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Offline Lobo

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Reply #660 on: October 19, 2009, 09:36:27 pm
I don't understand what you mean by 'not egyptian', seems quite suitable to me. Are you talking about 'Mummy Daddy' level or something else?
Unfortunately, the latest beta doesn't work on either emus or hardware so I'm lost at seeing what you're pointing to exactly.



Offline spacefractal

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Reply #661 on: October 19, 2009, 09:55:37 pm
My newest beta works fine in emulator? The times I got was played on the no$gba emulator (or did I got a another beta?) and not on my real hardware (have not pulled the acecard out yet). I talked about the new out of the world level (the level 3 was just replaced in the newest beta). It somewhere "coldere" than excepted. A little pyramid in the bg (sunked into the ground) and a skull (you have allready one) instead of witch can also do the job.

« Last Edit: October 19, 2009, 10:04:54 pm by spacefractal »

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Offline Lobo

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Reply #662 on: October 19, 2009, 10:12:43 pm
This is the latest beta I got today which doesn't work at all on either DS nor emu, just everything scrambled kinda so can't tell exactly. I'm guessing you're talking about the level with sand in the background?
If that was the case, I wasn't so sure if that one had anything to do with 'Egypt' specifically, Flash has asked for a sand bkg only so I went with that. In case it has something to do with some specific place then he has to tell me about it and I'll see what I can do.
Also, I don't understand what do you mean by 'witch', if it's enemy than it's up to Flash to change it into something more relevant to the level, maybe mummy head/walking mummy/spiders/skull, etc. There's a ton of enemies in there to choose from.



Offline spacefractal

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Reply #663 on: October 19, 2009, 10:18:35 pm
Personly it should still been a real egyptian level (outside or inside a pyramid does not bother me), but you might not seen the level yet. for me only final screen is scramled the text (as he have pointed out, so no problems here), but its was the beta I got yesterday danish time. You might have got a even newer beta.

Flash might known better :-D. It just what I think when I saw that level and giving construvetive feedback.
« Last Edit: October 19, 2009, 10:21:41 pm by spacefractal »

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Offline flash

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Reply #664 on: October 19, 2009, 11:43:32 pm
Well done on the times for me..

I will round them up a little and use them as a starting time.

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Offline spacefractal

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Reply #665 on: October 19, 2009, 11:55:07 pm
I could do levels something faster and these was times when I first completed the level and did not tried to improve the time which was not intended to do here, but nice idea to round little bit up. Time Attack is fun and a fun idea. I see I got complete rest of the finished level (from the metoer level) and also got the music done.

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Offline Lobo

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Reply #666 on: October 20, 2009, 12:16:37 am
Ah, just got the working latest beta, all is fine. :D
I've checked that level, third one and it's description has nothing to do with 'egypt' or similar so I would leave it as it is as it looks good being dark like that (unless Flash has something story related to add to it?). The only thing might be to put different enemy instead of the witch though.



Offline spacefractal

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Reply #667 on: October 20, 2009, 12:28:47 am
This is due with the music I want the level more Egyptian inspirited, since I used a fair amount of time to fix the clicks issues on that song and is one of my favorits song. Elsewise cold.xm would now make more seance (which used in "the end?" level), due both levels theme is very similar. Mightbeen theme on these 2 levels should swapped now?

I think story should follow regular as regular, even the level got swapped and let the level 3 text used in the new level used something like that in "mummy daddy" why it got swapped....

« Last Edit: October 20, 2009, 12:35:49 am by spacefractal »

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Offline sverx

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Reply #668 on: October 20, 2009, 09:23:45 am
Yesterday evening I was testing the latest beta I received on the hardware and I noticed some -minor- problems.
The first is that in the 'audio options' the screens both flicker when you change tune. And there's a red line in the bottom of the screen (you can notice it in the emulator also, but on hardware it appears much more)

Conveyor belts problems on YF level seems gone now. BTW it's funny that if Willy dies on the lower conveyor his tombstone moves on it and that doesn't happen if Willy dies on the upper conveyor instead.  ??? Not a big problem, you know.

Going to run more tests this evening, hopefully.

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Offline flash

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Reply #669 on: October 20, 2009, 10:03:50 am
Hmm...

Found the red line problem, but have no idea about the flicker changing tunes? Does this happen when altering volume etc?

Has anyone else noticed this?

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Offline sverx

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Reply #670 on: October 20, 2009, 12:11:11 pm
have no idea about the flicker changing tunes? Does this happen when altering volume etc?

Dunno if it happens also when changing sfx volume, going to check this eve. But it does flicker when you change tune. Both (!) screens.




Offline spacefractal

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Reply #671 on: October 20, 2009, 01:02:19 pm
its does not flicker on the emulator, but it does on my acecard II (on most tunes but not on all) as well on hardware and only when selecting tunes, and yes the redline is more viewable on the hardware. Its not completly annoyring, so I guess is a minor bug.

I trying to see I can complete rest of the levels. The final LL tune would propenty use 10 channels = the only song that use 10 channels due delay effects (and seen clicks very little but this time none annorying). Have started on XM version of it.

