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I'm not sure how to delete this pole.

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Topic:   Retro games   (Read 347964 times)


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Zoo


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Re: Retro games
« Reply #135 on: April 21, 2011, 05:26:51 PM »
Link doesn't work...
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Gan


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Re: Retro games
« Reply #136 on: April 21, 2011, 05:41:22 PM »
I could get a Mac Dev account. $100. But there's no guarantee they'd accept an Sc game. Has to be of good enough quality. Then I couldn't guarantee a profit to pay off the $100.
I suppose I could try packaging it in Xcode.

Zoo


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Re: Retro games
« Reply #137 on: April 21, 2011, 05:48:40 PM »
I'd put releasing it off 'till we finish.
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EqwanoX


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Re: Retro games
« Reply #138 on: April 22, 2011, 07:16:46 AM »
link works now
http://cl.ly/191P1k253i251a2L3W09

i think ill limit the amount of enemies per level to stop them from spawning at some point

i could shorten the range of the gun and have a pickup that increases it for an upgrade

should i add a melee attack?
« Last Edit: April 22, 2011, 07:18:33 AM by EqwanoX »

Zoo


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Re: Retro games
« Reply #139 on: April 22, 2011, 12:02:55 PM »
Yeah. A melee weapon could be a light saber or a taser or a piece of radioactive toast.......
A melee weapon is needed because running out of ammo is a problem.
« Last Edit: April 22, 2011, 12:06:54 PM by zoo804 »
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #140 on: April 22, 2011, 01:41:12 PM »
we can always change the value for ammo pickups, or just add more ammo pickups. i think running out of ammo is suspenseful, i think adding a melee weapon might make it to easy

other than that, i think we can start making levels now

im gonna make an enemy limit per level so theyll stop spawning at some point

EqwanoX


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Re: Retro games
« Reply #141 on: April 22, 2011, 03:07:07 PM »
added enemy limit and the goal. i added a new level to show how it works. all you gotta do is add a CASE for each level in the map method. i like the idea of the escape pod for the last level

http://cl.ly/3c3R1F120l1B07040m2C
« Last Edit: April 22, 2011, 06:35:48 PM by EqwanoX »

Zoo


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Re: Retro games
« Reply #142 on: April 22, 2011, 06:45:27 PM »
Looks good. I don't want to start map design until the engine is complete. So you have to get to the portal to get to the next level? I was thinking maybe more like gauntlet with larger levels and going from room to room like in Quest of Magic with the northroom southroom eastroom westroom. Other than that, it's got enough. I think the difficulty level is good. Not too easy, but not too hard. I have to go to church, I'll probably post tomorrow.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #143 on: April 23, 2011, 09:32:07 AM »
the grid is 17x23, if i add scrolling off-screen like in zelda, then the edges of the screen that dont branch into other rooms would have to be walled off, which would add like 20 blocks per edge which greatly slows down the engine but i could add a doorway sprite or something that will connect to another rooms, the same way as the portal
« Last Edit: April 23, 2011, 09:34:30 AM by EqwanoX »

Connors


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Re: Retro games
« Reply #144 on: April 23, 2011, 10:18:19 AM »
A doorway sounds like a good plan, just use tilesprite for walls...
This still lags like hell for me, so I can't say much else. Except that you need to fix his gun so it points where the laser is coming out.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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Zoo


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Re: Retro games
« Reply #145 on: April 23, 2011, 11:30:05 AM »
The character sprite gun thing doesn't really bother me too much. Of course, if we end up making this one of the most successful SC games of all time (By getting it on the app store) then we need to make it perfect. It's not very slow for me. When you get to the second portal, it speeds things up so much, with no walls and no powerups, it's funny how the zombies run at least triple the speed they used to.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #146 on: April 23, 2011, 03:02:56 PM »
compile the source for best performance, otherwise close the variable window

theres no way to adust the laser, i would have to adjust the character sprite so the gun is center, which ill get to eventually, i just want to get the basics down

with multiple rooms the locations of on-screen enemeies for each room would have to be saved when a new room is entered. also level designing will be more complex. im reluctnant about this, cause right now level designing is easy and fun

Zoo


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Re: Retro games
« Reply #147 on: April 23, 2011, 03:29:59 PM »
I see.
So, should the actual level design begin?
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #148 on: April 23, 2011, 04:08:32 PM »
yea i think we should bail on the rooms idea, it would be really hard to program, i would have to restructure alot of the code.

Zoo


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Re: Retro games
« Reply #149 on: April 23, 2011, 04:41:54 PM »
Okay.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!