Cutey Zone

General Category => Cute Discussion => Topic started by: vgperson on June 04, 2017, 01:29:22 AM

Title: All To Get Her
Post by: vgperson on June 04, 2017, 01:29:22 AM
(http://i.imgur.com/oV1pgbP.png)

It's been released! If Cutey people want itch.io download codes, I can PM them.

Here's the release beta for All To Get Her, my new game (priced at $5) that I've been working on furiously since the start of May, as a relatively-straightforward break from my maybe-too-ambitious project Loverinth. Its gameplay is a successor to Base Attack Puzzle, except you can move further, are slightly less grid-bound, and there are two of you, so you can play solo and switch characters or play local co-op.

Also unlike BAPuz, it has a story and it is MUCH gayer.

You can access a level select from the pause menu (in the real game, this is unlocked after beating it), where you can jump to any point or do time trials.

Also accessible from the level select is the Dungeon Editor, where you can make single-screen levels or whole dungeons if you want. Basically all the objects I plan on having are in there already. Pressing 9 in the editor exports the current dungeon as a "locked dungeon" starting from the current level, and puts a string representation on your clipboard which can be imported by other players. I'll probably make all the main game levels myself, but if you guys want to make some levels, I could officially offer them as a Cutey Bonus Pack or something.


If you need it, dungeons (and the main save file) are saved in C:/Users/___/AppData/LocalLow/vgperson/All To Get Her.
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 04, 2017, 05:46:21 AM
ah cute i'll check it out 2-morrow!!!!
Title: Re: All To Get Her (Cutey Preview)
Post by: SquareWheel on June 04, 2017, 09:57:42 AM
Is the dialogue supposed to be off-screen?  Not sure if feature or bug.

(http://i.imgur.com/Zg9ePkG.png)
Title: Re: All To Get Her (Cutey Preview)
Post by: SquareWheel on June 04, 2017, 10:05:31 AM
Hrmm, yeah I think something might be broken.  I finished the dialogue and then it's just a blank screen.

There were no characters, backgrounds, or anything throughout.  Text and sounds worked, though.

output_log.txt (https://pastebin.com/accfqhMy)
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 04, 2017, 05:45:47 PM
is this game maker? i wonder if it doesnt like your high dpi display
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 05:47:31 PM
yeha i get the same problem as cook.... also when i go to the level select and pick a level i just get an empty screen with a timer in it.....

also when i try to start the game up again after quitting, i just get a black screen (as in the whole screen goes black except the mouse cursor, not just a black window).... this is the output log
Spoiler (click to show/hide)
i deleted the data in appdata/locallow and it still didnt load..... so i  deleted the whole game & redownloaded and it still didnt load..... is there another config file somewhere i need to delete?

the dungeon editor works tho and i made a shitty one-screen level, the goal is to get both girls into the Slime Pit. i cant convert it to string form though because the game wont run so heres a zip of my dungeons folder
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 05:55:40 PM
im really curious to see what the actual levels are like.... theres a lot of stuff u can do with the mechanics its kinda overwhelming
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 06:15:35 PM
btw im using a new ass laptop with windows 10 on it..... im assuming cook is on win10 as well.... my old laptop broke so i cant check how it works on win7
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 06:32:08 PM
Okay, apparently I'm really dumb and never tested running the game outside of my project directory, and this makes it fail to actually find and load the official level files. This is what causes the levels to be blank and the level select to have no level names. I'll try to figure this out.

It's made with Unity. And the currently-available levels aren't super complex, as I'm pacing out the introduction of objects - Areas 0 and 1 don't use any of the mana-changing gates and Asha only has the throw gloves.
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 07:27:25 PM
Okay, I think it works now! Redownload while I play aimaina's Slime Level.

EDIT: Man this is hard. I expected the mechanics would combine in interesting ways once everything was available, but this does a Lot to show that for having such a simple design and being made by someone who just downloaded the game. Good Job!!

MORE IMPORTANT EDIT: Oh frick, that other error, right. Turns out it doesn't like it if you start the game in fullscreen. Should be able to fix it. In the meantime, open HKEY_CURRENT_USER/Software/vgperson/All To Get Her in regedit, and change the "Fullscreen" key to 0.

EDIT AGAIN: Reuploaded with a fullscreen fix. It shouldn't freeze now, though I should probably further test that the letter/pillarboxing works properly. To be fair (to me), the pixel size in fullscreen looks ugly at my resolution.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 09:07:47 PM
wow thank im glad u like my lev!!  :apple:

i think 0-12 is kinda broken....
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 09:10:40 PM
Man, I didn't think of using the initial state of 0-11 to bring a box, only the solved state. Well then.

Yeah, the idea is you try to make a staircase like before but are missing the box in the floor you can't grab, so once you touch that spot you can only reach with a partial staircase, the timer for the scene starts. I'll figure out a way to prevent bringing a box in, I guess.

EDIT: Doesn't look as nice, but I think this formation will "filter" boxes (for Asha).
(http://i.imgur.com/Z3CM0IX.png)

Also, at first I did have it so the scene triggered after a set amount of time in the pit, but it makes less sense if it begins before the player realizes it's not solvable, and it seems annoying to have to wait ten seconds or something when you know exactly what to do. Though the latter may not mean much considering you can enable abridged scenes after beating the game.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 09:42:02 PM
beat all the world 0 staff times..... im assuming theyre really "staff times rounded up" tho

i havent actually tried w1 yet.....
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 10:09:30 PM
finished world 1 its a cute game so far.....

not sure if i can beat the w1 staff times.... controlling both characters effectively is rly hard
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 10:20:31 PM
Yeah, the staff times are rounded up since I want them to actually be beatable.

Yep, efficiently moving both characters is tough. I don't have any good way of finding the fastest times for two-player mode, so they'll probably just be the same for that, and thus may be really easy to beat.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 10:29:33 PM
sometimes i end up in a black void when i finish a level in time trial mode..... its happened on two different levels (0-8 and 1-1)

i think the level end is getting triggered twice somehow, because in both cases i beat my record, but the end-of-level time screen said +0.01, and my recorded time was 0.01 (or 0.02) lower than what the time screen showed
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 10:39:35 PM
There is some slight discrepency with the time differences because everything is actually tracked in frames, and the full milliseconds are truncated (only two digits are really necessary since the third+ digits will always be the same following the first two). I didn't put in the effort to actually get the "visible" difference, but I guess I should.

Not sure what's going on with the void, though. The most likely cause is that the fade-in command isn't going through or something. I'll take a look.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 04, 2017, 10:50:29 PM
ive had it happen 3 or 4 times on 1-1 now actually.... usually im holding down the jump button as i finish the level so that might have something to do with it
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 10:54:22 PM
Oh, okay, that's almost definitely it. It just checks for a hold and not a press, so you can advance it immediately, which likely confuses it and has it show you being "behind" (probably actually using the time you're ahead by).
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 04, 2017, 11:36:37 PM
Reuploaded with time differences that should look consistent with what you see, press required to advance time improvement screen (and no bugginess even if you press it on the exact first frame), box filter in 0-11, and less annoying platform placement in 0-5. I also slightly changed how level-loading works again for development convenience but hopefully didn't break levels for regular play again.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 02:05:18 AM
i beat all the staff times on the newest version......

0-8 was very hard, i got 9.21 twice and 9.3x/9.4x countless times..... 0-12 was hard too

u should revisit 0-11, i got 5.95 (even with the change at the end)

for most of the 1-x times i just barely scraped by.....  1-2 is the only one i beat by a significant amount (i got 8.98) but other than that i dont think i found any cool new strats..... 1-9 had a cool strat but its probably the same one u used bc i only beat it by .10

i did a bit of optimization on some levels to get sub 3:30 sum of best.... heres my save if u want to see my time's
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 02:27:36 AM
That save file doesn't actually store times, they're in the registry. Other than this specific purpose, I don't think there's any real reason to save them in a file. I'll be adding options to clear records and progress, though.

The keys to 0-8 are jumping to make the float boxes fall ASAP, throwing the fallen float boxes, and then jumping straight from the third box on top of the ones you threw. I got 8.65 with that, so 9.2 is fairly generous.

I'll change 0-11 to 6.2. I was throwing the second box before instead of pushing it.

Man, 1-2 is tough. I guess the strategy is "jump across, drop Asha in front of the monster door, break one box and absorb the other, remake box temporarily to crush bottom slime with door, drop it on top slime, run for exit." The timing on the crushing seems awkward, so I might see if adjusting the cycles makes it better.

EDIT: Changing the position of the wood door so that the recreation of the box on top can also crush the bottom slime, I got 9.35.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 02:50:17 AM
oh i was throwing all three boxes on 0-8..... maybe make it 9.1 or 9.0 so its more clear that isnt a viable strategy

for 1-2 start with brooke + holding D, run right and jump across with brooke (asha should fall), stand on the top right block and very quickly unmake it, hold left (pushing the other block off), jump on the block above the top slime, and very quickly remake the block to crush the top slime. if u are fast enough then the bottom slime gets crushed by the door when u remake the block, then just hold D and exit right
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 03:02:53 AM
Yeah, that's basically what I was doing. But the new door position should make it easier to time the door crush even if you don't use the fastest method for the top-right wood boxes.

And oh man I just figured out your cool 1-9 strat (I misread it as 1-8). I didn't intend for that but it's really good. I might take that down to 12.0 or so.

EDIT: What's your opinion on quick-selecting for Brooke? Currently it only selects top-middle or bottom-middle if you hold up/down, since I figured adding left and right would result in too many accidental cursor movements, but in a time attack setting it would flow better to just hold the direction you want. Maybe I can literally make the behavior different in time trials??

Maybe when you're holding up/down, she freezes in place so you can choose the cursor position without her moving. Asha already freezes when you hold Action to make quick-selecting items easy.

EDIT 2: Yeah, this is seeming like the way to go. Only disadvantages I can see are for dropping through platforms (very small time loss, should be none at all if you fall onto it holding down) or if you're using a control stick, and I could add an option to disable it for that case. Reuploaded with that and some changed staff times.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 03:47:42 AM
i feel like there are potentially a lot of little control tweaks u could do to make time trial nicer, like picking up and throwing stuff with asha is kinda annoying..... i was thinking it might be good if holding S made you auto-pick-up stuff, but then i remembered holding S brings up the item select menu..... maybe add optional separate buttons for throw/item select? a control scheme where u hold a button to pick up, release to throw might feel good for tt (like the two ways of throwing eggs in yossy island....)

i also wonder how it would feel if time froze (like not just the tt counter, also enemy movements and stuff) when u used item select or magic..... that would be a big change though & make time trial a lot less technical
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 04:03:35 AM
I was considering stopping the timer while the item/spell menus were open and you weren't getting any movement out of the auto-alignment, but it seemed strange. Didn't think about stopping time entirely, but I dunno. I'd rather try to make the "menuing" be non-annoying enough that it doesn't matter.

I've thought about an extra button or two, both for actions and for switch/sync move. (I'm thinking the latter is probably fine now that I made it so you can start levels in sync, and there's a kind of strategy involved in minimizing that wait before a sync starts.) Not sure if I want a whole extra button just for Asha's item menu, though?

The big issue with the hold/release would be when you actually want her to keep holding a box. I did add some things to make quick grabbing and throwing easier (you can grab a box shortly after turning away), but they don't help too much. Maybe you should be able to grab from a whole half-tile away regardless of your direction?
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 04:17:53 AM
i dont realy have any more ideas for how to improve the controls..... like theres some stuff i find annoying but im not sure how it could be fixed? u might just have to settle for annoying controls being part of the challenge in time trial.....
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 05:54:51 AM
Well, I thought of a few.