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Offline spacefractal

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Reply #672 on: October 20, 2009, 01:58:48 pm
more times:

::CM::
Around 46-47 secs, but the level have some issues...

but the level is not fair (died just before the door due fireball). Dont set the keys and door completly to the right, because you have not a change to avoid fireball which is allways appear random from the right screen.

::TH::
52 secs, took some tries and this time should easy been beaten.

::CO::
48 secs (removed text which was for a another level), this level is clean.

:: TH ::
45 secs (I like that level and good time trail level.

:: BU ::
43 secs (A really good time on that level, since I got a good start on that hard level).

:: WA ::
52 secs. I managed to complete the level......

:: WO ::
35 secs

:: AH ::

1. how do I take the top 2 keys? The top spikes got them impossible to take. See next post.

2. I dosent like the tile gap on the bottom ground, because you allways trying to jump over it even not required, result is you die.

ANOTHER EDIT: I got the level in 1:14 secs, so possible to complete depite some small issues.

:: EW ::
52 secs, this is a very fun time trail level.

:: JU ::
After I got the top right key (only the key I missing is that last key just with the door), Im are totally stuck and not sure how to fall down without die, and is also impossible to jump over the 2 monsters from the top platform? I would see 2 chruncing platforms left of the top platform, or easier way to fall down to the ground get back again to fix that little issue...

:: FI ::
56 secs
« Last Edit: October 20, 2009, 03:37:51 pm by spacefractal »

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Offline flash

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Reply #673 on: October 20, 2009, 02:25:10 pm
Not sure what you mean about the Christmas level?

The two top keys can be got by the wrap around screen. The righthand one you must get last and fall to the exit.

What do you mean about the gaps at the bottom? you do have to jump them.

Thanks for the times, I will update the times in the game with them.

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Offline spacefractal

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Reply #674 on: October 20, 2009, 02:30:18 pm
I can still not complete that xmas level, due but seen have some issues (time was 1:14):

1. When he stop on the very bottom to the left, you need to jump completly to the left platform, before you can turn. Just a very very minor issue.

2. He fall throght the little hill on the right middle screen (just after I passed the bird second time), where you need to get top again to get the evil top key. There is no gap here, so he should just stop and not fall...

3. If you jump of the very bottom left platform (right for the left bottom key), you die.

Also I updated some text on the times I giving and changed a comment.

The quit key using the shoulder bottom can been annoyring (only happens with cheat mode on and in time trail levels).
« Last Edit: October 20, 2009, 03:28:16 pm by spacefractal »

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Offline spacefractal

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Reply #675 on: October 20, 2009, 03:40:59 pm
sorrry these many edits, but this is due I was just currectly play the levels and tried them again later. While I played I found a little issue on hardware:

There is a little lag (around 100-200 mili secs or such), when you press on jump button and seen happens on all levels. This only happens once per each level.
« Last Edit: October 20, 2009, 03:49:21 pm by spacefractal »

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Offline flash

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Reply #676 on: October 20, 2009, 07:13:17 pm
Thanks,

I will look into it mate. Cheers!

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Offline flash

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Reply #677 on: October 20, 2009, 09:18:52 pm
The quit key using the shoulder bottom can been annoyring (only happens with cheat mode on and in time trail levels).
That is because it is level skip and on a bonus level there is only one level.

I will look into the issues on the Christmas level.

Thanks again for the times.. I have rounded (mostly) to the nearest 5 secs for people to get a chance. Though I have copied your times to a text file and when I get a chance, I will see how close they are (Ie. how hard to beat) and adjust them down a little if I can.

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Offline Sokurah

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Reply #678 on: October 20, 2009, 10:11:53 pm
Yes I need a little jingle for the halt screen :-D

I solved that for the game I'm working on right now. I'm using a recording from a forrest complete with birds chirping. Doesn't fit the game at all but I think it's pretty funny to have the contrast of something so pleasant and serene in a game with monsters and shooting in space. :D

And I would like to apologize for not having been very active online lately, but the reason is of course that I'm crunching to finish my own game before the end of the month. I haven't even tried the last few MMLL betas and I feel terrible about it. I tend to wear blinkers when I'm nearing the end of development on a game, so my focus is usually pretty narrow at those times. :/ But if nothing else than I will definitely play the finished game...perhaps some later betas if the game isn't finished this month.



Offline sverx

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Reply #679 on: October 21, 2009, 08:06:42 am
There is a little lag (around 100-200 mili secs or such), when you press on jump button and seen happens on all levels. This only happens once per each level.

Oh, you also noticed that? I always failed to make the first jump in each level (maybe because I'm pressing and releasing the jump key too fast) and I thought it was a problem with the button on my console! Thanks!

