority of rooms to have unique looking enemies related to the title of the room. It's a huge task though, and probably the last thing to do.
  • Standardized what are enemies and what aren't (platforms are white, if it's coloured AND moving, it's an enemy)
  • More movement tweaking to solve an issue with jump-through platforms.
  • Visual feedback when colliding with an enemy or collecting a rod.
  • HUD displayed for a shorter time when switching rooms, but the HUD can be revealed by pausing the game
  • Tweaked a few of the rooms
  • More performance issues sorted
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

domagojbulat

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  • Posts: 166
Wow! The game became really nice! Art looks professional and I adore the music. Where did you get the music? (I might need similar tunes some day)

JeffreyDriver

  • Posts: 1678
Wow! The game became really nice! Art looks professional and I adore the music. Where did you get the music? (I might need similar tunes some day)

Thanks! Found the music here - https://opengameart.org/content/4-chiptunes-adventure
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

JeffreyDriver

  • Posts: 1678
UPDATES:

  • Given the game a working title; Retro Redux: Cleaner. I don't really like it, so I'm trying to think of something to replace the word 'cleaner'
  • Added graphics to loading screen and main menu screen
  • Added content to the menus

I'm going to upload this to newgrounds first to get some more feedback.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

Ephoria

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  • Posts: 37
I like the music. that give good !


Follow me on twiter : https://twitter.com/_Ephoria

JeffreyDriver

  • Posts: 1678
Yeah, I'm pleased with the music. It works well. It's not authentic to the ZX sound, but music on the ZX could be rather grating https://www.youtube.com/watch?v=BgUzteADsRI

UPDATES
  • Map improvements: disabled the CRT effect when viewing the map for added clarity, added a marker for the exit (airlock) and made the player's marker more noticable.
  • Increased the number of teleporters. There's now 20 to reduce backtracking even further.
  • Enabled endless mode. The goal is to clear each room. It works by loading rooms in a random order.  There's currently 35 different rooms, but I'm aiming for at least 100 to cut down on repetition.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

Vaibhav Sangwan

  • Posts: 157
I liked your game. :) :)
Although,I didn't complete all rooms but ,I think that it is quite challanging to complete all rooms.

Are you still working on it or is it completed?

« Last Edit: February 23, 2018, 01:37:08 am by Vaibhav Sangwan »

JeffreyDriver

  • Posts: 1678
Thanks, I'm glad that you liked it.

I'm still working on it. I still need to finish endless mode, implement mobile controls and replace placeholder graphics. I'm also considering including more enemy types.

Then there's bugs and other improvements.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

JeffreyDriver

  • Posts: 1678
UPDATES:

  • Bug fixes. Lots of.
  • Mobile controls added (Don't function in flash)
  • Extra options. You can now adjust the time that the hud is displayed when entering a new area, or disable it completely.
  • Option to change opacity of the controls
  • There's 50 unique room for endless mode. This may be enough, I'm not sure. May still go for 100
  • Prevented the same room in endless from appearing twice or more in a row
  • Visual feedback on clicks/taps
  • Menu enhancements
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk