Hexoshi

Re: Hexoshi

Postby onpon4 » 12 Jan 2017, 13:06

I haven't seen anything like that. I think the most likely explanation is that you need to regenerate your map files. Try running Hexoshi with the "-m" option. You should also do this any time there are any changes to the rooms.

If that isn't it, can you post a screenshot, or alternatively save the map with the "-s" option and post that?
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Re: Hexoshi

Postby onpon4 » 13 Jan 2017, 01:14

https://www.crowdsupply.com/onpon4/hexo ... ng-results

Voting Results

The first poll has concluded, and the results are in. Of the 25 eligible voters, 12 voted and 13 abstained. The results were as follows:

1. 5 votes (36%)
2. 1 vote (7%)
3. 8 votes (57%)

So the first task we will work on is: Add Anneroy’s new abilities. Thank you to everyone who voted!

Progress Report

I had Monday and Tuesday available this week, so I dedicated both days to Hexoshi’s development. I timed myself for 3 hours of work on Milestone 1’s goals, though I also spent several hours on some extra things which I did not time myself doing. The following developments occurred:

* 9 new rooms have been added, bringing the total number of rooms to 23.
* A message is now shown the first time you activate a warp pad explaining that you can press “up” to teleport (similar to the messages seen when powerups are collected).
* I made sloped versions of the stone tiles. they can be seen below the E-tank to the left of the Handheld Map.
* Support for “map hints” to change the way the map is generated has been added. These hints are used in some of the new rooms. Their intended purpose is to enable the creation of non-rectangular rooms.
* Lines of Code – a track which was previously rejected because of its loudness war syndrome – has been added back in for use in the credits screen, where this isn’t so much of a problem.
* Support and graphics for useless artifacts has been added. These can be used sparingly to add some purpose to corridors designed to take players in the wrong direction, and to otherwise add filler to the game. It can also be a handy way to put easter eggs into the game.

Other Notes

Someone contacted me and asked if there is a mailing list to discuss voting issues. Unfortunately, there currently is not. However, I do want voters to discuss these issues, especially more important ones like the next one, so from now on I will open an issue on Hexoshi’s GitLab page for discussing each poll. The corresponding issue will be linked to both in the nomination phase announcement and in the voting phase announcement.
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Re: Hexoshi

Postby MCMic » 13 Jan 2017, 01:27

Yeah, it’s way better with -m.
There still are a few weirdness, like doors leading to themselves it seems, but that might be intentional.

There is also a room you ge stuck in, as you’d need morphball to go left and walljump or doublejump to go back right where you came from.
Nice progress anyway.
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Re: Hexoshi

Postby onpon4 » 13 Jan 2017, 01:58

There still are a few weirdness, like doors leading to themselves it seems, but that might be intentional.


More like, temporary. :) Those are doors that are going to lead to rooms that don't exist yet.

There is also a room you ge stuck in, as you’d need morphball to go left and walljump or doublejump to go back right where you came from.


Yes, that's the room where you're going to get the ball powerup. You can see the platform the powerup is going to go on, but since it hasn't been implemented yet, it's currently empty.
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Re: Hexoshi

Postby MCMic » 13 Jan 2017, 22:48

Ok, I’ll wait for the next updates then :-)
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Re: Hexoshi

Postby onpon4 » 14 Jan 2017, 03:40

The nomination phase for new enemies has begun:

https://www.crowdsupply.com/onpon4/hexo ... ew-enemies

Although it seems a bit early, I think it's a good idea to begin the nomination phase for the question:

What new enemies should be added to Hexoshi for Milestone 1?

The nomination phase will last until January 20. During this phase, anyone (regardless of whether or not you are registered to vote) can nominate any number of candidates for possible choices on the ballot. Nomination does not guarantee appearance on the ballot; that decision is ultimately up to me. However, this is your chance to share and discuss your ideas.