- Can now grab a box regardless of facing direction as long as you're any less than a half-tile away.
- Can now pick up a box while pushing it, since I don't think there's any issues that could cause.
- Can now press Action to throw boxes if you do so quickly after picking one up.
- Brooke snaps to closest tile when selector opens instead of just continuing in the direction she was going.
- When you Remake a wood box while holding left/right, left/right is briefly cancelled to prevent accidental pushing of the box you just created.

EDIT: ...And added options for quick-select and selector snap preference. That's probably all the control fiddling for now.

EDIT 2: Okay, one more change, but it's not really control-related: Made selector not draw until Brooke is aligned with the grid. Since she can't cast until she's aligned, it's a surprising improvement to clarity.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 05:10:02 PM
wow throwing feels much better now..... nice job

not sure if either version of the brooke snap thing is better.... moving backwards away from the tile u want is just as frustrating as moving forwards away from it.... its a nice option to have tho, ill probably stick with the grid snap version

on 1-6 you can make an early cycle if you unmake/remake the top block to skip the second golem, and then unmake the wood block at the bottom instead of pushing it.... i got 10.46

i also got 17.23 on 1-8 just by optimizing my movements better..... u can save a lot on that level just by doing the switches efficiently

i beat all the staff times in the new version & got my sum of bests down to 3:18.41 :honeydew:
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 05, 2017, 05:52:34 PM
hey vg i have a macintosh i could test ur game with if u dont have access to one......
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 06:21:26 PM
got my time down to 3:15.81 now :watermelon:
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 06:31:43 PM
I realized the grab-from-behind was a problem when you had boxes on both sides, so now it prioritizes the box in front of you.

Yeah, I knew about both of those for 1-6, I guess I just wasn't very efficient. (Which is why my sum of best is 3:18.16.)

Here's a Mac version, I guess?? (http://vgperson.com/other/AllToGetHerMacBeta.zip) I don't know how anything works.
Title: Re: All To Get Her (Cutey Preview)
Post by: juner on June 05, 2017, 07:18:51 PM
this is very cute! having fun messing around in the editor and finding neat emergent interactions. and also i'm really enjoying the cutscenes!

playing around in the editor with teleports, noticed there was a bit of odd behaviour when rapidly pushing a crate between teleport and destination, where asha ends up just walking straight through the teleport:

(http://i.imgur.com/n2mVzPv.gif)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 07:33:28 PM
I think I noticed that happening, but wasn't sure if I could do anything. Looking at the GIF, "cancelling" the push when the pushed box gets teleported seems to make the behavior consistent (box gets teleported and stays put there, so that destination is blocked when girl walks through).
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 09:01:08 PM
managed to get sub 3:10.... these are my time's
0-1 5.75
0-2 5.00
0-3 5.85
0-4 5.05
0-5 7.25
0-6 9.43
0-7 5.08
0-8 8.35
0-9 6.40
0-10 5.43
0-11 5.95
0-12 10.61
1-1 9.13
1-2 8.76
1-3 14.40
1-4 7.96
1-5 10.03
1-6 10.46
1-7 12.20
1-8 15.93
1-9 10.70
1-10 9.75
total 3:09.51
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 09:17:50 PM
actually im still playing for some reason and i found a weird thing

select 0-10 and just hold left and jump over the blocks, u should get 5.43

now do the exact same thing again when the level restarts and u should get 5.46
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 09:57:37 PM
Oh, geez. After some really precise checking, I actually don't think it's an inconsistency in where the timer starts upon starting versus restarting, but has to do with the invisible trigger that plays a spell sound. Because it creates a "textbox," it stops the timer for one frame the first time, but doesn't on subsequent attempts. No one would've ever noticed this if that hadn't happened to be a level with a guaranteed strat. I guess I'll have to manually make it so triggers like that never pause the timer.

Although even now that starting/restarting is consistent on that level, I think there's an inconsistency where the "new record" screen allows a slightly faster time...

Oh, and in the process, I tried making it so the girls call the "is level complete now" function upon exiting instead of having my main controller check that each frame, which shortens times slightly. Wondering if I should keep it that way.

EDIT: Fixed the time-improved screen issue by just adding an extra frame in that case to match the others. Now 5.45 should be the time every time. (I think my textbox fix may have also fixed jump inputs getting cancelled in 0-12?) And I'm keeping the direct calling of the level end check, which presumably takes a frame off every level.

EDIT 2: WAIT I BROKE LEVEL-FINISHING WHEN THERE ARE TWO OF YOU. Hold on while I fix that. Fixed that.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 10:13:43 PM
changes that shorten times are ok imo.... changes that lengthen times are annoying bc i have to edit the registry but i guess this is just a demo anyways
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 10:16:59 PM
I'll add options to clear all time records, but deleting individual times seems like a weirdly niche function for regular players. I guess I could have it, though. I'm just not sure where's the best place.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 10:23:13 PM
nah theres no need to add that probably

also u can still get 5.43 by standing a half-tile away from the door and running at the right time, so i dont even need to change that time
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 10:33:43 PM
backtracking to previous levels is broken
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 05, 2017, 10:41:48 PM
this game is rly cute..... the mac build works fine!!!!!
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 05, 2017, 10:53:48 PM
Oops, looks like the girl to exit second was setting her position to the same value... that she had before the level shifted. Fixed it now.

Also, I made it so you can hold Delete on the level start menu to delete that level's record. This probably won't be available for normal players.

And good! Because I'm not sure how easy it would be to fix it if stuff didn't work.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 05, 2017, 11:05:35 PM
i found a cool strat for 1-4.... im sub 3:12 now......
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 06, 2017, 03:09:02 AM
i finished area 1.......... super cute. the 'scenes are very charming and im love-ing these gameplay's
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 06, 2017, 06:26:09 AM
Updated both builds with a bunch of miscellaneous stuff. I changed most timer displays to leave out the minutes unless necessary, added an All Times option in Level Select to view your times all in one place as well as area total times, added data deletion to Options, made Level Select level numbers red for visibility, made "unset" times show as dashes instead of 9:59 or whatever, and had it keep your Level Select cursor position across executions.

Still planning to address some controller things for two-player soon, but I'll probably actually start making Area 2+ now. Thanks for the testing so far, everyone! I mean, I would've discovered how levels didn't actually load eventually, but probably not a lot of the other stuff.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 06, 2017, 06:58:29 PM
i found a sequence break in my level (i didnt know about piggybacking when i made it) so i updated it....

Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: juner on June 06, 2017, 07:12:59 PM
oh... i think i piggybacked when i played through flufftown & now i can't figure out how to get brooke up to the left hand ledge. wondering if there's a mechanic i'm missing... i've found the levvies at least
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 06, 2017, 07:24:20 PM
u need an Advanced Technique to get on the left ledge.... it would probably be a bit easier with two players

i just edited the post with a slightly harder version of flufftown that may also serve as a small hint.....
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 06, 2017, 07:37:30 PM
I thought the Advanced Technique was always required?? I beat version 2, anyway. Time for Version 3........

Anyway, I just found out there's an easy script for compressing byte arrays and updated to have the dungeon strings make use of it. This will make old strings fail to import, but there's only like two of those currently, so.

EDIT: Ah, you found the other Advanced Technique... Suffice to say, I won't ever require this or the easier Advanced Technique in the main game, but it's cool.

Also, noticed that carrying Brooke upward via box doesn't like up-floors and treats them as solid even from below. That'll be fixed.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 06, 2017, 07:53:51 PM
the Advanced Technique im was talking about is
Spoiler (click to show/hide)
you dont need it at all for the original flufftown, u can just use the two blocks from the right to make a staircase

heres the original flufftown in (new) string form..... the intended solution involves using all four blocks and no "piggybacking" (brooke is allowed to stand on a block that asha is holding, but asha cannot move or jump while brooke is standing on her block)
Code: [Select]
AllToGetHer|old flufftown|DwAAAAACAegEAAEzATABMArgBwAgHmAAAgoKAWAaYAwgAAEUCiASIAAgCmAAIAkgDSAFoADgFx8gACAt4AEvIAAgDeATDwAeIB3gAx8AAiAN4AMP4Acf4BNPARQM4AYfIA8AFCBNwACAO0AAICegAAAoQA7gqA/gBAABCgo=
and heres advanced flufftown in the new format
Code: [Select]
AllToGetHer|flufftown|DwAAAAACAegEAAEzATABMArgBwAgHkAAIBYAASAD4AAPIBAgAiAAIApgAAAU4AYPIBkgHSAFgABACSAD4AAPQAAgDeAjDwAeIC3gAy8AAiAN4AMP4Acf4BRfAAzgBh8gDwAUIE3AAIA7QAAgJ6AAAChADuCoD+AEAAEKCg==
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 06, 2017, 08:20:26 PM
i made a bad flufftown sequel
Code: [Select]
AllToGetHer|end of flufftown|DwAAAAACAegEAAE1ATABMArgBwAgHkAAIBZAAyAFoAAgCSANIAXAAOAGDyAZIB0gBYAAQAkgA+AAD0AAIA3gIw8AHiAt4BMv4Bcf4ANvAQEM4AUPBAIMABQUIF3AAIArQAAg10AAAzwAAChADiAPAD5ABQAyIBQgB0APIDcBFRVAJSANQA8CPQoVQAfAD+ABACAVIB/gAQAgDeBZD+AEAAEKCg==
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 07, 2017, 06:01:03 AM
After screaming at gamepads all day, I think you can play two-player with two gamepads now??

Unity can't intuitively know which controller is for which player, so I put in ways to figure that out. It assumes the first gamepad input after launching is Player 1, and when you start two-player mode without it knowing what controller is Player 2's, it opens a calibrator asking each player to press a button to figure it out. (It also figures it out when you set up controls for each player.) If a controller gets unplugged or something, you can also recalibrate from the pause menu.

It recognizes the two types of gamepad I have (a 360 controller and a Logitech one), provides better button names for them, and uses its knowledge of what the input axes actually represent to improve controls for them (mostly prioritizing pure left/right/up/down inputs over diagonals, except for cases like Brooke's quick selector). If you have two different gamepads plugged in at once, however, Unity has no actual way to know which is which, because it's really good like that, so I let the user manually switch between the types.

Anyway, it probably all works now, but I'd appreciate if anybody could do what they can to test it further. Also, apparently the button mapping for the 360 controller differs between platforms, so if anyone has a 360 controller and a Mac, check that I got them correct. (There shouldn't be input problems, only incorrect button names, but everything else has been extremely flaky so who knows.)

EDIT: Fixed a bug that came up when configuring keyboard controls, and added the two-player warning for when keyboard controls overlap. I'm really done with that stuff now, I think!
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 07, 2017, 01:45:19 PM
i just got an xbox 360 type game pad & i have a snes-to-usb adapter so i can probaly test that sometime.... maybe 2nite or 2morrownite
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 07, 2017, 02:55:22 PM
one-screen dungo that i might expand later.... bapuz gets pretty wild if u add a second character and half-tile movement
Code: [Select]
AllToGetHer|flufftown catacombs|FwAAAAACAfAECGVudHJhbmNlATIBMAEwCuAGACAl4AIAAALgBR0FAAEKCwsL4AETAVpaYA8AH+ABMWAPAAqgEQIMABSAD6AgAAygH6AO4AYPARQUwB/AIOAAD6AQwA/APyAAgF9gACANABSgb2AAIA+gH+AHL+AHD8BfIABgT6AfIBcACmAPoBBAC0AAoA7gEQ+gMOAiLyBSgLtAACAMYADgAD+gEOAAD+AHH4APYPtAAGAPIFNgLwABIfQU+AQQdG8gYmUgY29udGludWVkPwExQfwgLUAsYeUgC0AAQA8AASA74AMP4ABMIABAH+ADEIAP4AEhoA/gABDAD0AQID7gAQ8gECAO4ADcIACAD4DMQADgDQ/BDeAPH+AHP+ABEOANT+AHL+AHDyAAoBLgLT+gPCAAgD/gARChAOAAIAEKACEP4AIggA/gARCgDyAQwAAgDOASAAELCw==
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 07, 2017, 06:41:06 PM
I didn't quite realize until now how Brooke, when muted, is pretty much only useful for holding boxes up if there aren't any wood boxes. But I guess it fits.

