Blasted Crates

Ah I understand. Thanks, I’ll think about adding that in and see if it adds to the game.

[quote]Please note that the input lag is equal for both the keyboard and the mouse.
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Hopefully, switching to polling will fix the lag. If not, I’ll have to investigate the delta time cap.

For maximum polish, you’ll probably only want to process jumps that were queued within X amount of time before hitting the ground, where X is some fractional-second value that’s smaller than the length of an entire jump. Otherwise it’s annoying if you accidentally bounce the button and queue jumps you didn’t want to.

[quote]For maximum polish, you’ll probably only want to process jumps that were queued within X amount of time before hitting the ground, where X is some fractional-second value that’s smaller than the length of an entire jump. Otherwise it’s annoying if you accidentally bounce the button and queue jumps you didn’t want to.
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Makes alot of sense. I’ll prototype this later tonight.

Before you start implementing that ‘convenient’ feature, think about how that takes all skill out of the equation. The entire point of this game is to have lightning speed reflexes, and by doing ‘action queueing’ they don’t matter as much, only the timing of the first jump would be important.

That’s why you don’t let people queue jumps at any time, just a small fraction before they hit the ground. It’s basically adding a little bit of tolerance to the mix, and it’s pretty much a requirement to compensate for any input lag. Obviously removing input lag is better, but even then it still provides a smooth experience without taking away too much difficulty.

[quote]Before you start implementing that ‘convenient’ feature, think about how that takes all skill out of the equation. The entire point of this game is to have lightning speed reflexes, and by doing ‘action queueing’ they don’t matter as much, only the timing of the first jump would be important.
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[quote]That’s why you don’t let people queue jumps at any time, just a small fraction before they hit the ground. It’s basically adding a little bit of tolerance to the mix, and it’s pretty much a requirement to compensate for any input lag. Obviously removing input lag is better, but even then it still provides a smooth experience without taking away too much difficulty.
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The main reason I’d look at doing something like this would be for an ‘easy mode’, because people tend to curse alot while playing this game :stuck_out_tongue:

It is not a easy mode, just a human factor consideration. We queue actions everytime on our brain, even when walking.

It is hard to find the exact tick when you are able to jump again. It is just asking someone to have a near 0ms reaction time.
Of course the levels can be beaten without it, but if you add it, you can create even harder levels, which would need near perfect timing :slight_smile:

That is where your timing and skills come in.

Never mind I got to level 8.

But Hsaka, I’m also 100% sure Level 8 round 2 is impossible to beat. The second leap has hidden boxes or something - it’s NOTHING like the first leap even though the boxes are exactly the same.

Ie:

Nope it’s possible. They are not equal hence the tip “Watch your head”

Very well made, but your game drove me absolutely insane… I think that the level of skill is arguable, because it basically becomes luck, nobody has fast enough reflexes to get down to the milliseconds that it takes to beat some of those levels, they are beatable, but only after dying 50+ times.

good game none the less, just wish it were more friendly :slight_smile:

Reading this thread I was like “oh come on” because of all the whining, and I enjoy hard frustrating games like Demon’s Souls.

But this game is like working at a tin can production line and cut you hands 9 times out of 10
Plus, people need rewards for doing good. Going on and just not dying, after I tried a particular part like 30 times, is just not enough =P

About the lag: Yeah sometimes he player made like a whole walking cycle running into a crate while I was was HAMMERING the keyboard, and I play all the fighting games, there is definitely lag here. Although my first thought was that it was the laptop keyboard… (since its internally PS/2)

It’s not high-skill cap that bothers me. It’s the game being in a non-functional state. I can not apply skills to the game, because it doesn’t receive input as I send it. It’s like driving a non-responsive car. You can’t blame the driver for being a bad driver.

Maybe you’re not sending it fast enough :expressionless:

Not the case. The guy keeps running, even though I’m mashing my mouse and spacebar at the same time. I have a mouse that can send 1000 events per second. I think that should be enough to make me jump the exact frame the possibility arises.

Didn’t get past the second crates at this part either. Started this stage with 200 Deaths and ragequit it with 280 :confused:

I dont know if you are a faithful man but this game is pretty much your ticket to hell ;D

I just updated the game to use polling instead. Let me know if it’s still missing events. Also, you can now use the Up key as well to jump. Thanks again for playing!

Very addicting and fun, nice job! It reminds me of a game for iPhone/iPod touch: Thief Lupin: http://itunes.apple.com/us/app/thief-lupin!/id401590508?mt=8.

I didn’t experience any lag.

The input lag is gone, and it’s now a lot easier. Also, level 8 round 2 second leap… Fffffffuuuuuuuuuuuu-

hahaha ikr! -_-