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Topic:   Retro games   (Read 347912 times)


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Connors


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Re: Retro games
« Reply #90 on: April 12, 2011, 02:30:39 PM »
Trying to remember the name of that old game I played where you're constantly running to the right and you only have 2 buttons (jump and duck). (That's my idea for a quick SC game to make XD).
Warning: The above post may have been modified multiple times.

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Zoo


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Re: Retro games
« Reply #91 on: April 12, 2011, 03:17:01 PM »
your green warrior guys look like zombies already. Just add blood and Presto! You have a zombie.
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Connors


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Re: Retro games
« Reply #92 on: April 12, 2011, 04:32:41 PM »
Oh yeah, I forgot:
And I second the idea of zombies. It'd be like Boxhead.
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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http://connorspuzzles.tumblr.com/

EqwanoX


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Re: Retro games
« Reply #93 on: April 13, 2011, 09:43:42 AM »
i changed to bullets and added ammo pickups. now i remember why we bailed on this, the speed problems, i limited the on-screen enemies from 20 to 5 to help. i tryed to add a number of blocks that would probly be an average for maps to get an idea of the average speed we'll be dealing with, it doesnt look like that many blocks but theres actually 90

http://cl.ly/0p3k1F1y0043361t1T3u
« Last Edit: April 13, 2011, 09:44:35 AM by EqwanoX »

Connors


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Re: Retro games
« Reply #94 on: April 13, 2011, 01:30:00 PM »
You think it would run faster if you made the background a single image and not tiles?
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"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

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Re: Retro games
« Reply #95 on: April 13, 2011, 04:26:32 PM »
Connors is right. It runs lag free for me, but i'm on an intel. This is great. Maybe add health packs and multiple guns and enemies. You could do it in waves of zombies, where you can get upgrades, ammo, health, and new guns in an in between wave shop.
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Connors


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Re: Retro games
« Reply #96 on: April 13, 2011, 10:20:04 PM »
I just tried out 1.4 (wasn't on my own computer before)!
This is cool, it was laggy for me though. Like I said, the tile floor isn't necessary. And if it's gonna be guns now, maybe you could just make a flash appear and have it hit instantly with some form of ray casting. It's faster and looks better than actually drawing a bullet.

Oh yeah, and nice graphics.
« Last Edit: April 13, 2011, 10:22:14 PM by Connors »
Warning: The above post may have been modified multiple times.

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

http://connorspuzzles.tumblr.com/

EqwanoX


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Re: Retro games
« Reply #97 on: April 14, 2011, 09:48:16 AM »
thats actually a great idea, useing an instant weapon cuts out alot of code, i was able to increase the amount enemies

compiled for best performance
http://cl.ly/3y1W0k0L2q3B3B313K0j

the only problem i notice is it doesnt register three keydowns at the same time, so you cant shoot when running diagonally

the tile floor is one sprite, i use spriterepeat which is like texture mapping. the blocks are individual sprites, but i dont think thats not what slows it down. it just has to check so many coodinates, theres over 100 blocks now multiplied my enemies and the player
« Last Edit: April 14, 2011, 09:52:30 AM by EqwanoX »

Zoo


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Re: Retro games
« Reply #98 on: April 14, 2011, 03:13:06 PM »
Space marine? Oh well. He who makes the game names the game. The gun noise is a little loud.
It needs:
•More enemies (2 hit zombies, bosses, ect)
•Health packs
•More weapons
•A plot
•Waves of enemies.

But for a SC game, It's pretty epic as it is.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

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Re: Retro games
« Reply #99 on: April 14, 2011, 03:47:36 PM »
Could I have a download of a non-compiled version?
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Connors


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Re: Retro games
« Reply #100 on: April 14, 2011, 06:17:42 PM »
So, great, now I guess he has a ray gun. XD
Pretty cool though, except the flash goes through the walls part of the way.
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"In a great game, the character must never perfectly obey the user's command"
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EqwanoX


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Re: Retro games
« Reply #101 on: April 15, 2011, 11:14:47 AM »
i fixed the sound, and laser doesnt penetrate walls as far

heres the sourse, remember to close the variable window for better performance
http://cl.ly/0B3D2T0T330c3s2z0O2v

i made it easy to adjust the max amount of on-screen enemies, on line 9 in open-card

Zoo


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Re: Retro games
« Reply #102 on: April 15, 2011, 04:17:53 PM »
There was a glitch. I got white noise when I shot after I got more ammo. SC has a problem with sounds I think. Or maybe it's just your games. Other than that, It works just as well. Thanks for the source. Imma gonna compile it for P.C. and send it to my friend.
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EqwanoX


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Re: Retro games
« Reply #103 on: April 16, 2011, 11:13:57 AM »
i didnt get the sound glitch after i compiled, but i dont know what thats about, and this time i didnt compress it when i uploaded

EqwanoX


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Re: Retro games
« Reply #104 on: April 16, 2011, 03:22:07 PM »
i added a fame per second counter and a display for enemies on-screen. i tryed to sharpen the masks for sprites, i think the transperent edges might have caused some slow-down

http://cl.ly/1J2u1R3z3i3s060a0G0y

my results:  (while holding an arrow key)
3 enemies : 10 fps
5 enemies : 7 fps
10 enemies : 4 fps
15 enemies : 3 fps
20 enemies : 3 fps

« Last Edit: April 16, 2011, 03:25:11 PM by EqwanoX »