I get the basic concept, but I can't figure out how you would get a stack of 3 to the edge, which I figure you must need for Brooke to get up there.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 07, 2017, 07:16:27 PM
u dont need to get a stack of three all the way to the edge, just close enough to jump there (which is pretty far away!)

i think its a good puzz so i wont give any more hints 4 now..... :honeydew:
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 08, 2017, 04:33:53 AM
Updated both builds with Area 2!

The tileset is the same as usual for now, but I'm wondering if I should at least change the background color and palette of the blocks for each area. Like, I implemented a cool background-color transition effect and it isn't even being used, so.

There's now an Initial Item option for time trials, like the girl start option. Wondering if there's a better way to handle item switching, though... and if the ability to toggle Levvies on and off is at all necessary.

EDIT: I made the item menu activate a little sooner and it seems less slow now. (You can also activate it in midair.) As long as nobody's holding the button a whole third of a second for their press inputs, right?

EDIT 2: Tried giving Area 2 a different basic palette. It looks weird to me, but I dunno.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 05:35:03 AM
i was about to ask if 8.5 on 2-1 was a typo but then i figured out the strat.... nice

howvever i need to go to bed so i cant play the rest......
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 09:26:59 AM
i didnt go to bed because im a stupid head...... area 2 was cool

2-5 had me stuck for a lil while trying to figure it out.... good tricky lev.... i beat the staff time by a lot but i dont think i used any unusual strats, just optimizing enough to get a good cycle on the snake

2-7 has a cool speedstrat: [sp]use the top block to kill the golem instead of the bottom one[/sp]

2-8 was the hardest staff time both to figure out and beat i think.... i thought i was using the wrong strat for ages because it was so awkward and complicated

i dont know what the intended strats were for 2-9 and 2-10..... like what was the point of the stuff on the left side in 2-9, and whats the snake for in 2-10

time's (total 5.19.0)
(http://i.imgur.com/UI1oKgp.png)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 08, 2017, 10:57:07 AM
Reduced 2-5's staff time to 25.5, but I can't get much lower than that. And "no unusual strats" doesn't tell me much, because there are a number of approaches (like, I only just realized you can go to the 0/9 gate right after Fortifying the first wood boxes and use Unmake/Remake to protect the others).

Changed the start of 2-8 slightly to make it a little less annoying, maybe? It's still tricky.

In 2-9, you were supposed to drop boxes on the left and right side of the spike pit so you could cross between the sides safely, then Fortify and throw the wood box on the left side over to the right, but I missed that you could just go in the right exit without putting any boxes down in the spike pit. So I added some spikes above the right exit to make this necessary.

2-10 was "meant" to end in a situation where the snake is down on the monster doors and you have to use the wood box to get over it. It's faster to just go through the door while the snake is pressing the switch, of course, but I didn't realize it was the more obvious solution. I changed that whole thing: now you have to either push an extra box to prevent the snake from dying, or be quick enough getting Brooke out that you can go through the door while the snake passes over the switch.

EDIT: I kind of hate doing the start of 2-9 for time trials so I simplified that too.
Title: Re: All To Get Her (Cutey Preview)
Post by: juner on June 08, 2017, 11:40:17 AM
I was able to remake a box directly onto the same tile as a pressure plate, is this intentional behaviour? It activates the pressure plate while it's there at least.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 05:26:13 PM
ok heres my 2-5 strat:
Spoiler (click to show/hide)

for 2-9 you can build a staircase using the float block and regular block in the bottom right, skipping the wood block.... also if u just drop a block on the right, its possible but really annoying to squeeze under the spikes..... i got 15.33 without that tho so the staff time is fine

for 2-10 you can just unmake/remake a block on the switch so the snake is entirely useless
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 05:56:56 PM
lol i found a really goofy strat on 2-6
Spoiler (click to show/hide)

newtime's:
(http://i.imgur.com/0Ng21kK.png)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 08, 2017, 06:59:30 PM
Making boxes over pressure switches is not intended. (Earlier I fixed the same issue with closed doors, but I forgot switches fell into the same category.) Fixed.

I kinda like being able to just use the float and normal boxes to make the 2-9 staircase, so I'll set the staff time based on that.

I don't see how the snake in 2-10 is useless? Having a box hold down the switch doesn't change the fact that you need to keep it from dying/make it to the exit before it dies.

Man, I don't really like that randomness of the door behavior for 2-6. (And I don't think I'm gonna be able to figure out how to make it consistent.) Moved the switch away from the door.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 07:26:27 PM
this is my 2-10 strat, the snake stays trapped the whole time
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 08, 2017, 07:35:41 PM
Apparently I should be a lot more careful when giving you access to float boxes. Reworked it to not have those.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 08:01:24 PM
does the 2-10 staff time involve using the snake? i just beat it with a pretty wacky snakeless strat but it was rly close
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 08, 2017, 08:22:54 PM
The intended strat which I used is pretty basic:
Spoiler (click to show/hide)

Waiting for the snake at the end is a pretty big bottleneck now that you only have to relocate one box to get Brooke out of the pit, so it kind of comes down to dropping down as soon as it's safe. If there's a "snakeless strat" that still only barely beats the staff time, it's probably not worth it.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 08:48:24 PM
i think snakeless is a bit faster when optimized well (i got 11.78) and its also infinitely cooler
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 08, 2017, 08:57:49 PM
Okay, that's a cool strat. I'll change the lower three boxes in the pit to iron so Brooke can't accidentally try to push one toward Asha and cause her to jump.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 08, 2017, 11:52:37 PM
latest time's.....
(http://i.imgur.com/DmPZWzg.png)
total 5:15.5
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 09, 2017, 01:55:02 AM
i love how much ur getting ur time down its so cute......
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 09, 2017, 04:53:22 AM
yo this is really fun. i love the in-dungeon dialogue. the part where she just got stuck at one of the puzzles was a cool subversion.  :dancedog: :dancedog: :dancedog: :dancedog:
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 09, 2017, 04:54:10 AM
also i really like the "style" of it, like the art style, sound direction, feels v polished
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 09, 2017, 04:56:30 AM
"almost as good as joogle" - ducko 2017
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 09, 2017, 05:08:57 AM
Now that's an honor!

I don't really know what's Subversive about it, it's just my way of introducing the basic single-character mechanics and then being like "but also you sort of need the different abilities of two characters." And narratively it's like, of course they wouldn't want to work together until it was necessary.

A guiding principle for the graphic and sound direction was just "what BAPuz was going for, except now it's more like a super-fancy Game Boy Color." So basically every sprite has only 3 or 4 colors, and some palettes are shared by a number of sprites, though it definitely breaks the rules in places. (The fade transition and level select previews even use alpha channels, which is shameful, but the latter especially needs it.) And I didn't rip any sounds from Tetris Plus this time!
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 09, 2017, 05:17:16 AM
well it subverted my expectations in the sense that for a while i really thought i was just missing some game mechanic and i got hecka stuff before the cutscene activated. same @ being able to go back to levels and bring stuff it's the kind of thing you think about happening in a game but this game actually does it B)

@style - i guess im appreciating all the little things a lot b/c ive been doing a lot of 'gramming lately where all minute details are a pain to do lul
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 09, 2017, 07:29:10 PM
this strat is rly annoying but i got 9.96 on 2-3 after a lot of practice with it....
Spoiler (click to show/hide)

i also just discovered that you can start with levvies in 2-3 time trials after you collect them once, which would probably let u go a little bit faster, but i assume that will be patched out so i wont bother setting a time with it.....

control suggestions:
- when you bring up the item menu without holding a direction, it should select the "opposite" of your current item by default
- if you have no portaboxes/bombs, then left/right should do nothing (except maybe play a "no" sound effect)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 09, 2017, 08:40:00 PM
I like that strat. Moved the stack left one so it's much easier to get in there, and lowered the staff time a little. Also fixed the Levvies bug.

The item toggle idea is good, but would be confusing for most players, so I made it an option, disabled by default.

Locked item slots can't be selected now. Not sure if you meant "have no" as in "they're not unlocked" or also "you have 0," but the latter seems like it could be confusing sometimes. I guess we'll see once I make some levels with them.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 10, 2017, 12:17:28 AM
i meant "you have 0" but actually "not unlocked" is probably better, u might want to like switch to an item before u collect it for quick usage or something

it took a while but i got 9.95 on the new 2-3..... im glad sub 10 is still possible with the moved stack

i also got 14.90 on 2-8 with some optimization and trix
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 10, 2017, 01:37:36 AM
sub 2 on area 2  :apple:
(http://i.imgur.com/8fPtqS7.png)
improved 2-5 strat:
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 10, 2017, 05:23:49 AM
its amazing how much time u can save just by optimizing your movement and menuing.... i just got 9.85 on 2-10 with the snakeless strat i described before (the one i thought was barely faster than the staff time of 12.5 at first)

remember when we talked about putting tas tools in joogle? that was a stupid idea but i think it would actually be kinda cool in this.... probably too niche to be worth implementing tho
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 10, 2017, 06:25:42 AM
it was the best of time's, it was the worst of time's..... - shakespeare
(http://i.imgur.com/IsuYJcD.png)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 10, 2017, 07:18:08 AM
fun 1-8 skip:
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 10, 2017, 09:08:36 AM
did some work on my area 1 time's (and 0-12).... im probably done with time's until new levs come out
(http://i.imgur.com/RI2cfAJ.png)
sum of bests: 4:59.8  :watermelon: :apple: sub 5 :orange: :honeydew:
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 11, 2017, 04:06:55 AM
i finished the dungo i started earlier, flufftown catacombs.... it has 4 actual puzzle screens and a bunch of stupid filler screens

the puzzles are fairly difficult i think but they dont require any silly Advanced Techniques involving rapid switches or anything, u just have to "use your head".....

also theres a glitch where the screen doesnt scroll upwards so the ending is kinda anticlimactic until vg fixes that

Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 11, 2017, 05:07:14 AM
It's not really a glitch, I just figured scrolling up would be awkward and undesirable in most cases given the super low jump. (And at least back when I first implemented the screen scroll, it was causing rapid scrolling back and forth if you stood at a Y position right in the middle.) I guess I can add it in if you really want it...

Also, is "depths" supposed to be that easy? The wood boxes and door seem pointless; I just used the two iron box stacks and Brooke's head-carrying to get a box that let me climb up to the pressure switch. I imagine "guardians" is intentionally like that, though.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 11, 2017, 05:10:51 AM
lol apparently i forgot that you can drop through upfloors when i made that level

ill see if i can fix it
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 11, 2017, 05:16:04 AM
updated my post above with the fix....
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 11, 2017, 05:32:40 AM
aww i found out theres a way to do the final level that works but its really slow and boring. i wonder if i can rework it so the faster strat is also necessary

e: i think its good now.....
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 11, 2017, 06:29:15 AM
While making up-scrolling work, I noticed there was actually a 16-pixel difference between the check for the first girl exiting downward and the second girl exiting in that same direction. So I think any level with both girls that exits downward will be about 8 frames (0.13s) longer now. I could have probably just left it like that if it didn't interfere with up-scrolling, so you wrought this upon yourself.

EDIT: Or actually, since the first girl always had to fall to the lower position, it probably doesn't make any sizable difference as long as they fall to the end together? I think.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 11, 2017, 06:34:20 AM
yeah im just going to assume all my time's are still immaculate
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 11, 2017, 09:04:29 PM
lol i dont know how to read, i thought a cutscene would trigger in that pit at the end of world 2.

nice beta :) looking forward to more gam and the end of the story :0
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 14, 2017, 07:20:35 AM
Updated both builds with Area 3! I was busy with some translation stuff and, uh, watching E3, and will probably continue to be somewhat busy. (Also, I think I'll post an Area 4 beta, but that'll be the last one until the game is complete.)

Blocks press down on switches now, because there was almost no reason for them not to and at least one reason why they should. The little numbers on the Portabox/Bomb icons were terrible, so I changed them to more visual indicators and also made it tell you your stock at all opportunities (whenever it changes, basically).

Since Brooke keeps Destroy/Revive through many of the Area 3 levels, I made it so she would begin with that spell set when starting those levels from Level Select, which hopefully didn't break anything prior.

I also fixed some miscellaneous bugs. Teleporters are more lenient on thrown boxes entering (they would sometimes fly right through before), girls can no longer teleport to destinations that have solid monsters at them, you can no longer "land" one pixel inside an up-floor, and I addressed the conflict of restarting as you finish a level in time tiral.
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 14, 2017, 01:11:05 PM
ah i gotta try area 2!!! btw this makes me miss the old days of mmgf where a bunch of ppl made games n updated incrementally
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 15, 2017, 04:57:32 AM
whens area 51  :o :o :o
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 15, 2017, 06:03:26 AM
u could build it with the editor :o
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 16, 2017, 01:46:55 AM
beat all the staff time's.....
(http://i.imgur.com/PLBG6F1.png)

in 3-3 you can unmake/remake the wood blocks to reach the end instead of using the iron blocks, i think its a bit faster
in 3-4 you can destroy the block above the monster door (i think this is what you did for the staff time tho)
in 3-5 you can exit left and come back and the green doors will be shut, seems like a bug (but idk if its actually faster than the regular strat)
3-7 has the best strat (dont fix it) [sp]throw a block into the teleporter, jump in, destroy block below you[/sp]
3-9... not sure if any of this is non-standard but i beat the staff time by 2+ secs & i feel theres still room for optimization
Spoiler (click to show/hide)

in casual play i dont think any of the levs got me stuck for that long but they were fun..... also the cutescene at the end of a3 was cute
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 16, 2017, 02:59:51 AM
Oh yeah, that 3-3 strat is definitely faster and clever. Lowered the time a little.

Yeah, I knew about and used the 3-4 trick.

There was some code which assumed that the very existence of switches in the level determined whether switch doors should start open or closed, without actually checking their pressed state. Which was a false assumption even before I made the block change?? It should be fixed. Also, this made me realize two cool things and one really silly thing you can do with switches...

Oh, that's good. I'll go with that. (Though I'm a little sad since there are like four different strats for getting a box to the right side of the teleporter to kill the snake.) This also called my attention to how you can still "die" while the time improvement screen is up, so I fixed that: once you enter the "time trial level finished" state, the girls no longer check for hazards, gates, collectibles, etc.

Yes, that 3-9 strat is what I originally wanted people to have to do. There turned out to be an easier way that I couldn't elegantly prevent, but the cool way is faster, so I'm happy. You optimized the first part better, though.

Also, some changes I decided to make upon starting Area 4: to make them more interesting, Animate Armors now turn into solid platforms upon death (and align to half-tiles). And while it probably won't be used in official levels (if only because I think it requires having an "incomplete" gate), they revive if they hit Unmute gates.
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 16, 2017, 08:26:17 PM
u could build it with the editor :o

tbh i was going to make a joogle themed level but f2 for some reason changes the volume on my laptop and i got too lazy to figure out how to fix it. soon tho
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 16, 2017, 10:31:22 PM
tihs game is essentially a joogle game, brooke is joogle and asha is pilid
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 16, 2017, 10:44:45 PM
Once you explained to them what video games are and what Joogle is, Brooke would be incredibly insulted by that.

(so when's Joogle 4 where Joogle can use magic)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 16, 2017, 10:49:04 PM
didnt joogle use half energy for the fire key or something? thats kinda like being able to use magic
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 17, 2017, 12:06:19 AM
@ducko use fn+f2
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 17, 2017, 12:16:14 AM
Wow, the function key thing is a whole new world of things not doing the things they're supposed to I didn't know about. I wonder if I need to say anything about that under troubleshooting.

EDIT: In addition to warning about that, I'll add 7 and 8 as alternatives to F1/F2 in the editor. Wouldn't really be viable for the emergency controls reset since you can assign buttons to them, but oh well. I think just having the mouse work on menus decently solves the problem that's trying to address anyway.
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 17, 2017, 12:28:18 AM
my last few laptops have had the function keys mapped to weird hardware shit. some of em are os-specific too lol..... yeah just tell em about that fn key modifier and it should be good
Title: Re: All To Get Her (Cutey Preview)
Post by: dcco on June 17, 2017, 11:27:19 PM
Once you explained to them what video games are and what Joogle is, Brooke would be incredibly insulted by that.

(so when's Joogle 4 where Joogle can use magic)

I was actually thinking of Asha as Joogle b/c she's the better one obvs. (And also because her name is earlier alphabetically)

@ducko use fn+f2
:dancedog:
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 18, 2017, 12:37:56 AM
heres how it breaks down imo.....

brooke/joogle:

asha/pilid:
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 18, 2017, 08:05:07 PM
i like the mouse menus in this game btw im gonna try to steal them..... it might be hard tho since i think there isnt a nice way to detect when the mouse is outside the window in grame maker
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 18, 2017, 08:13:22 PM
it might just be hard in general.... all my menu options are just text drawn with the draw_text function so im gonna have to do some annoying shit to make them clickable
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 18, 2017, 08:19:22 PM
My menus are pretty much the same - I just create Rects defining the clickable area in the same area of code where the text gets drawn. The Step event equivalent checks if the mouse position is inside each of the bounds to change the selection, and a click while inside one of the bounds is equivalent to pressing the confirm button. Of course, I can't recall there being a nice way to define Rects (or just an arbitrary struct of four numbers) in Game Maker.

EDIT: I guess you could just use an array. Not that nice, since GM doesn't have a way to initialize a whole array at once, but you could make a script that does it.
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 18, 2017, 09:04:33 PM
iirc game maker has some useful functions for determining the size of text when its drawn... u could make a function to create an object with the correct size using those functions
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 18, 2017, 09:11:03 PM
Yeah, my text/font system is basically totally custom, so I also have functions to calculate the width of text. (Though in practice, whenever I had lists of options, I found it was better to use a uniform "max expected width" for the mouse bounds - you don't want to have to move the mouse left or whatever to highlight a less-wide option.) Making objects just to serve as hitboxes seems silly and messy to me, though.
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on June 18, 2017, 09:29:12 PM
to me it makes them the most reusable for other thigns
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on June 18, 2017, 09:43:03 PM
i got it mostly working and it wasnt as bad as i thought itd be, i just took my already-existing code for drawing the options at specific positions and made that fill up some arrays with the x, y, width and height for each option, and then used those values to determine when im hovering over a particular option

the part im having trouble with now is that the "mouse_x" and "mouse_y" variables dont account for scaling properly in certain circumstances -_-
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on June 27, 2017, 06:50:39 PM
Updated both builds with Area 4! This will probably be it until I have a complete game to test. I'm likely going to put together a trailer, though, which I might be able to make and post before the game's fully done? I should really plan that out now.

I added some music to the intermissions... in two flavors. I made a certain change to bombs for more puzzle potential. And I added lava, which iron boxes float in.

Also, I added a chest object, which acts as a win condition in custom dungeons when both girls reach it. You can only have one per screen, but multiple in a dungeon if you want. (I would allow more than one per screen if I knew a good way to handle it.)

Lastly... I did some things behind the scenes to prepare for something special later. If you don't notice anything, good?

EDIT: Forgot to unblock the entrance to Area 4. It's fixed now.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 12:17:48 AM
when i continued my game i started on a blank screen & i had to go to level select to do anything.... maybe thats just due to version changes though

also if i watch "on the merits of 'girl'" before going to area 4, the area4 music plays at extreme speeds for some reason....
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 01:09:24 AM
13.58 on 4-10
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 01:30:03 AM
im sad that the floor here is indestructible.....
(http://i.imgur.com/ZVsFgTR.png)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 01:48:19 AM
u can actually finish 4-8 with 2 extra bombs & use em to skip the monster door in 4-9..... cool strat for full-game runs, which i will probably never do
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 01:56:34 AM
theres some fun ways to bomb past the monster door in 4-6 too but it doesnt seem to save time.....
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 01:59:10 AM
actually maybe this is the staff time route..... the intended way seems rly slow
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 02:06:36 AM
yeha i got 13.85 by skipping the door
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on July 09, 2017, 02:08:49 AM
Oh yeah, I changed the save format slightly, so those broke. It might change again by the final version.

The Intermission 3 music plays at double pitch, so it was keeping the same pitch because the interactions caused by having the fade-outs and songs with intros is kind of complicated, so I overlooked it. The same thing would happen with the fast intro music.

The 4-10 teleport trick is cool. Lowering it to 14, though I expect it'll be tricky for most to figure out. Also, I guess dropping the bomb through the wood doors isn't necessary at all, huh. I could probably force it by adding some spikes, but I won't.

Yeah, I noticed it was possible to get down there too. The top/bottom "extension" blocks have special properties that make them unusable for spells and indestructible - I believe that when they didn't have those, they didn't really behave how you'd expect. Also, I think it's better not to risk bombing out of a screen into an empty void and the game saving there. (While it's not supposed to save in empty screens, there are some screens that need to have a row of void blocks for the correct visuals, so they're not empty.) But yeah, if you could get down to the lower screen, I'm pretty sure you could restart and skip a bunch of levels. I don't know if I want a skip that big, though.

My 4-6 route was bombing past the door, yes. I think it's a lot faster.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 02:52:15 AM
23.65 on 4-9
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 03:11:19 AM
10.35 on 4-5
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 03:17:30 AM
cool glitch u can do in 4-4..... set things up like this
(http://i.imgur.com/fpT2ttq.png)
then trigger the bomb and hold right & u will push the explosion along with the crate
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 03:50:12 AM
23.51 on 4-4 (without glitch)
Spoiler (click to show/hide)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on July 09, 2017, 03:58:39 AM
I can't get quite that fast on 4-9, but lowered the time a little.

Oh, I didn't realize the switch timing in 4-5 worked out that well, so I was going over to the left corner and Dangering twice to kill both armors.

Oops. The explosion is secretly just a "mode" of the bomb object, so... That'll be fixed.
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 04:49:00 AM
4-1 is tuff.... its hard to make the cycle and when i do i keep getting 13.6 or 13.7 (i got exactly 13.50 once)
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on July 09, 2017, 04:56:20 AM
finally i got 13.46.... beat all the staff time's now
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on July 10, 2017, 12:17:57 AM
I just noticed a bug where picking up boxes would shift Brooke way over if she was standing in the right position above. This was because I was checking whether Brooke was on the box at the wrong time, so fixing it also made it so Brooke always stays on the box when you jump/fall, instead of repeatedly falling and landing back on it.

