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TIGSource ForumsCommunityDevLogsMetagolf - www.metagolf.net
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eigenbom
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« Reply #40 on: March 13, 2012, 11:08:34 PM »

Ha, well you've obviously thought about it a bit and experimented with different modes. I actually am fine with that screenshot you posted. It doesn't really matter that you see less, as you can just walk to the left or right to see more. Well anyways, I'm looking forward to the update. Cheers!

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Armitage1982
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« Reply #41 on: March 17, 2012, 09:27:57 AM »

Just a small update to let you now that Metagolf is available at Indievania : www.indievania.com

I'm currently designing a new panel to allow player(s) to validate rules on each campaign levels. Many levels will be unlocked out of the box but campaigns are introduced to give you challenge by unlocking more courses.

If you change a campaign courses rules you won't unlock anything when succeed but this will give replay value for multiplayer games or if you want to try it on a special modes or particular settings.

An update will be available in a week or so Wink
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Armitage1982
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« Reply #42 on: March 27, 2012, 11:26:45 AM »

Hey folks ! Durr...? (I love this dumb smiley !!!)

Metagolf has reached Public Beta version 4  Smiley

I write a small changelog to get an idea of the new changes since last release:

  • Added 6 New Levels.
  • Added 5 New Musics.
  • Added 2 New Golfball Type, Rugby Ball and Cubic Ball.
  • Added Textured Polygon edges.
  • Added Championship Courses and submenu.
  • Added Unlocking level system with color code.
  • Added F1 Respawn Ball to last checkpoint in Single Player mode.
  • Added Compass system.
  • Added Big Swing effect.
  • Changed A few tiles and textures.
  • Changed Improved loading time.
  • Changed Loading Screen.
  • Changed Improved Interface.
  • Changed Default folder is now in users folder.
  • Changed Default folder is now in users folder.
  • Changed Documentation and spelling (thanks Patrick David @MrHyeron).
  • Fixed Destructible platforms by players.
  • Fixed Loading level error.
  • Fixed Unicode characters bug.
  • Fixed Loading JPG or BMP bug.
  • Fixed Zoom edition bug.
  • Fixed F11 Screenshot transparency.
  • Fixed Underscore is now allowed in editbox.

Here's the link where to download the Public Beta : http://arm42.com/games/metagolf/

I think the project is now on rails. Just need a bit more time to create 2 dozen levels and then I will focus my attention on polishing the whole thing Gentleman

I learn a lot on this new release!
This will certainly benefit the next revamp of the engine for future projects.
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eigenbom
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« Reply #43 on: March 27, 2012, 02:39:03 PM »

awesome dude, good work! I'll try to have a play on the w/end.
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Armitage1982
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« Reply #44 on: April 20, 2012, 06:49:03 AM »

Hi folks !


Metagolf Beta 5 is here Durr...?


Call this new object a tribute to one of the greatest Platform game ever created Smiley

In this new Beta I introduce the idea of Level Pack.

Collections of levels can now be dropped in your maps folder to extend the game. At the moment you will find 2 different level Pack in Metagolf. The first one is call Championship and is a collection of unlockable single player oriented levels. And while the second is called called Multiplayer Pack you can still play them in solo (and vice versa).

I still need to finish both packs but currently you can enjoy more than 20 levels, 7 types of Golf Ball, 3 different game modes and 22 soundtracks all this in the Full Registered Version.



What is new on this Beta ?
Here’s the changelog:

  • Added 5 New Levels.
  • Added 4 New Particles effects.
  • Added 3 New Sound effects.
  • Added 1 New Golfball Type, Sticky Ball.
  • Added Players can have a customized skin team.
  • Added Auto-popup parameter for dialog box.
  • Added Falling Platform object.
  • Added OpenAL as the default sound layer under Linux.
  • Added OpenAL as an alternative sound layer under Windows and Mac Os.
  • Added Level Editor documentation – http://www.metagolf.net/level-editor/.
  • Changed Player walk easily on slope.
  • Changed Clicking on dialog box and level box easier.
  • Changed Level box working on Joypad.
  • Changed Power gauge start from zero.
  • Changed Level Editor check grid is now on the TileMap Editor.
  • Changed Reduce Buoyancy forces on a few objects.
  • Changed Spiky Ground Medium skin is now by default.
  • Changed A few tiles on the main TileMap.
  • Changed Fullscreen mode by default under Linux.
  • Fixed Surface grip.
  • Fixed Level Settings updated after saving.
  • Fixed Unicode characters bug.
  • Fixed OpenAL silence on some events.
  • Fixed Zoom issue while loading level.
  • Fixed Many level improvements.

