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Screenshots in older posts repeat endlessly. (Forums : Support : Screenshots in older posts repeat endlessly. ) Locked
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Mar 22 2018 Anchor

Hi!

I work on a small shooter game but have neglected its profile on here lately. Wanting to update it I noticed that all the articles repeat screenshots rather than show a collection of unique ones.

Here is an example.

If you scroll down you will notice one screenshot repeated over and over. This was, of course, not like this when I posted these articles and they have been pristine for months afterwards... but now they all have this issue to a stronger or weaker extend.

I repaired this article and it should display unique screenshots (if you have a sec, can you confirm this?)

Here it repeats the screenshot with the illuminated pillars but displays a random one in the middle normally.

I'd really appreciate some insight in what could cause this and how I can prevent it from happening.

-Serygala


Apr 9 2018 Anchor

It looks like a nasty bug. The site automatically pulls and saves images embedded from external sources (websites) on the server, so it must be related to that.

Apr 11 2018 Anchor

Thanks for your reply. You think there is something I can do to get this fixed?

Apr 11 2018 Anchor

Nah, we need to wait for the web devs' reply...

INtense!
INtense! End Boss
Apr 16 2018 Anchor

Can you post an example news article here. it appears our image caching system is thinking your images are duplicates and not unique. I will be able to debug once I can see the original.

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Scott Reismanis
DBolical | @scottreismanis

May 4 2018 Anchor

If I understand you correctly, you want me to post one right in the forum?

Here goes:


"What is real? How do you define real? If you're talking about what you can feel, what you can smell, what you can taste and see, then real is simply electrical signals interpreted by your brain."



Heyho Hello!

A lot of progress on this project I have 2 maps halfway done and 2 more that are slowly getting to that point.
I'm far enough with this project to works towards finer gameplay elements such as items. I want this game to have a lot of adventure elements and gathering items is part of that. Plus, having loot that the player can find and use makes the levels more engaging and the game more attractive.
I don't aim to make this an RPG hybrid akin to Deus Ex, the game will be too short to really benefit from that and I dont want it to have any clunky interfaces or micromanaging. If there'll be an inventory in this game it'll be very simplistic. I have a few ideas on how to approach this.

Neurotoxicity

An element I really want to have in this game are several cyberdrugs that enhance your character. There should be a variety of those with different effects. For example: Your health regenerates in this game due to the reconstructive nanites in your blood stream, however, I want you to be able to boost your health above 100% if you find power-up items. Here I'll have to look into getting the health to only regenerate up to 100% again once you lose that boost. I'm not explaining it well, but I hope it makes sense!

However! All power-ups add to your characters neurotoxicity level. The higher this value, the more impaired your character. If it reaches a certain point you'll die. There will of course be other collectables to decrease that value. If you spin the idea a little further you can also have contaminated areas or weapons that would increase that value. So many things you could do!

All of this is still in early stages. I did however model such a power up item: Check it out:



There has been a lot of sarcasm on the internet about how so many FPS games tend to send you into the sewers at some point. Me however, I've always enjoyed the sewer level ... and I'm usually including it in my projects ever since.
The sewers are your second option to infiltrate the compound. This is a large, maze like level. While its pretty derelict and partially overgrown, you'll still find operational maintenance areas. Plus it has a crossing where the level branches out in 2 different paths. Its designed in a way that you can either go left or right but not backtrack and go both.



When polishing this level I'll add rats and bugs that crawl around in certain areas! I'm pretty happy with how this early version looks and plays.



I've been debating wether or not I should throw mutant rats into the mix as enemies. they could rush out of these overgrown areas. I'll have to see if thats cool or silly during the beta test. Thats when you get a better picture of the general mood and atmosphere of a game.



The G36 here is the heavy weapon of the kyanic orders security forces. You won't have it in this level though. Acythian won't have too many weapons despite being a longer game. I aim for it to have less than 9, but those'd be rather diverse in how they play. I'm not dead set on this yet though.



Early version of the female lead.



A lot of this level are ghostly, dingy branching corridors.







I'm fond of the normal mapping on this floor.














This is all I got for you today! Next step will be spreading the game on the usual plattforms, let people know it exists (indiedb, itch.io and what not)
I think I've made enough progress to show it to a general audience.

But I'm as always way more interested in hearing what my fellow devs think about it! Please drop me a line and thanks for visiting!

INtense!
INtense! End Boss
May 6 2018 Anchor

Thanks, i've been able to fix the bug. Unfortunately the old posts are cached - so you will need to edit and update them to fix the issue permanently.

Appreciate you helping me debug!

--

Scott Reismanis
DBolical | @scottreismanis

May 10 2018 Anchor

Hey!!

This is great.

Thanks a lot :) Thank you for the quick progress.


INtense!
INtense! End Boss
May 11 2018 Anchor

Happy to assist.

--

Scott Reismanis
DBolical | @scottreismanis

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