This could make some levels a little faster, so I updated the beta if you want to check that. It also makes the "super jump" way easier to do, even with one player. (And, separate from that, I changed Berserk from "usable if the selected space is open" to "usable in any direction as long as you won't immediately hit a wall/corner and cancel it," which seemed to make more sense.)

EDIT: Made two more fixes: Girls won't get stuck in the top of a pushed box if they fall into its path, and placing a bomb near a spike will no longer "protect" you from half of the spike. The latter fix probably has some other ramifications, because it now correctly returns all objects being collided with, not just the first batch it finds - standing in two conflicting gates at once now works slightly differently, for instance.
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on July 31, 2017, 01:24:18 AM
Okay hey I'm like two levels from finishing the game. Once I make those, and the ending scenes, and do a full test playthrough, I'll post the last beta, and release not long after that.

To those who contributed to testing, how do you want to be credited? I can credit individual people if they want to be and lump the rest into "Super Cutey Club" or something.
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on July 31, 2017, 01:52:43 AM
lookin 4-ward to the last beta!!!
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on August 04, 2017, 08:55:09 AM
Uploaded the final beta!!! It's pretty much releasable I think, but you should check it and probably beat my times on the last levels.

I disabled the beta features, so you'll have to play from the beginning as normal. Or...
Spoiler (click to show/hide)

I made some changes to levels here and there, which unfortunately did make some times slightly higher, but I had my reasons. Other than a few where I added platforms to climb back up without rewinding but they shouldn't have affected times, they are as follows...

0-12 (A Slight Problem): To make it more natural to hit the "having trouble?" trigger with Brooke, I put an iron box instead of a block in the place you need to jump up to. Time trial should be the same, though, since you can still just throw the other box over it.

1-2 (Special Deliveries): Dealing with two wood boxes on a ledge you can only reach by jumping across float boxes (and can't get back up to once you fall) felt like too much for such an early level. The new version is simpler and should be faster.

1-4 (Safety Net): I wanted to dissuade people from still having a wood box in the next level, since originally that would probably happen to just about everyone, and it really messes up the concept of 1-5 when you do. The new version requires crushing an extra Slime with a box, so it's definitely a little slower.

3-5 (Heavy Press): I wanted to give the Brattybat more room to actually demonstrate its behavior before you let it out (the fact it floats on one level instead of falling down, and moves back and forth). It's a little slower now.

3-6 (Box Product): Not sure if Sylvie found/used a strategy of using Destroy to skip the door or not, but yeah, I didn't realize you could, and don't really want that.

4-6 (Danger Drop): I realized you could defeat all the Slimes with only two bombs, so I moved one down. Time should be the same since the fast strat ignores the Slimes.

I improved spell snapping (both modes) by giving it a priority when snapping from a half-tile. It chooses "the most solid of the two tiles," favoring blocks over boxes and other stuff. This probably doesn't impact times directly, but it should make things less annoying.

I changed how the top/bottom extend blocks work to not be glitchy, which happened to make bombing through the floor to the screen below possible. So if you can manage to do it, then go ahead.

For convenience, I made it so Destroyed blocks silently auto-Revive when you clear a screen, as I realized how frequently you had to clear a Revive from a previous screen which you'd probably forgotten about by then. It only does this in the official dungeon, so you can still do wacky stuff in the editor.

Lastly (and at the last minute), I felt it'd be nice to allow people to make use of Levvies-less Asha without going all the way with Mute, so I added Levvies and Nega-Levvies (EDIT: too lazy to update the build now but I'm renaming these Eivvels because that's way better) collectibles to the editor. Grabbing a pair of Nega-Levvies "blocks" the Levvies from being used like Mute does, and grabbing a pair of Levvies restores them. Kinda like the boots in BAPuz.
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on August 05, 2017, 12:40:29 AM
Actually, in addition, what do people think about being able to drop through platforms? Because as it turns out, I think it's literally only required in the level that has to have a help icon to explain it, which is one of the few things you might never/take forever to figure out on your own unless you're familiar with games that do it. It can be helpful sometimes, but it can be annoying to drop as soon as possible in something like 0-5, and there could be more interesting level designs if I removed the ability to drop through them (like in BAPuz).

Honestly, I may have only left it in because I already had it from Loverinth's engine, but looking over the finished game, I could easily remove it and it might be for the better. (I think it's probably too late to make Portaboxes into something cooler, but oh well.)
Title: Re: All To Get Her (Cutey Preview)
Post by: hubol on August 05, 2017, 02:34:07 AM
i dont think i got past area 2 yet but i intend to..... anyway if you really think it's only used in that one place and its not of much use otherwise, then i dont see why you shouldnt remove it!!!!!!
Title: Re: All To Get Her (Cutey Preview)
Post by: aimaina on August 05, 2017, 03:13:28 AM
nice jorb vg.... not sure when ill check it out might be a while
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on August 05, 2017, 06:13:28 AM
Okay, yeah. Reuploaded with platform-dropping removed, some inconsequential changes in accordance with that, and the all-important Eivvels change. I also realized a strat to lower the 5-1 time quite a bit.
Title: Re: All To Get Her (Cutey Preview)
Post by: juner on August 06, 2017, 12:00:26 AM
Played up to 3-9 so far in two-player mode, here's a video (https://youtu.be/eS3GhVdf7F0?t=354) if it's helpful to watch other people play through the game...

Its fun! first time i've played past the zone 2 levels, looking forward to playing more

Worked fine with a controller for p2, could maybe be a controls toggle per player for jumping only on key/button presses rather than if the jump button is held? Think this was mostly an issue when jumping between floating platforms.

only issue we encountered is that the 'having trouble' bit with brooke in 0-12 can be beaten without asha's help (12:45 in the vid) (https://youtu.be/eS3GhVdf7F0?t=768)
Title: Re: All To Get Her (Cutey Preview)
Post by: vgperson on August 06, 2017, 02:46:09 AM
Whoops, I totally overlooked the 0-12 thing. I think I've fixed it by putting the door one block lower, giving Brooke nowhere to stand to Unmake the box... unless you have Asha grab one of the lower ones to bring up, but I can deal with that. Semi-related, I think I'm going to add some visual aid to the Spell Selector tutorial.

Sure, I can add Hold vs. Press in the control preferences. Dividing between P1 and P2 is a good point... The other preferences are specific to Asha or Brooke, and I feel like people won't swap characters often enough/for enough time that it becomes a hassle to go change, so maybe those are fine as is.

EDIT: Actually, double-fixed 0-12 by lowering the door further and adding a little up-floor section to get back up. (Though I had to lower it... a lot, because you can actually get almost all of the lower boxes up...)

EDIT 2: Uploaded all those changes. Also, the video is cool! I was stunned by your 2-10 strategy. I just can't make that level foolproof, huh... It was also interesting that you seemingly forgot you had the Levvies sometimes but found alternate strategies? I'm sure many later levels absolutely need them, though.

Also I laughed at trying to Destroy Asha.
Title: Re: All To Get Her (Cutey Preview)
Post by: juner on August 06, 2017, 10:53:59 AM
Yeah i definitely forgot about the levvies sometimes... glad you liked the vid!
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 09, 2017, 11:24:17 PM
Okay, I found a cool major skip on 5-3 (I knew there had to be one!), so I brought that staff time down to 16.0. I also realized the end of 5-8 has a pretty obvious easier approach, so I made a fix to change that, but there is also a fairly clever strat that brings it to 26.0.

I'll probably release the game by this weekend even if I'm waiting on testers because I'm Impatient, so get your major bug reports in now!!!
Title: Re: All To Get Her (Final Testing!)
Post by: juner on August 10, 2017, 08:45:26 PM
managed to play some more, finished area 5! here's the video (https://www.youtube.com/watch?v=yroUIEBCmRQ). some of the puzzles get p tricky but its very satisfying once you figure the lynchpin.

did some fun bomb crimes and skipped a few bits of levels with them:

since it took a while, 5-8 starts at 52 minutes, skip to 59:28 (https://youtu.be/yroUIEBCmRQ?t=3568) for when we actually solve it
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 10, 2017, 10:44:47 PM
The 4-6 skip is known and used for the staff time. Skipping all of 5-1 is wild, but I expected that kind of thing given levels where you can leave with extra bombs. Your 5-5 solution is absurd but okay. (The intended strat is to throw the iron box on top of the lowest float box, so you can stand on that without making the float box fall.)

I totally overlooked how you could use Danger to make a platform for the bomb at the end of 4-8 - you're supposed to learn to place bombs on boxes there. I'll remove the leftmost spike, I guess, even if that removes the necessity of placing the bomb before pushing it into place.

I noticed in 4-9 you could make Brooke jump while she had the selector open by pushing a crate into her, which is kind of weird behavior. She still needs to be on ground to cast spells anyway, but I wonder if I should disable the jumping in that case.

In general, you did some really roundabout/unnecessarily hard solutions, but it's cool.
Title: Re: All To Get Her (Final Testing!)
Post by: SquareWheel on August 11, 2017, 12:47:23 AM
Which registry key do I need to delete to start from scratch?  None of the new versions seem to work for me and I think it's because I have old save data.
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 01:43:27 AM
On Windows, it should be HKEY_CURRENT_USER\Software\vgperson\All To Get Her. (Mac saves the registry stuff as files somewhere instead.) There's also a progress file in Users/___/AppData/LocalLow/vgperson/All To Get Her, but I mentioned that in the first post and it's less likely that's the problem anyway.

If you can figure out what exactly is making it not work (if it's all black, maybe one of the screen settings?), that'd be helpful, in case it's a problem that could occur for everyone else.
Title: Re: All To Get Her (Final Testing!)
Post by: SquareWheel on August 11, 2017, 02:53:29 AM
Ah, that did the trick.  I can see backgrounds and such now, thanks.

I think it was just because I had bad data from the first build, and that prevented me from loading a real level.  I doubt it's an ongoing problem, but I'll let you know if anything else goes wrong.
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 02:57:03 AM
Hmm, the level loading really shouldn't have anything to do with registry settings; the fix there was about pointing to the level files within the resources, rather than local files that only existed for me in my development folder. Plus that only matters for levels, such as when you enter the first in-game cutscene - if the title screen wouldn't even appear, that's due to some larger problem.
Title: Re: All To Get Her (Final Testing!)
Post by: SquareWheel on August 11, 2017, 03:05:53 AM
Sorry, I'll give more details.  The loading screen did appear, and the options menu was functional.  When starting the game I got a blank screen however - no text or anything.  My guess was that it might have saved my progress on a broken level ID or such.

After clearing my save data (and updating 2-3 patches), then it loaded the cutscenes again and I was able to start the game.
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 03:10:51 AM
Oh, yeah, that would be a broken save, since that's where it loads and the format's changed slightly. You could've also fixed it by going into Data Deletion and clearing game progress, since that's equivalent to deleting the save file.
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 03:56:53 AM
i beat the game.... i dont feel like doing staff times tonight tho

its very easy to skip from 4-3 to 4-8 because the three bombs at the start of 4-4 respawn when you enter 4-8.....

area 5 and area 6 took me about an hour each but i spent a lot of time messing around with really silly strats that mostly didnt work..... i think there were a few levs where i skipped minor stuff with Advanced Techniques instead of figuring out the intended strats but i dont really remember which ones

story spoilers
Spoiler (click to show/hide)

ok i know i said i dont feel like doing staff times but i got 39.73 on 6-9....
Spoiler (click to show/hide)
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 04:34:40 AM
18.11 on 6-4
Spoiler (click to show/hide)
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 04:52:53 AM
Actually, going back to get bombs in 4-4 isn't even necessary, as you can just hit restart once you break into 4-8 to go to the starting position. But yeah, 4-3 to 4-8 is a little too much... I changed the end of 4-3 to use a teleporter so it's essentially one-way (you might be able to bomb your way back, but not with bombs to spare). It's a little slower, but 13.5 is still doable.

