Right, like 2-3 months of blatant inactivity yeah?
Well, been doing a lot of things behind the scenes in terms of
A) fixing crap
B) actual progress in design
C) figuring out what the hell I'm doing
D) having the damn program crash and loose data, then trying to redo what was lost
And it's bout time I realized that my laptop is a piece of crap for this and, quite frankly, just can't keep up. Between running out of memory (although it does wonders in teaching me optimization), overall crap performance, and general aggravation at the thing, I'm having to just stick a wall right here.
Upside is, I'm gonna be saving up for a new desktop so this project here isn't going to be indefinitely dead. It shall eventually be picked right back up (hopefully the data is still intact by then.. going to have to back it up at some point) and hopefully the engine is at a more stable point with more usable features (like that damned inverted mouse movement)
So, in the meantime, I'm probably going to end up continuing this project I had in GameMaker for my Computer Science class final from last year and ironing that crap out or starting something else in GameMaker.. Perhaps just taking a break from the dev-world all together. Who knows? Doesn't help that school starts in a couple of weeks either..
So apparently, the game was on a forced 1024x768 resolution (which probably explains a lot about the strangeness on my laptop). As of now (by that I mean the supposed new feature added by the v119 beta for the software I use), there's a choice to force the aspect ratio of the user's desktop.
Now you can play on your 1280x1024 or 1900x1080 or whatever resolution you run on
OH, one last thing. The SD installer does one thing the HD one does not do yet: it sticks a nifty little registry key for easier installation of patches and such. Don't want it? It's in HKEY_CURRENT_USER\Software\TehStudios\TheWorldBetween
Consult this to get rid of that pesky problem (without bloom on it actually seems to improve the lighting condition a tad IMO, but that's just me)
It also seems I forgot to set the players' health to 100.. so you all have 900 instead.. woops.. Guess it's hard to gauge difficulty like that, eh? Expect an update later today (if not, then tomorrow.)
OH, and I think I've managed to find exactly what files can be overwritten to be able to make a 'patch' rather than repacking the entire build and have the download sum up to 60+ MB.. I'm currently testing this out.
EDIT: and one last thing, some of the glare is due to the fact some of the textures are METALLIC-LIKE textures. FPSC will render them and as such what happens when you shine a light onto something metallic? So some of the glare cannot be helped by much :<
EDIT 2: patch works (yay) download size reduced by 10 MB.
It's high time I decided to release a public built of what I currently have. The reason I'm doing this is for public input (roll in the flame/troll wagons) on what I should or shouldn't change within the build. After all, can a game really be good to the public if none of their input is remotely considered?
Right now the build will include 2 levels, practically in early stages and so open to changes. It shouldn't be long till I post a download link..
Please be sure your rig meets the minimum specs posted on the main page :D