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878529 Posts in 32925 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 05:08:40 AM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)Vergessen [not currently being worked on anymore]
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Author Topic: Vergessen [not currently being worked on anymore]  (Read 47656 times)
Conker
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« Reply #180 on: January 29, 2011, 06:14:56 PM »

Idea: Dude you should make a mode, where its the 30 day thing, and a mode thats unlimited, until one player dies. That would be rad.

@ monsters
Awesome!
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John Sandoval
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« Reply #181 on: January 29, 2011, 06:28:35 PM »

Yeah, freeplay mode. I'll probably implement that in the first release. Not too hard.
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Conker
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« Reply #182 on: January 29, 2011, 06:53:12 PM »

Awesome. ^_^
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Paul McCrawfish
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« Reply #183 on: January 29, 2011, 07:13:00 PM »

This is coming along gorgeously dude. Some really interesting gameplay mechanics coming out of this compo.

Can the creepy noface things be killed for food?

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shojin
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« Reply #184 on: January 29, 2011, 07:20:45 PM »

Can the creepy noface things be killed for food?
I want this too. Tho, killing things should obviously bring significantly less food - to prevent farming and instead promoting the primary objective of finding caches.
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Hangedman
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« Reply #185 on: January 29, 2011, 07:22:35 PM »

The noface things should carry random items around with them.

...

As if they collect them, for some unknown cause.
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AUST
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Melly
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« Reply #186 on: January 29, 2011, 08:17:36 PM »

The nofaces hoard items inside their blob-like bodies. They do so because they're compelled to do it. They have no reason for it.

the stronger a noface, the more items he hoards.
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Feel free to disregard the above.
Games: Minus / Action Escape Kitty
John Sandoval
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« Reply #187 on: January 29, 2011, 11:19:06 PM »

Just added an awareness timer. When the monster has not been set in attack mode, it's easier to sneak up behind it (oh yeah, added that too). When it has been set to attack mode, and when it reverts to passive mode, it's still 'on alert', meaning that if you try to sneak up on it from behind again, it'll be more likely to catch you in the act.
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ThePortalGuru
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« Reply #188 on: January 29, 2011, 11:25:09 PM »

This is going to be amazing, I can tell.
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John Sandoval
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« Reply #189 on: January 30, 2011, 12:23:37 AM »

Added sound awareness.

If the monster hears your jetpack (or pistol, or any sound) from behind him, it'll activate. This is done through implementation of a global variable. Simple. But it works.

That's all for tonight, folks.
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Aquanoctis
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« Reply #190 on: January 30, 2011, 03:13:08 AM »

Sweet, you've really put work into this. S'gonna be awesome!
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shojin
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« Reply #191 on: January 30, 2011, 08:41:56 PM »

So, I've grunted for the past 15 minutes. Sound effects are a go.

Also done recently:
mining laser, jetpack, moar grunts, monster grunts, and menu change/select noises. booya.
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Hangedman
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« Reply #192 on: January 30, 2011, 09:16:56 PM »

I would say, the enemy sounds should all be variants on breathing.

But that's just me.
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AUST
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Polygraph
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« Reply #193 on: January 31, 2011, 03:03:55 PM »

You must release a demooooo.
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JUST AS PLANNED.
Maikel_Ortega
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« Reply #194 on: January 31, 2011, 03:23:53 PM »

You must release a demooooo.

This Gentleman
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Melee Studios:http://melee-studios.com
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