Reduced the 6-9 and 6-4 times, but I feel I should be a little lenient on 6-4 because of the last jump.

Spoiler (click to show/hide)
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 05:25:13 AM
is the intended strat for 6-2 to beat it without using the two blocks on the left? i couldnt figure out a fast strat that uses them....
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 05:29:14 AM
Oh, I guess you do only need two boxes (albeit you have to do the Brooke-jump-Asha-grab trick). I did it bringing one of them up (I don't think you can bring the second?), and don't think I did anything fancy for the staff time. They're also kind of there as an implication of "they did a little bit of a puzzle while you weren't looking."

EDIT: Okay, I'm able to bring it down by a few seconds by using three boxes to climb the first wall, but only two to do the rest. I think it's faster than trying to avoid bringing up the lower box.

EDIT 2: 6-2 staff time is 33.0 now.
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 05:43:43 AM
using switch-jumping to get over the first wall with one block seems much faster 2 me than bringing a block up.....
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 05:47:03 AM
Oh for some reason I thought Asha had to go over the wall and back?? I don't know. Yeah, it's faster.
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 08:37:59 AM
wondering what your 6-3 strat is.... i had a very rough time getting 38.68
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 09:19:00 AM
Uhh, can't really remember. I believe that instead of Destroying to drop the top iron box in the lava, I threw the iron box to the left of it at the corner (using switch-jumping to avoid dropping it down) so it fell into the lava, and jumped across with that. Otherwise, I don't remember doing anything fancy.
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 05:31:24 PM
oh ok 39 is actually pretty lenient.... i managed to make an early enemy cycle and get 35.71 (even with a mistake on falling through the one-block gap at the end). i guess i was mostly having trouble because the level is really hard and i rarely get to the end

e: 34.66 with a better run
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 06:26:38 PM
33.65 on 6-8
Spoiler (click to show/hide)
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 07:21:29 PM
I think I have a slightly better 6-3 strat than you now, because I got 32.38 with some minor errors.
Spoiler (click to show/hide)

The 6-8 strat is cool. I didn't think of blocking with Brooke to get that box in the right place faster, or switch-jumping up at the end.

EDIT: Uhhh, I think I made a mistake at some point and accidentally set the 6-9 time to 21.0? I think it should be 36.0, since my best is 34.98.
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 08:22:32 PM
oh i think what i was missing in 6-3 is i was syncing when i dropped down to the monsters at the end, instead of dropping down alone.... i didnt match the time yet tho, my wrist hurts

also did you get 34.98 on 6-9 using my strat or did you find something new? i thought 39.xx was pretty good for my strat

i got 32.73 on 6-10, i dont feel like writing up the full strat rite now but i think the main tricks were killing both monsters with brooke before bringing asha over, only using two blocks to cross the lava at the end, and using one block and a switch-jump for the wall at the end
Title: Re: All To Get Her (Final Testing!)
Post by: vgperson on August 11, 2017, 08:41:09 PM
I think I just used your 6-9 strat.

Oh, I should've thought of just using two boxes in 6-10. Changed it to 34.0.
Title: Re: All To Get Her (Final Testing!)
Post by: aimaina on August 11, 2017, 09:09:08 PM
5-10 can be improved a lot by using the bomb to hold down the switch at the end, i just got 30.03

e: 27.05
Title: Re: All To Get Her
Post by: vgperson on August 12, 2017, 06:45:39 PM
The game's been released! (https://vgperson.itch.io/all-to-get-her) Hopefully I didn't cut testing off too soon, but hey.

I removed the beta downloads, but I can send download codes to any Cutey people who want them.
Title: Re: All To Get Her
Post by: aimaina on August 12, 2017, 11:30:41 PM
Title: Re: All To Get Her
Post by: vgperson on August 12, 2017, 11:40:30 PM
Dang, nice. I managed 20.46, so I'm lowering that to 21.0. I'll probably keep lowering staff times if there are new strats like that, though I'll wait a little to update unless some major bug comes up.
Title: Re: All To Get Her
Post by: vgperson on August 12, 2017, 11:59:58 PM
This is a wacky idea I just had thinking about my approach to staff times, but I wonder if people would find a "staff time adjustment" option interesting? It would basically let you add on X.X seconds to all staff times, meaning you can sorta set your own incremental goals instead of just having the one. I could also let the adjustment go negative, but some levels definitely can't get faster (like 0-10), so that might not work great.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 12:08:13 AM
that sounds weird and i cant imagine many people using it.... the staff times are probably going to be really hard for most people to beat though (especially since a lot of them involve the strat-finding efforts of two people) so i understand ur concerns....

i think it would be cool to have "staff times" (your actual best times) and "target times" (based on a decent run of the intended strat, allowing for some minor execution mistakes) thats what ill probably do if i make a time trialey game

heres 5-2.... im guessing from the staff time that you already found this strat but its cool
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 12:13:35 AM
I don't know what strat I used exactly, but that seems like it's probably more complex than what I did.

Yeah, I think most games would go for a "gold/silver/bronze times" thing instead, it's just more effort to figure out those secondary times. I wonder if making it a percentage instead of a fixed amount would be more useful and reflective of "doing a fast strat, just not perfectly."
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 12:46:52 AM
i think jumping over the spikes at the end is impossible, otherwise u could do this very fast.....
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 01:34:39 AM
Yeah, you can only clear spikes like that if there's no ceiling. That's a cool strat - what I did was throw the float box over the spike pit, push it in, put the bomb on it, and then Destroy the rest of the way down to the exit.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 01:45:20 AM
you tube wont trim this video for some reason so ill just post the full version..... successful attempt is at 0:27
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 01:47:29 AM
clear at 0:35
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 02:01:03 AM
clear at 0:26
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 03:00:04 AM
this strat is annoying. clear at 0:36
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 03:32:02 AM
how the heck do you get 26.0 on 5-8
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 03:53:50 AM
ok i found a skip but im not sure if its actually fast enough....
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 03:59:31 AM
yep the skip i found doesnt help....
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 04:21:00 AM
5-4: Totally intended strategy, just faster than I did it. Changing to 27.0.

5-6: Didn't consider the switch-jump or using Berserk at the end. I actually got 23.73. Changing to 25.0.

5-7: Changing to 21.0.

5-8: By taking... an alternate route.
Spoiler (click to show/hide)
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 05:06:56 AM
wow thats clever.... safetying the spikes at the start is unnecessary tho (clear at 0:30)
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 05:32:55 AM
clear at 0:29
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 05:48:39 AM
clear at 0:30
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 05:59:49 AM
Man, that strat for the wood boxes in 5-9 is silly and I'm not sure if it's even that much faster than what I do (my method doesn't even use the teleporter except to get Brooke out). Changing to 28.0.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 06:47:00 AM
oh thats just the first strat i found for that part, i dont know if theres a faster way....
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 07:10:02 AM
i think this wood box strat is better but not sure if its optimal (clear at 0:30)
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 07:12:29 AM
Yeah, that's basically the one I did.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 07:26:54 AM
lol (clear at 0:42)
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 07:51:11 AM
Oh.

Also, that made me notice an annoying thing with the cursor starting at two tiles away if you open it while pushing, apparently because the direction controls are still functional even when the selector is "hidden" mid-snap. I'll have that fixed in the update I post tomorrow.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 08:04:09 AM
i think im doing something inoptimal here since i barely beat the time but im not sure what..... (clear at 0:30)

Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 08:17:40 AM
the strats in this game are out of control..... (clear at 0:42)
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 08:35:37 AM
6-5: It looks like about the right strategy, but you might be switching too much?
Spoiler (click to show/hide)

6-6: God, I should've thought of that. I'd probably have fixed it if it weren't released already, but...
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 08:55:38 AM
clear at 0:34

i think ive time trialed every level now.... (tho i havent beat all the staff times i guess since u updated some after i beat them)

is there a reward for beating all the staff times? i erased my time's when the beta came out so i would have to do areas 0 to 4 again & i dont know if i want to....
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 09:00:43 AM
Nah, no reward other than all the times being gold. I can't think of much I could offer, especially since it's a difficult task most people won't do, so it'd have to be somewhere between worthwhile and can-do-without.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 07:55:11 PM
sloppy but this level is annoying.... (clear at 0:28)
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 08:23:23 PM
finally i dont have to play this level anymore.... (clear at 0:23)
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 08:38:49 PM
new strat, avoids the annoying spike jump & its faster (clear at 0:39)
Title: Re: All To Get Her
Post by: vgperson on August 13, 2017, 08:46:16 PM
Oh, that's clever. Changing 6-4 to 17.0.
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 09:12:32 PM
faster ending (clear at 0:24)
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 09:23:58 PM
clear at 0:20
Title: Re: All To Get Her
Post by: aimaina on August 13, 2017, 09:47:36 PM
clear at 0:22..... i kinda want to make vids for every level but i kinda dont want to redo areas 0 thru 4.....
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 04:53:19 AM
woomp....
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 05:01:02 AM
my sum of bests is 18:18.2..... sub 18 is probably doable but i dont feel like it
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 06:55:13 AM
got down to sum of bests 17:59.8 just by optimizing areas 0 thru 2..... here are my time's
(http://i.imgur.com/4Si8dhS.png)(http://i.imgur.com/PshTbCL.png)
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 10:04:14 PM
sub 39 hype

watch me forget how to do strats i invented, use the wrong character accidentally and get confused, have my plans foiled by a box from the previous stage, try to bomb skip into a level that doesnt exist, and more....
Title: Re: All To Get Her
Post by: vgperson on August 14, 2017, 10:57:02 PM
Oh my god, 4-8. Even though you mentioned it, I had no idea what you were trying to do, especially when you were messing around to get through the switch doors without using a bomb. And yeah, the border blocks created when no level exists above/below are still indestructible. If they weren't, though, I think you very well could've walked on top of the levels all the way to Area 6, then used a bomb to blow your way into 6-9 (or just fall into 6-1).

Also, I should fix the intermissions showing "0.0" clear times, huh.
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:00:40 PM
the best part is that getting through the switch doors without a bomb is completely useless if you already have three bombs but i didnt notice at the time
Title: Re: All To Get Her
Post by: vgperson on August 14, 2017, 11:11:20 PM
Actually, you could place a bomb up there, then drop it through using Danger. And you can even have it land on the iron box and push it left so it actually gets used meaningfully. So there's another thing for Completely Destroying The Game Using Excess Bombs.

You know, I wonder if there's anywhere you can blow out into empty screens horizontally, because those sides aren't blocked...

EDIT: Looks like if you could blow rightward out of Area 5 somewhere (5-3? 5-8?), you could drop into 6-1 and have no trouble because that level doesn't require limit-broken spells, and limit break gets set in 6-2. Leftward doesn't seem to work - there is technically an opening, but you can't remotely make it.

