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Retro games
Poll
I'm not sure how to delete this pole.
Ok, cool.
0 (0%)
That's lame.
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Alright, you're kindof stupid.
2 (100%)
I don't care, I'm just here for the free cake.
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Topic:
Retro games
(Read 347873 times)
0 Members and 3 Guests are viewing this topic.
Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #45 on:
February 13, 2011, 12:09:56 PM »
Has anyone made any progress? I could make more spites/songs.
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EqwanoX
Administrator
GMG Extraordinaire
Posts: 1180
Re: Retro games
«
Reply #46 on:
February 13, 2011, 01:28:40 PM »
what about gauntlet gameplay with the gm vs sc scenario of the v7 demo
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #47 on:
February 13, 2011, 01:39:36 PM »
Someone could make a gauntlet engine so anyone could make a gauntlet game. What program (GM or SC) can handle bigger scrolling maps? Theres the animation in gauntlet too. every character has 8 different directions and at least 3 frames for walking. It would be hard to make, but still very rewarding.
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Connors
^ This guy is amazing.
Posts: 2374
It's a secret to everyone...
Re: Retro games
«
Reply #48 on:
February 13, 2011, 10:23:46 PM »
One idea is to do the graphics DROD style and make it exactly straight down, so you only need to draw them twice. And the thing about Gauntlet is it would re-use lots of code, which helps.
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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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EqwanoX
Administrator
GMG Extraordinaire
Posts: 1180
Re: Retro games
«
Reply #49 on:
February 14, 2011, 12:17:31 PM »
with the new rotate sprite command we only need ONE sprite for each character
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #50 on:
February 14, 2011, 03:09:09 PM »
Rotate sprite command? SC has a rotate sprite command?
Maybe I should learn how to use it.
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #51 on:
February 14, 2011, 03:12:21 PM »
Cool. I can make some sprites, but I cant do walking animation very well. I could make the standing still version, and someone else could animate it. For some reason, the way people walk intrigues me, and I can't seem to replicate it in animation.
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #52 on:
February 14, 2011, 05:49:34 PM »
Oh cool! Instead of Grid based gauntlet, we can do an ultra cool rotatey sprite thingy. We could also use a Rotate sprite command for asteriods.
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #53 on:
February 14, 2011, 05:49:47 PM »
Physics pinball anyone?
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EqwanoX
Administrator
GMG Extraordinaire
Posts: 1180
Re: Retro games
«
Reply #54 on:
February 15, 2011, 12:30:52 PM »
ooohhh, pinball is a great idea for the physics engine, someone HAS to do that
gridnav is a little primitive for a guantlet clone, this new spriteNav system would be much better
http://www.mediafire.com/?a6xif1v1hffmcl9
i dont know why mike is always saying sprite rotation has to be secret and isnt supported, it works fine with everything
«
Last Edit: February 15, 2011, 12:32:17 PM by EqwanoX
»
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #55 on:
February 15, 2011, 03:21:01 PM »
Wait, sprite rotation is a secret! Oh No!!! Now we have to kill everyone on the GMG!
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #56 on:
February 15, 2011, 03:28:32 PM »
I just downloaded SC. I think it's a little overwhelming all the windows that hit you right when you open it.
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EqwanoX
Administrator
GMG Extraordinaire
Posts: 1180
Re: Retro games
«
Reply #57 on:
February 15, 2011, 03:48:18 PM »
everyone is always intimidated by sc, its the same thing as gm, just play around with it and it gets easier the more you get familiar with it
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #58 on:
February 15, 2011, 04:19:09 PM »
You dont need sprites in the same folder as the game?
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Zoo
GMG Extraordinaire
Posts: 1686
Re: Retro games
«
Reply #59 on:
February 15, 2011, 04:29:22 PM »
Anyone have any demos to post? How about source code.
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