Good News... sort of!
Added 2015-09-01 19:25:28 +0000 UTC
So Cheshire found the bug; it turns out it WASN'T an error in the code, which is why he couldn't find it this entire time.
It was actually the boss graphics; they were too big for GM to support natively. So Cheshire is now thinking of a workaround, and if he can't come up with something within a day or two, we're just gonna port it to C++ and be done with the whole mess; again, sorry for the delays!
To try and make up for things, here's a screenshot of the Ice Level tiles; this isn't all of them of course, and the background is black because of us not having a background for it yet, but yeah!
Also, check out the bridges; those are actually going to be part of one of this level's gimmicks, which I'll talk more about as the month goes on :P
Dude, no problem at all, you've already helped us out extraordinarily. Take care of yourself first, that's what matters!
The Future Fragments Team
2015-09-02 10:57:04 +0000 UTC
Appreciate the update. I'll be decreasing my pledge for 2 months and bring it back afterwards. I'm in a tight spot right now. I should be fine within a month, but I usually assume the worse so when something good happens it's a surprise.
Peter Nash
2015-09-02 09:25:23 +0000 UTC
Probably, but it feels... Odd.
I might go ahead and give some testing to the matter, if I find the time.
Barreytor
2015-09-02 07:00:41 +0000 UTC
Around 580 x 300 or so, going from the images i have of it etc. The game over animation for it is over 130 frames, so that probably had something to do with it also, haha.
The Future Fragments Team
2015-09-02 06:05:24 +0000 UTC
Looks good :D Keep it up!
Robot
2015-09-02 04:43:40 +0000 UTC
Just for the record and preemptively avoiding that issue, just what was the size of a frame of that boss?
Barreytor
2015-09-02 04:34:00 +0000 UTC
we try! :D
The Future Fragments Team
2015-09-02 04:30:49 +0000 UTC
Thanks for the high praise, seriously :D but we don't intend to give Half Life 3 a run for its money in the vaporware department just yet, haha!
The Future Fragments Team
2015-09-02 04:30:45 +0000 UTC
Nicely done, guys.
Studio Danza
2015-09-02 03:41:35 +0000 UTC
This game is in the early stages. BUGS and leaks will are inevitable. You have Die hard fans, and anybody who decides to wig out because you were unable to deliver on time, keep Half-life in mind. A World wide fan base, that STILL till this day.........has no answers of hope. The point I'm making is obvious, Valve *can* take the time on one game while working on another and still sleep good at night. I know good work when I see it, and Future fragments is gold.
Kinetik Silence
2015-09-02 03:02:45 +0000 UTC
Oh, we absolutely intend to port to C++ soon, we'd just like to get the demo out before that is all :P
The Future Fragments Team
2015-09-02 00:04:25 +0000 UTC
Wow, indeed, good luck finding that kind of "bug" ! :-O
I guess one of the workarouds would be to divide the sprite in several smaller sprites and make them move according to the same parent, but it might be a bit heavy for some systems...
Strange though, that GM can't handle a simple sprite, even when using X11 I never have this kind of issue, even when loading 6K images... I think GM is not that well made and that porting to pure C++ will become mandatory.
Tableuraz
2015-09-01 20:48:06 +0000 UTC
He's pretty huge, about 6 times the width of talia and twice as tall AFAIK, and fully animated haha!
The Future Fragments Team
2015-09-01 20:16:27 +0000 UTC
Triangulate ought to take this as a badge of honor: he went and, like George Kamitami, made a boss so detailed and deliberate that the game engine couldn't handle it--just like Odette in Odin Sphere!
If nothing else, this really builds expectation for the Fire Level's boss. Can't wait to see that guy in action!
Vent
2015-09-01 19:37:14 +0000 UTC