And now I'm wondering if there's something absurd you can do with Berserk and the fact that exiting left/right/up will "prevent" the other girl from exiting down...
Title: Re: All To Get Her
Post by: juner on August 14, 2017, 11:15:36 PM
oh yay i was wondering if you might try a single segment speedrun!
it's a very fun & impressive speedgame to watch, kinda wanna give it a go but i should probably beat all the staff times first...
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:19:41 PM
bomb notes
Spoiler (click to show/hide)
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:32:04 PM
oh yeah you can escape to the right of 5-3 (using only two bombs even, thanks to destroy) and get to 6-1
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:37:26 PM
you can even take a shortcut in 6-1 because you have destroy instead of unmake

but uh, beating 6-1 doesnt spawn you in 6-2
Title: Re: All To Get Her
Post by: vgperson on August 14, 2017, 11:39:21 PM
Well, geez. (And the 6-1 bug is actually fixed in the newest version - someone found a different thing to get the wrong characters in a finale level, so I made it always take you to the right level based on position instead of characters.)

So should I put indestructible blocks on the left and right too?? I mean, it's clever, but it's a huge skip.
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:42:32 PM
its up 2 you.... i like skips and im still kinda sad you took out the 4-3 to 4-8 one
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:44:36 PM
i guess it does make routing a lot less interesting because its just "do the huge skip" instead of "which combination of extra bomb strats and small skips saves the most time"
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:46:09 PM
i think the best solution would be to figure out where all the accessible empty screens are and make them into secret rooms with cute stuff in em but thats a lot of extra work
Title: Re: All To Get Her
Post by: vgperson on August 14, 2017, 11:50:46 PM
That's not a bad solution - I could just do one for 5-3 if that's the only place you can do a major skip from. I'd just have to make sure it didn't save there.
Title: Re: All To Get Her
Post by: aimaina on August 14, 2017, 11:54:25 PM
oh you can finish 3-10 with 2 extra portaboxes..... wonder where the best place to use them is or if its even worth the extra time
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 12:10:49 AM
i think you can also break out to the right from 5-5 (and do the same skip) and break out to the left from several places ("A Good Reason", 5-7, 5-8, 6-1, 6-2) so just making left/right walls indestructible is probably easiest.....
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 12:17:43 AM
Aw, man. I guess this'll never see the light of day...

(http://i.imgur.com/XQV7K2W.gif)
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 12:23:57 AM
maybe make it so if u enter an empty screen in any way, it fades out and u end up at the cute room..... and theres a teleporter back to whatever level you were in or something.... not sure how hard that would be
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 12:30:39 AM
Ah yes, the Christina Houlihan Room.

Nah, I just added in the borders and I think it's the best way. I probably could do something like that, but it just seems weird, and getting the finale fades to work was iffy enough already. And it would be super bizarre to have that happen in the editor (though I could just disable it there).
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 05:17:08 AM
sneed running is hard......
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 05:22:42 AM
in the next update can u add a secret cheat code that gives u infinite bombs & portaboxes? would be useful for practice

maybe it can be the reward for beating all the staff times
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 05:43:25 AM
Maybe I'll make it so if you press left/right, you can cycle through how many Bombs/Portaboxes you want to start with when using the Start From option? No good reason to make that unlockable, I think, and obviously you wouldn't be allowed to use it in a valid full run. Unlockable Infinite Ammo could be a fun thing on top of that, though.

Also I'm putting in the staff time multiplier thing, just because.
Title: Re: All To Get Her
Post by: SquareWheel on August 15, 2017, 09:52:44 AM
Jumper 2 cheats menu with downloadable wallpapers that 404.
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 06:48:36 PM
v1.03, which lets you start with Portaboxes/bombs, has left/right level borders, etc. is up. And on second thought, I don't think infinite ammo is a very good idea considering how badly you could break everything with that - even with the start-with-items options, I'm guessing you can softlock (but quit out of) some cutscenes, which isn't a big deal, but it's kinda awkward.

Come to think of it, maybe I shouldn't enable the start-with options for Area 6 levels, because you shouldn't start those with any boxes or bombs.

EDIT: Updated it to do that.
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 08:17:01 PM
why do you lose your extra bombs in world 6? the girls should at least keep them, and also you can beat 6-4 and 6-6 with a spare bomb so taking them away at each level is a bad idea
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 08:28:50 PM
also it would be nice to have start-with options for time trial so u can time skips easily, with "start from level ..." you dont have quick reset or start with character/item options, so its a little more annoying
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 08:36:36 PM
oh no i havent beaten all the staff times anymore in this version....
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 09:21:14 PM
Allowing them in time trial would confuse things since those times would have to be invalid, so I dunno. The answer to why items are reset in Area 6 is "it's hard to actually keep it consistent with who has what, just pretend they had to use all their items to get to their respective levels." (And between levels somehow.) Also, it'd cause a difference when the moms are the main characters, although the two groups' total times are already kept separate.
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 09:35:04 PM
i guess i dont really need start-with in time trial to figure out roughly which skips are the fastest....
Spoiler (click to show/hide)

is it really that hard to have separate counts for girl items/mom items? like i can buy "they dropped all their stuff in the lava before entering area 6" or something but losing items between area 6 levels for no reason is silly
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 09:44:36 PM
Kind of? The spells are kept consistent, but that's hard-coded, so it'd be wrong if you found a way to skip the proper gates. The save file stores the current items and spells and stuff for both girls, but the same space is used by both groups. I could tack on more variables for the "other group's" items, and swap them at the appropriate times, but... it gets complicated. I'll look into it more seriously later, I guess.

Also, there used to be an oversight where 6-1 didn't reset items (so the moms had the girls' items), which let you bomb down to 6-2, which is iffy. If I were to add this, you'd be able to bring bombs there again via mom mode, so I think I'd have to do something about that. I don't doubt there are similar concerns elsewhere.
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 10:15:48 PM
btw if u finish 5-10 with destroy then moms will start 6-1 with destroy..... i dont think its a good speed strat tho since its really slow to skip the unmake gate in 5-10
Title: Re: All To Get Her
Post by: aimaina on August 15, 2017, 10:44:46 PM
uhhh i was trying to beat all the staff times again and (clear at 0:34)

i cant seem to replicate it unfortunately
Title: Re: All To Get Her
Post by: vgperson on August 15, 2017, 11:04:40 PM
I have no clue. It's just supposed to update the to-be-bomb-position to Asha's rounded y when she's on ground - even if she were a little bit inside the floor somehow, it still should've rounded in the proper direction.

EDIT: You know, I guess it's unnecessary to update that every frame anyway? I'll just have it do it right before placing. No idea if that'll prevent this issue, though.
Title: Re: All To Get Her
Post by: aimaina on August 16, 2017, 06:51:23 PM
im gonna try streaming some no reset runs..... ive never streamed before so i dont know if it will work https://www.twitch.tv/sylvie_ln

no commentary but i can pause during intermissions to type stuff in chat i guess
Title: Re: All To Get Her
Post by: aimaina on August 16, 2017, 07:38:46 PM
i did one run and i dont feel like doing more rite now.... i got 27:07.9
Title: Re: All To Get Her
Post by: aimaina on August 16, 2017, 07:51:50 PM
i feel like it would take an immense amount of effort to actually get good at this game & do a smooth run..... i wish someone who was better at speed running than me sped ran this.....
Title: Re: All To Get Her
Post by: hubol on August 16, 2017, 08:17:20 PM
wheres zecks @
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 04:25:59 AM
bleh...... i accidentally recorded this at low res so it looks like trash
Title: Re: All To Get Her
Post by: vgperson on August 17, 2017, 05:48:00 AM
Uploaded v1.04: I think I got the finale consistency thing working (including spells), and allowed you to start with items in Area 6 levels.

I decided I kind of had to force the girls to start with Unmake because of the limit break scene, but otherwise things should work as you'd expect. I modified 6-1 such that I'm pretty sure you can't just fall into 6-2 as the moms - you can bomb through the floor in some of the mom levels if you come in with 3 bombs, but at least you have to restart afterward, which will fix the characters. I also put up an invisible wall so you can't jump left from 6-2, as that area's possible to get over to now.
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 07:27:38 PM
hmm if i bomb thru the floor in 6-5 and restart in 6-6 then i have moms in 6-6.....
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 07:45:09 PM
6-10 skip saves about 15 seconds i think & u can get an extra bomb in 6-6.... nice
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 08:08:37 PM
on the mom side, the 1-bomb 6-3 skip seems to only save like 6 seconds..... the 2-bomb skip saves more like 10 seconds

i think theres a decent 2-bomb skip in 6-5 (one bomb to get around the danger gate so you keep destroy, one bomb to get past the doors) but i dont know how much it saves.... 2-bomb skips generally dont seem worth it anyways

6-7 has a 2-bomb skip that saves like 10 seconds.... again not worth it

i dont think 6-9 has anything good.....

so for moms i think the best strat is to just use all your bombs on the area 5 skips.... or use a portabox for the switch in 5-10 and use the extra bomb in 6-3? portaboxes dont seem useful for much
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 08:21:07 PM
on girl side if you use a portabox on 5-10, you can do a 1-bomb skip in 6-2 that saves like 6 seconds.... maybe a bit more if u are less bad than me

so i think moms and girls are pretty even for times....
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 08:31:29 PM
this is my bomb/portabox route as of now...
Spoiler (click to show/hide)
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 09:17:10 PM
heres the route in action (also my fastest run yet & sub 25) area 5 where most of the skips are starts at 15:20

the quality of play kinda tanks after area 2 because i havent practiced the later stuff that much yet.....

also i got confused and messed up the 6-10 skip, heres the correct way to do it (at 0:07).... idk if you can avoid waiting for the bat by going fast but its probably really hard
Title: Re: All To Get Her
Post by: aimaina on August 17, 2017, 10:16:55 PM
in area 6 how does it determine which character you start with? is it hard-coded, based on the previous level, or based on the previous-same-character level?

i need to always start 6-7 in control of lisa & im not sure if i need to set something up in 6-5 or 6-6 to ensure that....

im also not entirely sure if i understand how it determines which character you start with in the other areas..... it seems like it uses whatever character exits the previous level last, unless you are synced and sufficiently close together, then the character from the previous level is preserved?
Title: Re: All To Get Her
Post by: vgperson on August 17, 2017, 11:26:25 PM
I think in Area 6, it should just keep the equivalent of who you were controlling when you exited the previous level (so it'd be 6-6 that matters - I definitely didn't code anything fancy to remember who you were controlling). Because of how often you would exit in sync and have it feel inconsistent whether or not it switched characters (I think it wouldn't switch if it was like the same frame), before the final beta, I added a timer to make it so if the other girl exits within 10 frames, it effectively "undoes" this switch and keeps the old selection. This should work the same way in the finale.
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 04:03:46 AM
i think the finale works differently, it switches me from asha to brooke when i go from 6-2 to 6-3.....

strangely if i finish with brooke selected, it doesnt switch me?? (i.e. i still start as rita)

i tried going 6-1 to 6-2 to 6-3, finishing 6-1 with lisa and 6-2 with asha, and it kept me as lisa.... but when i start from 6-2 it seems to always make me start with rita in 6-3..... im confuse

ok now i tried finishing 6-1 with rita selected and it switched me to lisa at the exit?? :dancedog:
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 04:07:48 AM
wait how did that dancedog get there
Title: Re: All To Get Her
Post by: vgperson on August 18, 2017, 04:33:41 AM
My best guess for why it only happens in specific cases has to do with object creation/execution order, because this is definitely some kind of race condition for same-frame exits.