Please either send your nominations to onpon4@riseup.net, or post them to the following issue on GitLab (which can also be used to discuss the question):

https://gitlab.com/hexoshi/hexoshi/issues/5
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Re: Hexoshi

Postby onpon4 » 22 Jan 2017, 00:06

https://www.crowdsupply.com/onpon4/hexo ... e-extended

Because of the nature of this particular issue and the fact that nominations only started coming in a few days ago, I have decided to extend the nomination phase for enemies until January 27. Please feel free to send any ideas for nominations you have to onpon4@riseup.net, or post them here:

https://gitlab.com/hexoshi/hexoshi/issues/5
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Re: Hexoshi

Postby onpon4 » 27 Jan 2017, 02:27

https://www.crowdsupply.com/onpon4/hexo ... s/savannah

Hexoshi has been approved on Savannah! Because of this, further development will be done there. The project has been fully moved, and the GitLab project has been archived.

The new location for the website is found here:

http://hexoshi.nongnu.org

And the new project page is here:

https://savannah.nongnu.org/projects/hexoshi/

To be clear, the new enemies issue will continue to be discussed on GitLab, while future issues will have either an associated task or an associated bug on the Savannah project page.

Savannah supports a lot of features that GitLab does not. In particular, I have started using the Task Manager to track our progress on the goals of Milestone 1, and I will be posting updates to the news feed in addition to Crowd Supply from now on; you can subscribe to the news feed here:

https://savannah.nongnu.org/news/atom.php?group=hexoshi

Other than the move to Savannah, the news is relatively modest. Luke has begun to work the ball form, and I have completed some more rooms and made some other enhancements to Hexoshi. The time I recorded myself working on Hexoshi since the last update was 1 hour and 30 minutes. This is inaccurate since I forgot to time myself a few times, but that's fine; I'll just say a wizard did it. So officially, the amount of time I've spent in total is 4 hours and 30 minutes. Changes since the last update include the following:

* Six more rooms were added, bringing the total number of rooms to 30.
* The E-tank to the left of the Handheld Map has been replaced with a useless artifact. I felt that it was too early to give a health upgrade there.
* The map disk near the second warp pad is now complete (i.e. the rooms it maps out now all exist).
* A "map" key has been added (assigned to "M" by default).
* Powerups are now removed from the map when collected. Because of the nature of the map, this cannot be retroactively applied to old save files; you will have to start a new game.
* The URL in the credits has been updated to "hexoshi.nongnu.org".
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Re: Hexoshi

Postby DGMurdockIII » 02 Feb 2017, 19:15

can you get the game on itch.io/ please https://itch.io/
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Re: Hexoshi

Postby onpon4 » 03 Feb 2017, 00:31

Yeah, I'm going to publish it there when version 0.1 is ready. I'll also be publishing it on Game Jolt.
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Re: Hexoshi

Postby MCMic » 08 Mar 2017, 19:05

There is a problem with the ball control when using analogic stick, down will transform into ball right away, so for instance I cannot jump and shoot down anymore, it morph me into ball. Using the cross it works fine.

Also, using wall jump in a 1 tile wide hole I managed to get stuck in the wall. Maybe it’s already a known bug, not sure.

Keep up the good work :-)
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Re: Hexoshi

Postby onpon4 » 08 Mar 2017, 19:31

There is a problem with the ball control when using analogic stick, down will transform into ball right away, so for instance I cannot jump and shoot down anymore, it morph me into ball. Using the cross it works fine.

Thanks for reporting this. I've been testing only with a keyboard, so I didn't even think about it. I think I know the cause; I'll see what I can do about it.

Also, using wall jump in a 1 tile wide hole I managed to get stuck in the wall. Maybe it’s already a known bug, not sure.

Nope, that was unknown; I just coded the wall jump a few hours ago. ;) I'll look into it.

EDIT: Both have been fixed.
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Re: Hexoshi

Postby onpon4 » 01 Apr 2017, 19:24

I have an important announcement today:

https://savannah.nongnu.org/forum/forum ... um_id=8830
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Re: Hexoshi

Postby themightyglider » 01 Apr 2017, 21:05

What wonderful news!
I'm sure Hexoshi will be at least 20% cooler after the portation on BASIC.

