Last Legacy: Chapter 1 Release Candidate!

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Re: Last Legacy: Chapter 1 Release Candidate!

Postby ~Yuri » August 18th, 2013, 8:50 am

The game is great,The level designer is way better now,and the history levels are awesome.

However, it have a really annoying glitch that happens with me.When the character enters in delta mode,the delta screen appears out of place and I have to know the exactly coordination to use the delta.See this:

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Re: Last Legacy: Chapter 1 Release Candidate!

Postby -BY » August 18th, 2013, 10:26 am

A few music themes in the LDer don't seem to work properly. I'm only getting silence for a few. I'm not sure if it's my fault or if it's a bug.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby KABOOM » August 18th, 2013, 10:58 am

yurimaster09 wrote:The game is great,The level designer is way better now,and the history levels are awesome.

However, it have a really annoying glitch that happens with me.When the character enters in delta mode,the delta screen appears out of place and I have to know the exactly coordination to use the delta.See this:

Image

I can't really tell what the problem is there. Could you clarify?
-KT wrote:A few music themes in the LDer don't seem to work properly. I'm only getting silence for a few. I'm not sure if it's my fault or if it's a bug.

Runouw said that the music themes that weren't used in story mode were removed to reduce the filesize for Newgrounds release, but it'll be fixed at some point.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby AwesomeJRFD » August 18th, 2013, 1:17 pm

yurimaster09 wrote:The game is great,The level designer is way better now,and the history levels are awesome.

However, it have a really annoying glitch that happens with me.When the character enters in delta mode,the delta screen appears out of place and I have to know the exactly coordination to use the delta.See this:

[image]

When you press C outside of Delta Mode, you can see the available delta spaces, even if you're in a no Delta zone.
I hope that helps.


I've talked to Runouw about lag problems, and here's what he said:
  • The game runs fine for him on an i3 and an a10
  • Don't use Chrome. If the game runs a fraction under the max fps, then Chrome breaks it. Chrome does this intentionally to stop people from using flash. It's so people migrate to html5 games instead.
  • He is remaking the game in Java however. His computer gets 4,000 fps in an early build. It's like 80 times as fast as in flash.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby MICrophone » August 18th, 2013, 4:52 pm

AwesomeJRFD wrote:
  • Don't use Chrome. If the game runs a fraction under the max fps, then Chrome breaks it. Chrome does this intentionally to stop people from using flash. It's so people migrate to html5 games instead.

I'm not using Chrome and still have that lag problem. But hopefully the Java version will fix it.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby ChaosYoshi » August 18th, 2013, 10:58 pm

MICrophone wrote:
AwesomeJRFD wrote:
  • Don't use Chrome. If the game runs a fraction under the max fps, then Chrome breaks it. Chrome does this intentionally to stop people from using flash. It's so people migrate to html5 games instead.

It seems to be working fine on Chrome for me.
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Re: Last Legacy: Chapter 1 Release Candidate!

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Postby かわいいトマト » August 18th, 2013, 11:42 pm

AwesomeJRFD wrote:
yurimaster09 wrote:[*]He is remaking the game in Java however. His computer gets 4,000 fps in an early build. It's like 80 times as fast as in flash.[/list]


That wasn't supposed to be announced for awhile. But I guess the information is out now.

Just so you know, the computer Runouw (Rob) uses for programming is a budget gaming desktop so seeing ~4k fps is unlikely for all cases. You can however expect the java game to run much better than the flash due to full hardware acceleration and multithreaded processing.

We have tested the java engine on an old budget laptop (circa 2008) with the following specs:
- CPU: Core 2 Duo (2ghz)
- GPU: Intel Mobile HD 4000 series. <--- This is the bottleneck, the game runs better with a better GPU.
and it gets 80~100fps at 1366x768 resolution. This is the lowest powered testing platform that we are using for builds of last legacy.

We plan to open up a devblog in the near future.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby Zunar » August 19th, 2013, 3:09 pm

Minor bug I've found: If you read a sign while on top of a rolling delta orb, you fall through it. Fortunately you teleport back up once you close the sign, but I figured I'd bring it up anyway.

Also I have a suggestion. It ties in with having the controls customizable in later versions. Could you make separate jump and duck buttons for people who feel inclined to play the game using a controller? It's no big deal if you can't, it's not like it hinders a controller-player, it's just awkward.

One more thing: gravity controls. The controls turn weird and become very disorienting. Would it be possible to add an option to switch the controls when the gravity itself switches? For example, in the recent builds, when gravity switches 180, left and right basically flip (or they seem reversed to the player, as you press left to move right and vice versa). It's even worse when gravity is rotates 90 degrees; you press left and right to move up and down the walls. Would it be possible to fix it so the controls change to accommodate the change in perspective? Rotating the entire game screen would take too long and be too much a strain, I'm thinking.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby CrazyPieGuy » August 19th, 2013, 8:00 pm

I think the game is a bit on the easy side, I was literally able to beat it with only one hand. I also like the idea of the controls rotating with the screen. That was the section where I had the most trouble.
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Re: Last Legacy: Chapter 1 Release Candidate!

Postby MICrophone » August 19th, 2013, 8:01 pm

TheZunar123 wrote:One more thing: gravity controls. The controls turn weird and become very disorienting. Would it be possible to add an option to switch the controls when the gravity itself switches? For example, in the recent builds, when gravity switches 180, left and right basically flip (or they seem reversed to the player, as you press left to move right and vice versa). It's even worse when gravity is rotates 90 degrees; you press left and right to move up and down the walls. Would it be possible to fix it so the controls change to accommodate the change in perspective? Rotating the entire game screen would take too long and be too much a strain, I'm thinking.

I think that's the whole point of the gravity changes; to make the controls disorienting and the challenge harder. If the controls can switch along with the gravity, then basically there's no real value to the gravity change other than visual appeal I guess.
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