
Gave the new demo a quick spin and the ships power and speed is just right now but lots of issues with joysticks.
Have emailed you feedback in the requested format so please keep up the good work

Yes this is hitbox, and you can't see it. Duse formations/Airships system will be complemented and the issue will become unactual. For now you can use Front Spread - it is the same mainly.Problem 3:
With the Covering Straight function, you can't see your hitbox when grazing against bullets. At least, the spot in the center which I'm assuming is the hitbox which is visible with the other ships and formation types.
Warning sign also will be changed, it's a place-holder for now.Also, at the end of the stage as the warning sign happens I'm getting killed because the warning sign shows up and blocks vision of the last enemy bullets on the screen. To fix this (also will help on the eyes in general if you do this) I'd recommend not having it display at full alpha when going between opaque and invisible.
Turning down the fancy graphics? For what purpose?Possibly add a few options for turning down the fancy graphics for some things here and there,
Yes Xbox360 Controller works fine now, though slightly more responsive on the D-pad than the thumbstick but my humble Saitek P220 is still not recognised!Y2135 wrote:Please try this executable instead and feedback if something will change about joysticks. When gamepad problems solved I repack and reupload demo and replace the links.
I also recommend some kind of quick tutorial thing like how ESPRade does it to demonstrate these nuances too (see this video but ignore the stupid talk). Again, probably for later releases though.mjclark wrote:Yes Xbox360 Controller works fine now, though slightly more responsive on the D-pad than the thumbstick but my humble Saitek P220 is still not recognised!Y2135 wrote:Please try this executable instead and feedback if something will change about joysticks. When gamepad problems solved I repack and reupload demo and replace the links.
As I said in my email, I'd like to see a control to fire the Karma Reactor when it's charged (rather than that just happening automatically) and of course different weapons and behaviours for the different ships, but this looks and plays gorgeously so please keep on rollin'
Hm, this is the point, but I have not really fast pc for myself. It's P4 2.8, 1 Gb RAM and GeForce 8500 GT, and all runs pretty smooth. Of course it has to be pondered.Turning down the fancy graphics will allow for lesser PCs to run it, of course. It runs fine on my iMac Dual Core 2.8 Ghz with a good ATI card but I can't see it running well at all on lesser PCs with all the blending and all that jazz.
Controllable chain reaction is not what I wanted. One of the main points is that you can't control discharge when gauge is full. You control discharge by moving your aircraft through bullet patterns. Different weapons are planned but for now it's like WIDE FULLFIRE / FOCUSED FULLFIRE. Behavior of the different player aircrafts ... Often it is like fast/weak versus slow/powerful options. Both are already included in one ship because of slowdown/fullfire button. So things are not so obvious as they seem to be.As I said in my email, I'd like to see a control to fire the Karma Reactor when it's charged (rather than that just happening automatically) and of course different weapons and behaviours for the different ships
Tutorials are never overdone, so yes yes and yes for next builds.I also recommend some kind of quick tutorial thing like how ESPRade does it to demonstrate these nuances too (see this video but ignore the stupid talk). Again, probably for later releases though.
Processing code for all buttons (not directions) is the same so this is very very strange. If one button works, others also have to, at least after the redefining. =\except for button 11 which I believe paused the game and nothing else.
Sorry, confused with blog theme options. Now all works =)...Oh and have you disabled comments on your blog?
Code: Select all
Joystick detected: 1
Driver: MS PC-joystick
Axes: 3
Buttons: 8
POV detected: 0
Button press: 2,3,4,6,7,8 all detected
button 1 goes back to menu
button 5 goes back to title screen
D-pad Up: Y=-1
Down: Y=1
Left: X=-1
Right: Y=1
POV Angle: 0
Code: Select all
Joystick detected: 1
Driver: MS PC-joystick
Axes: 5
Buttons: 10
POV detected: 1
Button press: 2,3,4,6,7,8 all detected
button 1 goes back to menu
button 5 goes back to title screen
Triggers not detected
Left Thumbstick Up: Y=-1
Down: Y=1
Left: X=-1
Right: Y=1
POV Angle: -1
Yes please! Would like to try that .exe!Y2135 wrote:AH! Found ya! POV which is absent returns 0 instead of -1 with your Saitek.
Everything else seems fine. Wow, that was THE assist, thank you. I fixed everything now. If you want, I will upload working fully exe special for youin other cases, I'll wait till having enough updates =)
Thanks- this is all working great and I can play and navigate menus with Saitek P220 at last!Y2135 wrote:HERE it is.![]()
Menu controls are not so responsive but that's due I redirect them to keyboard for some purposes and this is ok for now.
Great- so this is going to have some proper depth to the scoring!Y2135 wrote:This is hit-rate balance. Between enemies encountered and enemies you destroyed. Influences Stage Rank directly among other two parameters that are Lives lost and Continues used.
That would be great!Y2135 wrote:Yes it has to be done, but I will change or add something in future may be. I can explain what score system is for today, but later this night (~2 hours).