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Messages - vgperson

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211
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

212
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

213
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

214
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

215
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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).

216
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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?? I don't know how anything works.

217
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

218
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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?

219
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

220
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

221
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

222
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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).

223
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

224
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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.

225
Cute Discussion / Re: All To Get Her (Cutey Preview)
« 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).


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.

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