About that flickering: I suspect you're refreshing the screens right after the uncompress and load of the tune, so maybe the screens aren't v-blanking in that moment. You could add a swiWaitForVBlank() or whatever you're using for that purpose :)

Last thing: I always forget to tell you that -in my opinion- in the YF level the switch that moves the lift/cage and reverse the conveyors should be disabled (gets burned?) after the first use... as it is now, people would expect to reverse conveyors again with it, since the switch itself keeps on working (it goes up and down each time you touch it... and you can -hear- it's switching!). Well, not a big problem, anyway... it's that I'm kind of perfectionist ;) lol :)




Offline spacefractal

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Reply #680 on: October 21, 2009, 08:50:30 am
I first noticed that button problem when I was played on very last bonus level when there was some lag when I tried to jump the bottm monster.

bonus levels can been anything :-D, and I really like the high jumping level too, just to bad I got stuck here at the top right (the only level I missing a time), so I could not set a time..... There missing something :-D

My times should been able to been beaten if you add 5 secs and then round up to near five. Only BU level I think you shoulf set a 55 as start time I think. The CM might require some sound alert before fireing a fireball, so you have a change to avoid the fireballs when you are on right screen, but that time was wrote here because I just died before the door (I was about 1 tile from it).

The first times was on the emulator and the second post of times was on hardware using newest version (but should not matter).

I like the hell tune you used in one of the level. Works awesome here.
« Last Edit: October 21, 2009, 08:59:14 am by spacefractal »

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Offline spacefractal

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Reply #681 on: October 22, 2009, 12:50:29 pm
01:07 for the Joy level. It took some tries. I dont think you need double layed chruncing platform, but just remove the top ones?

I think the end level text page too fast? Not all can read fast? Mightbeen somethink "press button to page" after a while? Nice idea and story.

There is some clicks on the end song as well, but I dont think its annoyring here this time, since it not a normal clicks?
Fixed, this time might been the sample and not really a click issue this time....

I think the lobo09 signature should been the same as on the title screen on both the ends screens, since we got credited now here as well?
« Last Edit: October 22, 2009, 01:25:16 pm by spacefractal »

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Offline flash

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Reply #682 on: October 22, 2009, 02:45:00 pm
I think the end level text page too fast? Not all can read fast? Mightbeen somethink "press button to page" after a while? Nice idea and story.

On the latest version (not sent out as yet), you can use left/right l/r to move forward and back a page at will. I will extend the auto-flip delay a bit, but I want the credits to flow automatically really. Then you can always use 'left' to go back a page if needed.

Thanks for the tune fix.. Hopefully it is ok now (though I had not noticed the clicks)

Also, can I have one more tune pretty please? Just something to play on the 'bonus completion' screen? Not sure what? Perhaps a tune that is slow (if you do not get a record) and a faster version of it (if you do get a record), what do you think?

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Offline spacefractal

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Reply #683 on: October 22, 2009, 03:26:42 pm
I known I missing these tunes :-D. I think what I do..... Might been some clap sample when got a record and see yihaa or something like?

The music is something long, so a longer page delay would not been a issue here.

The clicks might not been here if you not sure what to hear after, since it was diffecent this time.

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Offline flash

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Reply #684 on: October 22, 2009, 09:19:06 pm
Ok, I have been working hard this evening on lots of LITTLE things.

will you notice? who knows...

Rev.Stu has just sent me some wonderful descriptions for the bonus levels that really do - flesh it out..

I will send a demo out tonight..

This demo will have ALL extras in their initial state.. That means, to find bonus levels, activation is needed. WW is locked and you can only start from LL level 1. (though you can cheat to unlock more). Also, the audio screen will ONLY play music you have heard.

This is to check that all is ok there and to give you a chance to find bonus levels and see if this works ok?

A sample will be added for when a bonus is unlocked and also a few more samples will also be added to the game. This will come later.

I am hoping I can iron all out by Sunday night for a Monday release - it is looking hopeful at the moment.

(audio flicker is still present though :( )
« Last Edit: October 22, 2009, 09:19:59 pm by Flash »

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Offline flash

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Reply #685 on: October 22, 2009, 09:20:46 pm
also, once EVERY level is unlocked, the title will flick through all 50 levels.

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Offline spacefractal

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Reply #686 on: October 22, 2009, 09:58:07 pm
I still we should wait a release to the halloween 31 October? Its only 9 days left, so we have a week final test with all things locked as it was released (or by using cheat codes, these that is in should been a bit more compliced)?

I just sent a halt.xm

Then I work on the TDG game music to do that finished, but I guess only few is missing now, and only something jingles (its not that much music here than MMLL)?
« Last Edit: October 22, 2009, 10:01:41 pm by spacefractal »

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Offline flash

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Reply #687 on: October 22, 2009, 10:22:34 pm
Thanks mate, have not had a chance to check it out yet.

where is it for?

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Offline flash

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Reply #688 on: October 22, 2009, 11:43:56 pm
Checked it out...

Really nice, like the bit at the very end!

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Offline spacefractal

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Reply #689 on: October 23, 2009, 12:25:44 am
the tune played in halt screen after completling the horac bonus levels played totally wrong? I like to use halt.xm here.... it was not on the last beta. Hence why used the tite tune there.

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