I should switch to another language with RBA too. Maybe whitespace would be a good decision. ;)
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Re: Hexoshi

Postby onpon4 » 06 Apr 2017, 16:30

As I'm sure everyone who saw it figured out, that last update was an April Fool's joke. However, I now have a legitimate update:

https://savannah.nongnu.org/forum/forum ... um_id=8838

I must apologize for the late announcement of the voting results. I just
so happened to launch a Patreon page at the same time as the voting
ended, so I forgot to do so.

On that note, please consider contributing to that Patreon page, which
can be found here:

https://www.patreon.com/onpon4

It will not have anything to do with Milestone 1 of Hexoshi, but it
supports my other game development efforts, and if I get enough funding
through it, I may be able to make the Milestone 2 crowdfunding campaign
entirely focused on raising money to commission art. That would make the
campaign smaller (and therefore more likely to succeed), and it would
also make the way Milestone 2 is developed much more flexible.

In any case, the voting results. I assigned a number of points to each
choice based on where people placed them among their preferences: first
choice got five points, second choice got four points, and so on, up
until the fifth choice, which got one point. The top three choices by
this metric were:

1. Iridia (17 points)
2. Aoshi (14 points)
3. Ulu (7 points)

The voter turnout was low (again), but that's OK. Iridia was one of my
favorite options too, so Iridia it is.

But that's not all; there have also been a *ton* of new developments
since the last progress report last month. These are the most notable
developments:

* Iridia is finished. A temporary ending, a macguffin, has been included in the last accessible room (which will lead to the second major area in Milestone 2).
* Fixed a defect in map scrolling that caused it to take almost a second with each interval (and it would have gotten even worse later on).
* Changed Anneroy's ball form to behave a lot more like a ball. This requires an update to xsge_physics, so do remember to update that to version 0.13 or later if you haven't already! Rolling down a slope as a ball now allows you to get a massive speed boost, while rolling up a hill requires a running - or, rather, rolling - start.
* Added a statistic for the number of enemy types killed. It's pretty meaningless right now, but later on, it will be another useful indicator of progress.
* Added an animation to show that decompressing failed when it does (due to being in a one-tile-high space).
* Added a "lax" to decompressing, so if you're close to a 1-tile-wide hole but not quite there, you shift over.
* Fixed a defect in wall jumping: you jumped a shorter or higher height in an inconsistent way based on when you released the jump button. Variable heights was not supposed to be possible, so it has been removed and the wall jump height has been reduced.
* It is now possible to compress while running; simply double-tap "down" as you would if you were in the air.
* Added a warning if you attempt to leave the game when there is unsaved progress.
* Added a "diagonal aim lock" option, which reverses the function of the "aim diagonal" button.
* Changed the way game data is saved so that it is more robust. Unfortunately, this was a significant enough change that old saves would crash the game, so any save files in the old format are automatically deleted.
* Added some map walls to room 5 and gave it some camera guides to better hide the hidden artifact found in it.
* Added the Hedgehog Hormone, which briefly causes spikes to grow out of Anneroy's ball form, damaging enemies and protecting Anneroy from damage by contact with enemies (but not protecting from bullets).
* Fixed a bug in map generation that caused some map objects to be drawn multiple times. The practical effect of this was to prevent artifact indicators from being erased.
* Added a sound (taken from Minetest) for when stones are broken.
* Pulled an updated Spanish translation from Jorge.
* Changed the credits screen to black instead of that purplish color.
* Changed the way stones generate fragment objects to limit how much this slows down the game. Basically, if the frame rate is low, the number of fragments generated is reduced to prevent it from getting any lower.
* The E-tank in room 10 has been changed so that it requires a ball jump ability combined with the hedgehog spikes to obtain. Previously I intended for it to be obtained with a wall climbing ability, but I have found the task of implementing wall climbing physics too complex to be worthwhile.
* Fixed a crash caused by attempting to pause the game with a game controller.
* Fixed a bug that allowed Anneroy to be in a "rolling" state while walking.
* Switched the spike stone image to make it more visually distinct.
* Added the Atomic Compressor sprite.
* Added links to my Patreon page and the Milestone 1 CrowdSupply campaign to the title screen.

Milestone 1 is on the horizon, but much more work needs to be done. Stay tuned!
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