Logging the switches that happen, exiting 6-2 simultaneously as Asha (in cases like starting from 6-2) causes the switch to Brooke, then it's reverted... but then it switches again to Brooke. And I guess in normal circumstances, the level would've changed before that second switch can happen, but not in Area 6 since it fades out. I should be able to fix it by double-checking to prevent the second switch. I'll also make it so restarting does actually correct the characters (I'm not sure why I thought it already did).
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 06:20:20 AM
another suggestion is let me start from intermissions with bombs/boxes, so i dont have to play thru 5-10 every time i wanna do a full practice run of area 6..... (if i start from 6-1 then the moms get my items)

its not a big deal if u cant do that tho since i can just practice 6-2 to 6-10 i guess
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 07:27:06 AM
if you turn off levvies (i.e. press s with levvies equipped), go through a mute gate, then go through an unmute gate, the levvies will turn back on.... they shouldnt imo

also a weird thing i noticed: mute gates disappear when you pause for some reason??
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 07:30:09 AM
actually just touching an unmute gate turns levvies on every frame or something..... you cant even turn them off while standing in an unmute gate without unequipping them
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 08:48:17 AM



not the best runs but much smoother than trying to improvise based on individual level strats.... ill wait for the character switching fix to run area 6
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 08:53:02 AM
oh and heres this for completeness
Title: Re: All To Get Her
Post by: vgperson on August 18, 2017, 09:49:13 AM
Intermission Portabox/Bomb support is in for the next update, as well as changing the scenes between Area 5 and 6 to "intermissions" instead of "cutscenes," since I guess they are.

Hmm, I guess you're right about the Levvies. The way I coded it, it made sense to have Unmute gates auto-activate them (getting them Muted is like forcing a toggle-off and disabling the ability to toggle them back on), but I should be able to rework it.

Mute gates don't actually disappear, the pattern of the pause cover just overlaps them completely because they're made entirely of X's.
Title: Re: All To Get Her
Post by: vgperson on August 18, 2017, 06:50:21 PM
v1.05 is up with the aforementioned changes.
Title: Re: All To Get Her
Post by: aimaina on August 18, 2017, 10:20:34 PM
how does it determine which item is selected at the start of a stage in area 6?

the current way isnt causing me any problems but i dont understand it.... for example i finish 6-2 with levvies on asha, start and finish 6-3 with gloves on lisa, then start 6-4 with gloves on asha.... what happens to the levvies
Title: Re: All To Get Her
Post by: vgperson on August 18, 2017, 10:44:39 PM
Oh, it looks like it was reverting to the item you had started the last level with, for reasons involving how restarting works. Reuploaded to fix that.
Title: Re: All To Get Her
Post by: aimaina on August 19, 2017, 12:45:47 AM
Title: Re: All To Get Her
Post by: aimaina on August 19, 2017, 12:50:08 AM
based on my world times i think i should be able to get sub 21 with a decent run.... sub 20 would be tuff
Title: Re: All To Get Her
Post by: aimaina on August 19, 2017, 01:15:11 AM
ok i got 20:24.7 on my first attempt with a bunch of mistakes.... i guess sub 20 is my goal and then ill retire from atgh speedrunning forever.......
Title: Re: All To Get Her
Post by: vgperson on August 19, 2017, 02:01:30 AM
Did some further thinking about the item bug and it turns out that if you switch items in the treasure room, you'll start 6-1 with the item you had coming into the treasure room (but maybe only if you have Skip Scenes on, otherwise it'll update properly during the course of the scene?). I guess I'll fix that, not that it matters. I believe it could happen anytime a fade is used instead of a screen scroll, but I think that's the only place it'd happen (no other items to switch to in the intro).

Although now that I put it that way, I think I need to fix it for the end of 6-1 cutscene. But again, doesn't matter much.
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 03:16:40 AM
sigh i got 20:15.5..... speedrunning is really frustrating.....
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 03:46:45 AM
ok i got 19:34.0!! :sonic: uploading vid...
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 04:16:54 AM
Title: Re: All To Get Her
Post by: vgperson on August 20, 2017, 04:43:28 AM
It truly was The Run...

Also nice work starting the ATGH speedrunning community by posting it on the itch.io forum. Now that you've retired, maybe you can make levels instead??
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 04:55:25 AM
hmm i already retired from level making after releasing my masterpiece "flufftown catacombs".... maybe i could come out of retirement to make some levels where you arent muted the entire time.... but im not sure.....

also i actually still havent done a mom playthrough to see those cutescenes yet....
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 04:58:50 AM
u should add sub-1 staff time multiplier so i can see how low i can set it & still beat all the times.....

actually dont because i need to stop playing this game & do work & stuff.....
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 05:03:21 AM
dang editing the registry to set the staff time multiplier below 1 doesnt work....
Title: Re: All To Get Her
Post by: vgperson on August 20, 2017, 05:06:11 AM
Yeah, it's currently set to only modify times if it's over 1x, otherwise it uses the base times. I'm not sure if I want to add it.

EDIT: But maybe the thing I would want to do is show the lowest sub-1x multiplier beaten by each of your level times? I dunno where that info would fit, though.
Title: Re: All To Get Her
Post by: aimaina on August 20, 2017, 05:38:16 PM
optimized my time's.....
(http://i.imgur.com/Y4bxO6s.png)(http://i.imgur.com/SnrRbsq.png)
total: 16:49.9

i now await time's challengers.....

i only found a few significant new strats in the process....
didnt know spike jumps like this were possible last time i looked at area 1.... (0:18)

this one is kinda obvious but i didnt figure it out until now (0:16)

another obnoxious spike jump (0:06)

Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 02:15:37 AM
i did the moms playthrough.... the cutescenes were good and added a lot to the characters....

some weird things:
- i lost my bombs/boxes in 6-1
- i didnt have limit break in 6-1 (in girls side i do)
- there isnt really an explanation for the moms getting limit break.... in my original playthrough i assumed it was just Mom Strength but that doesnt work since they dont have it for the whole game
Title: Re: All To Get Her
Post by: vgperson on August 21, 2017, 02:40:56 AM
The first two were caused by an oversight in the full scene that made it always think you were in the girls playthrough. (EDIT: Okay, turns out it was a little more complicated than that.) It should work properly with Skip Scenes on, though.

Your assumption is what I wanted people to think at first, only to realize with the mom scenes that it's just a more understated version of why Brooke limit breaks. (Heck, kind of their whole thing is being similar to the girls but more understated.) Actually, maybe I'll add the "Limit Break!!" message at the opportune moment to make it more clear.

Also, I noticed some pretty broken stuff with the editor (like how it'll load in main game levels over blank screens...), so I'll be fixing that soon.
Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 03:05:21 AM
why doesnt berserk+limit break work..... my amazing puzzle idea is ruined
Title: Re: All To Get Her
Post by: vgperson on August 21, 2017, 03:07:57 AM
What, so you could go at 22.5-degree angles? That just seemed too bizarre and unsuited for the grid nature of the game.
Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 03:16:13 AM
is there a way to edit dungeon names after u create them? not screen names but the name for the whole dungo

i guess i can just type the name in here

AllToGetHer|Orb of Doom....|DwAAAAACAegEAAEyATABMAvgCAAACuADACAdAAogMGAAAgoAAuAFDwFcXOAFDwEKYeAEDyAA4CMPAhQVDOADLwEUFSAQ4AI/IA4AFOADDyAQ4AEvAHigpOACL2AA4AwP4AMAIN/g0wABCws=
Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 03:20:11 AM
also i was just thinking normal diagonal berserking but being able to do it in more places with the longer cursor range.... but on closer inspection it seems like whether u can berserk is based on character position and not cursor position
Title: Re: All To Get Her
Post by: vgperson on August 21, 2017, 03:25:28 AM
There's no in-game way to rename dungeons, but it's just based on filename, so you can go into the dungeons folder and rename the files (or folders, for the editable ones). And yeah, dungeon strings just have them out in the open to change to whatever you want (although it gets truncated on import if it's too long). But maybe I could add it if you right-click on a dungeon name.

Yeah, it's only supposed to be unusable if it would cause you to immediately hit a wall and Chill. Though I think it may be a little broken, causing it to think that incorrectly in specific cases.
Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 03:28:31 AM
AllToGetHer|Orb's Revenge|DwAAAAACAegEAAEzATEBMAvgCAAACuADACAdAAogMGAAAgoAAuAFDwFcXOAFDwEKYeAEDyAA4A0PAHjgAVLgAl8CFAoM4AMPARQKIBDgAh8BChTgBQ8gbuACL6BR4AIvYADgDA/gAwAgf+DTAAELCw==
Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 03:41:24 AM
AllToGetHer|Orb 3|DwAAAAACAegEAAE0ATIBMAvgCAAACuADACAdAAogMGAAAgoAAuAFDwFcXOAFDwEKYeAEDyAAgA8AeOABQuADTyAA4AMPABQgJeACDwAUIIbgAw8gDgAW4AMPAAAgDuABDyA7QADgAj9gAOAMD+ADACCP4NMAAQsL
Title: Re: All To Get Her
Post by: vgperson on August 21, 2017, 03:59:50 AM
These are high-quality orbs!

Also I uploaded v1.07 with a bunch of fixes.
Title: Re: All To Get Her
Post by: aimaina on August 21, 2017, 03:11:33 PM
busy day today but heres a quick orb before i get to work.....

AllToGetHer|4rb|DwAAAAACAegEAAE1ATMBMAvgCAAACuADACAdAgp4CiAyIAACCgACYA8APSALQAACClxcYA9AC0AAAgoKYeAEDyAA4CMPARYX4AQvAxYAABfgAz8gHQAW4AMPAQAXICHgD1/Ak+AMH+ADACDf4NMAAQsL
Title: Re: All To Get Her
Post by: aimaina on August 22, 2017, 01:02:39 PM
AllToGetHer|Not Another Orb....|DwAAAAACAegEAAE2ATQBMAvgCAAACuADACAdAAogMGAAAgoAAuAFDwFcXOAFDwEKYeAEDyAA4CMPARQW4AQvARQUIBDgAj/gBw/gAi8AeOABouADryAA4AwP4AMAIC/g0wABCws=
Title: Re: All To Get Her
Post by: aimaina on August 22, 2017, 01:41:15 PM
AllToGetHer|Lava Orb|DwAAAAACAegEAAE3ATUBMAvgCAAACuADACAdAAogMGAAAgoAAuAFDwFcXOAFDwEKYeAEDyAA4CIPAiMjFuADLwAjIAAAFuACPyAO4AQPIBDgAS8AeMCj4Bxv4AMAIN/g0wABCws=
Title: Re: All To Get Her
Post by: dcco on September 02, 2017, 03:01:13 PM
dang woof im dying from grad school but ill defs itchio this when i get the chanse  :o
Title: Re: All To Get Her
Post by: hubol on September 02, 2017, 05:03:07 PM
aww i was thinkin about u earlier dcco!!! i hope grad school doesnt kill u..... heres some dancedogs to help :dancedog: :dancedog: :dancedog:
Title: Re: All To Get Her
Post by: dcco on September 27, 2017, 02:33:16 PM
wow ty hubol!!!!  :dancedog: :dancedog: :dancedog: even though it's like.... a month later X( im still alive tho

Title: Re: All To Get Her
Post by: hubol on September 27, 2017, 03:40:42 PM
hang in there gamer!!!! :dancedog:
Title: Re: All To Get Her
Post by: SquareWheel on September 27, 2017, 06:45:39 PM
Terrible news hubs.  Someone upcuted you.

At least now I can upcute guilt-free.
Title: Re: All To Get Her
Post by: hubol on September 28, 2017, 02:35:09 AM
i know i saw.....