DEADBOLT

DEADBOLT

To Hell and Back
8 Comments
Nintee  [author] 20 Oct, 2020 @ 6:29pm 
Alright so obviously it's been quite a while, but I was looking through your comments on my levels to know what weaknesses I need to squash in the next one (there are many but it's great that someone who knows what they're doing had the solidarity to point them out)
Nintee  [author] 20 Oct, 2020 @ 6:29pm 
You've got a point with the gauntlet being uncooperative after the initial scare. I'll take this into account, but if I were to try to explain myself, I think I was trying to experiment with layout. This space allowed for more interesting gameplay than the ol' rectangles with lines inbetween. It created dynamic shooting positions which I enjoy from that section, such as the ladder shooting and shooting the undead in the middle platform using the left platform as a vantage point. Granted, I can see that these moments are drowned out by the AI causing an overdependence on ladder shooting. This could be remedied by using doors, as you said.

I was never able to identify what the crash you got was. I encountered it myself but I have no clue where it's coming from. The good news is that that was the end of level, so the stage isn't broken by it. Once again, thanks for the feedback.
RPD_Survivor_842 8 Oct, 2018 @ 6:43pm 
O O O O O O O O O O O O O O O O O O F F F F F F F F F F F F F F F F F F
Tahazzar 4 Oct, 2018 @ 9:52am 
The lag is way better now so that's great progress.

I like the gauntlet room idea, but in practise it ended with me being in a scenario where the best place to hide is in the left part on the ladder since foes can't shoot upwards properly. So you lure them below the ladder on which you are and just take your time with them. Having doors throughout that part would make it so that enemies could navigate it as well.

Anyway, after that I was wondering whether I had bugged out the game since going up the elevator didn't do anything. After some wandering I was pretty close to quitting, but then I noticed that the actual idea is to go through the exit door and kill the technician. So okay, the scenario starts and I go up the elevator unsure if I'll make it since the clock is seconds away from zero and then... error :(

FATAL ERROR in
action number 1
of Step Event2
for object oLevelEnd:

Unable to find any instance for object index '100'
at gml_Object_oLevelEnd_Step_2
Nintee  [author] 29 Sep, 2018 @ 9:25pm 
Update:

RPD helped me out to compress this level, so it runs much better. Hopefully it's playable now.
Nintee  [author] 26 Sep, 2018 @ 5:56am 
Hey there! First of all, I must admit that this level, as well as many others in the collection aren't very smooth framerate-wise, but I have never really found them unplayable. Granted, it can be annoying, disorienting and hard to keep up with when the framerate suddenly goes silky smooth to nigh-slomo or vice versa, but a bit of tweaking in the video settings could make it that bit easier to handle.

That being said, I think that you are completely right, about this being something that a level creator should consider. How well a level runs will definetely affect how patient a player can be with it and how it can stand as an actual level.

I'll surely take this into account more in the future. I'll come back to this level later and compress it a bit too. I'll do it for a lot of my levels.

Finally, sorry if this was too long and and was several months late, but thanks for your comment.
:phono:
Tahazzar 20 Jul, 2018 @ 9:49am 
The design is solid, but are you telling me that you aren't experiences any slowdown whatsoever? For me, it makes the stage nigh unplayable. Trudging along this level at 1/5th of the normal gameplay speed is unbearable.
From what I can tell after playing this game on two different machines, the slowdown isn't even that much CPU related, but with the game itself :( So it's just something one has to take into account when making a custom level.
RPD_Survivor_842 24 Dec, 2017 @ 11:01am 
Another level that actually challenged me and I love it. Great job. :demoticon: