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Title: Supercop versus Doctor X Post by: necromian on February 21, 2010, 10:03:13 AM (http://img186.imageshack.us/img186/1923/supercawp3.png) ~More screenshots~ Introduction (http://img193.imageshack.us/img193/2115/scopintro.png) Machine gun (http://img641.imageshack.us/img641/3779/supercop5.png) Some new enemies (http://img202.imageshack.us/img202/3168/supercop6.png) Download newest build (http://www.mediafire.com/?nmdnuvfnggw) Quote Contra, metal slug, and megaman in a blender. Rooms:
Day by day plan:
Title: Re: Supercop versus Doctor X Post by: necromian on March 12, 2010, 05:56:39 PM Build 7 updates: Added much smoother scrolling, victory animation (will appear if you kill all the enemies), one directional camera movement (a feature that seems to be prevalent in many gun n' runs), lots of instance deactivation for a hopefully higher framerate, and some trucks that enemies can some out of. I need some feedback on the one directional camera movement, since I don't know how to apply it to this game without allowing the player to just bypass all the enemies with the jetpack and such.
(http://img706.imageshack.us/img706/4460/trucks.png) http://www.mediafire.com/?jkyzhzz5ll3 (http://"http://www.mediafire.com/?jkyzhzz5ll3") Title: Re: Supercop versus Doctor X Post by: deathtotheweird on March 12, 2010, 06:12:45 PM Camera seemed fine to me. What do you mean?
Anyways, game is hard as tits. I tried many times to get past the first part when the enemies come out of the bus. >:( Title: Re: Supercop versus Doctor X Post by: can-o-spam on March 13, 2010, 05:48:29 AM Hey, I never come by here anymore, but I popped in for something and what did I see... My ninja running around and kicking butt! The game is frikkn' impossible, but I can't tell you how cool it is to see the ninja tossing stars, spilling his guts, and disappearing is puffs of smoke. Thanks for that.
BTW, I ran it in Wine on a Ubuntu machine; seemed to work fine. The only problem was the screen didn't center. Chow! Title: Re: Supercop versus Doctor X Post by: Sos on March 13, 2010, 11:28:42 AM It's nice to see someone making good use of assemblee repo.
Title: Re: Supercop versus Doctor X Post by: davidp on March 14, 2010, 10:40:44 AM got "not valid win32 application" error.
using win7 Title: Re: Supercop versus Doctor X Post by: Nate Kling on March 14, 2010, 11:24:09 AM im using windows 7 and it loaded then gave me a gamemaker error and i had to abort.
Title: Re: Supercop versus Doctor X Post by: HyperDuckChris on March 14, 2010, 11:55:36 AM This game is sweet, and that music is brilliant!! Who is it? WHO IS IT!?!
Title: Re: Supercop versus Doctor X Post by: necromian on March 15, 2010, 11:27:48 AM I'm afraid I don't know what causes the windows 7 error. If it's not game maker 7 itself then it's probably supersound.dll.
This game is sweet, and that music is brilliant!! Who is it? WHO IS IT!?! This guy - http://forums.tigsource.com/index.php?topic=8829.0 Title: Re: Supercop versus Doctor X Post by: I_smell on March 15, 2010, 05:00:19 PM Doctor X is the name of Action Man's arch enemy. Incase you didn't know.
Title: Re: Supercop versus Doctor X Post by: Fork and Beard on March 16, 2010, 01:59:30 PM I think it's good it actually takes a projectile to kill you. I hate losing lives for 'touching' baddies.
It would be better, I think, if the ninja's only took a single bullet to off and I want to pop those ninja's when they're in mid-air but I can't because they move too Jesus fast. Liked the buzzing electro blue shields of pestilence - big time - and the double jumping and rolling action. So yeah, shaping up into a Midnight Resistance meets Gunstar Heroes, beaut. Title: Re: Supercop versus Doctor X Post by: necromian on March 17, 2010, 05:01:04 PM It would be better, I think, if the ninja's only took a single bullet to off and I want to pop those ninja's when they're in mid-air but I can't because they move too Jesus fast. Thanks! I decreased the ninja's health to one point and changed the robot health to three. The game is a lot more fast paced and easier now.Title: Re: Supercop versus Doctor X Post by: Fork and Beard on March 18, 2010, 12:24:08 PM I think that's better.
Forgot to compliment the presentation. Great title page and opener, sets a great mood. When you're running right at full pelt and then tap left, it just slows you down. I think it should turn the player around as well. I know you're going for some kind of inertia but I think for action games, like this, the control needs to be super responsive. Sure I don't mind a little bit of sliding in the original direction but when I tap in the opposite direction I want to be facing that direction when the tap's over. That's how I feel anyway... Title: Re: Supercop versus Doctor X Post by: necromian on March 18, 2010, 04:57:34 PM When you're running right at full pelt and then tap left, it just slows you down. I think it should turn the player around as well. I know you're going for some kind of inertia but I think for action games, like this, the control needs to be super responsive. Sure I don't mind a little bit of sliding in the original direction but when I tap in the opposite direction I want to be facing that direction when the tap's over. That's how I feel anyway... I might implement this as well. It's not a very difficult fix, but it breaks the organic feel of the controls if the friction suddenly increases while changing direction.Also, I uploaded build 8 and added the link to the main post. Build 8 has these changes- -Enemies have much less health, but there are more of them. -New screen shake effects. I personally prefer the smooth screen scrolling, so I made the effect toggle-able with the S button (By default it's off). Tell me if you prefer the game with screen shakes or none. -You shoot the normal gun faster. -Rather than a small test level, the new level design is now semi-final. What you see in this build will be the first half of level 1. At the end (where you get the victory screen in this build)there will be a mini-boss, and when you beat him then you'll enter a building. In this building, you fight through several floors to get to an elevator which take you to the next floor. Eventually you get to the top of the building to fight the level boss, then hop on a hoverboard to proceed to level 2. Title: Re: Supercop versus Doctor X Post by: Fork and Beard on March 21, 2010, 02:19:33 AM Yeah, I don't think I explained myself very well. Keep the friction just flip his direction. So Supercop spends a couple of frames moving in the opposite direction to the way he is facing. It's just the way I feel about it...
"It doesn't really matter." Vic Reeves Title: Re: Supercop versus Doctor X Post by: necromian on November 04, 2010, 02:29:09 PM I'm interested in finishing up this game with the help of a level designer/artist. If I can simply get some new environments and new sprites to tie the game together, I can finish it so that all this assemblee repo doesn't go to waste.
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