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SirNiko
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« Reply #840 on: June 04, 2010, 02:52:50 PM » |
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Yeah, I redownloaded a third time. There's no "Data" folder in my zip file. All I'm seeing is an .exe, a .txt, and twelve .dll files. No folders of any kind!
-SirNiko
Edit: I tried just using the "Extract" command rather than copy/pasting them into the folder. It looks the same (No data folder!) but now it works. How strange!
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C418
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« Reply #841 on: June 04, 2010, 03:03:50 PM » |
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Decided to make three more tracks for mash man. I'm tired now but I think iI will do all the work tomorrow. Though here's a new song for it. http://dl.dropbox.com/u/1051220/mash2.mp3
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Paint by Numbers
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« Reply #842 on: June 04, 2010, 09:33:42 PM » |
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...mash them... 
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L
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« Reply #843 on: June 04, 2010, 10:32:40 PM » |
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Some progress on Rocket Jockey:
-Added barrels you can pick up and throw. -Got the level 1 and 2 bosses working. Still need to create a boss for the third and final level. -Made some new backgrounds for the levels.
I'm looking forward to it!
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Radnom
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« Reply #844 on: June 04, 2010, 10:40:04 PM » |
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Just in case you haven't seen it (I don't think it's been posted) http://www.gametrailers.com/video/angry-video-screwattack/65116#_textkinda funny look at Action52  Edit: I'm stupid, I even SAW it in the first post when I first read it. I assumed I'd already seen the video. Later, I actually DID see the video (for the first time) and forgot it'd been mentioned >:I
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« Last Edit: June 05, 2010, 04:06:00 AM by Radnom »
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Melly
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« Reply #845 on: June 04, 2010, 11:03:44 PM » |
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Podunkian linked it in the first post, actually.
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« Reply #846 on: June 05, 2010, 06:22:27 AM » |
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Replayed Mash Man. Attention everyone: please add a top secret Cheetahmen save the day out of nowhere ending to your game right this very second.
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aderack
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« Reply #847 on: June 05, 2010, 07:37:54 AM » |
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Yeah, that ending somehow brings the game to another level. It would be great to see more cross-referencing like that. Maybe to see a meetup between Mash and Fuzz somewhere.
As regards Dedant, let's see what I can do on statistics.
I'm working on Service Pack 3. Running a 3GHz P4 and Radeon 9600 series something-or-other. Looking at Wikipedia, it seems the card isn't supported in Windows 7. Which may or may not narrow things down a bit. Also have 768MB of RAM, for what that's worth.
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oranda
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« Reply #848 on: June 05, 2010, 10:50:46 AM » |
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Just got the secret Mashman Ending. HOLY CRAP that was epic. Yeah, that ending somehow brings the game to another level. It would be great to see more cross-referencing like that. Maybe to see a meetup between Mash and Fuzz somewhere.
As regards Dedant, let's see what I can do on statistics.
I'm working on Service Pack 3. Running a 3GHz P4 and Radeon 9600 series something-or-other. Looking at Wikipedia, it seems the card isn't supported in Windows 7. Which may or may not narrow things down a bit. Also have 768MB of RAM, for what that's worth.
Interesting. It should support a 9600 no problem. I'm going to add some code to check for features and pop up a dialog box if something is amiss (should have done that in the first place).
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MaloEspada
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« Reply #849 on: June 05, 2010, 10:59:51 AM » |
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Can someone spoil me the mashman ending? I've tried for like, the 12th time and I can't get it.
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SirNiko
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« Reply #850 on: June 05, 2010, 11:04:53 AM » |
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I also got the secret ending to Mashman, but it wasn't clear to me why it happened. I feel like I know what caused it, killing only two monsters outside of town, but the connection seems pretty vague. Maybe if it was made clear that the monsters were somehow involved in the rescue, that would make it much more obvious. The 'surprise' itself was pretty great. Some last-minute crossgame pollination would be pretty awesome.
For those who want to be spoiled about the secret ending, the Cheetahmen (with their theme music) rescue Mashman and escape.
The only problem I had was with the text. I feel like it should be set up so that a player moving to the right as fast as they can should be able to read all the text. Scrolling it faster, or leaving it onscreen longer would solve this.
Initially I assumed the final boss was going to make me stomp on his toes, but the real solution was also satisfying. It felt like a pretty short and cohesive game.
What's with the depressing endings, though? This and Jigsaw both seem to be aiming for the tearjerker crowd, though at least this one was consistent throughout.
After the ending, the game just closes itself (I assume it'll kick back to the game menu when the whole competition is compiled). I feel like a "The End" splash screen would be appropriate, with a "Push ESC to return to menu" prompt to direct the player out of the game.
Overall, great experience! Just a little polish and your game should be done.
-SirNiko
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oranda
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« Reply #851 on: June 05, 2010, 11:27:00 AM » |
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New build of Dedant up. This one should display a message if anything goes wrong or a required opengl extension isn't found. Adarack, rdein, can you please try it again and see if you get any error messages  ? www.awesomenessinabox.com/files/Dedant.zip
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CPW
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« Reply #852 on: June 05, 2010, 11:31:56 AM » |
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Tearjerker crowd?
Hm, I guess people don't get what the Jigsaw ending was about. It's just revealing that the main character, Jigsaw, is a murderer. He sees his tools as being evil because he's delusional, in reality he just uses them to kill people. He's kind of shifting the blame onto inanimate objects in his mind.
It wasn't supposed to be emotional, it was just to flip it from "he's the hero" to "he's delusional and dangerous". Hinting at the ending by altering the tone of the game wouldn't fit what I was doing at all, the point is for it to be a random surprise. So yeah, a "shaggy dog story", it's not meant to bring closure or wrap everything up nicely. It's also not supposed to be artsy and emotional though, it's just something I threw in that was more interesting than a blank screen.
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« Last Edit: June 05, 2010, 11:50:13 AM by CPW »
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Supermini_man
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« Reply #853 on: June 05, 2010, 12:51:04 PM » |
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New progress on G-Force, since the gravity mechanic received negative feedback I've removed it from the game. I appreciate all the feedback to make it better, but since I can't think about better level designs for the mechanic I decided to drop it out, or at least put it on hold. Although I will try to implement some gravity based game-play, just with a minor role. Another big alteration was the gameplay style. Now is an arcade-like shump, with powerups, different enemies, between other things. The wave on the screen-shot is a timed power-up that make enemies hit the ceiling spikes and die, since I wanted to do something neat with gravity on the game. http://img84.imageshack.us/img84/3448/gforcefighters2.png(the health-bar is in debug state right now, that's why isn't on a good spot yet)
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allen
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« Reply #854 on: June 05, 2010, 01:16:31 PM » |
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The wave on the screen-shot is a timed power-up that make enemies hit the ceiling spikes and die, since I wanted to do something neat with gravity on the game.
Now that's a cool idea. The original had those but only the player could get die by them. Did you keep the enemies leaving bullets behind as they exit the screen? here is what I had before I gave up. This was a test, I also had enemies drop bombs from the top.
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