And the link to download the Public Beta : http://arm42.com/games/metagolf/

OpenAL is now by default the new sound layer under Linux but also a new alternative to Windows and Mac Os users. The sound engine was completely revamp for this occasion. This should allow Metagolf to be more widely fully supported under Linux distributions. Hope Tux enjoy this one Smiley


A few words about Metagolf

It is now more than 3 years that I’m working on this project alone with my own savings. So you can rest assured that I will lead this project to fruition no matter what!
The idea behind Metagolf was to build a modern in-house game engine allowing me to produce more ambitious and great games in the future. Now that the project is getting mature, I hope you will welcome this first title and enjoy it as much as I enjoy making it after all these years.

I also would like to thanks anyone on the Internet who recently made a nice review or video preview of Metagolf
« Last Edit: July 03, 2014, 02:43:18 PM by Armitage1982 » Logged

sabajt
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« Reply #45 on: April 20, 2012, 07:21:03 AM »

Quote
It is now more than 3 years that I’m working on this project alone with my own savings
kudos to you for sticking to it.  it's an ambitious project for anyone but looks like it's shaping up really well. 
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Armitage1982
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« Reply #46 on: April 20, 2012, 07:29:45 AM »

Quote
It is now more than 3 years that I’m working on this project alone with my own savings
kudos to you for sticking to it.  it's an ambitious project for anyone but looks like it's shaping up really well. 

Thank you Smiley
I guess it's the same thing for many members of this forum.
That's probably why I like Indie games too! We're all in this together Cool
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Armitage1982
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« Reply #47 on: June 07, 2012, 03:15:52 AM »




I have added a few multiplayer Levels in the last Public Beta version of Metagolf (8 to be exact, expect 12 in the final version). Some are using splitscreen for each player as usual while some others (like the 2 above) only use a single zoomed-out camera (just because it's possible).

There is now a new Clone shortcut (select an object then ALT + Right Mouse button).
I though it would be something hard to achieve but in fact, every object in Metagolf was already supporting XML Serialization, so all I did was simply redirecting this feature inside the level editor itself. Easy & clean Smiley

This small update also features a few requests from users. Grin

A lots of parameters as been added to every object. If you are creative, there is now a lots of possibilities.

Currently there is more than 26 levels. I plan to reach 30 before improving the graphics.
I may have to do this improvement myself since my pockets are a bit empty these days Huh?
« Last Edit: July 03, 2014, 02:44:12 PM by Armitage1982 » Logged

kamac
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« Reply #48 on: June 07, 2012, 03:19:47 AM »

Pretty lovely game as for 1st one  Who, Me?.

How did you make your website? It's cute too.

(Wordpress / from scratch / other?)
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Armitage1982
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« Reply #49 on: June 07, 2012, 03:43:17 AM »

Pretty lovely game as for 1st one  Who, Me?.

How did you make your website? It's cute too.

(Wordpress / from scratch / other?)

Thanks ! Smiley

I was used to make my websites from scratch but since I can't work full time on this I taken the easy path and build my template from Wordpress. I must admit there is a few things here and there that need to be rethink, but oh well  Roll Eyes
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eigenbom
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« Reply #50 on: June 07, 2012, 02:50:19 PM »

awesome sauce Smiley
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« Reply #51 on: June 08, 2012, 02:44:39 PM »

This is really fun!  Just picked up the beta. Smiley

I like the possibilities you have with pushing and bouncing the ball around.  It's really rewarding when you figure out a way to save a stroke.  Shooting is a little tough, though.  It's tricky to gauge how hard to hit to get the right arc.  Hopefully, it'll come naturally after a little while like Worms though.
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Armitage1982
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« Reply #52 on: June 09, 2012, 10:29:48 AM »

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It's really rewarding when you figure out a way to save a stroke.  Shooting is a little tough, though.  It's tricky to gauge how hard to hit to get the right arc.

Yeah you right.
I guess this is because we are less used to real physics gravity in games and that most of them let you reach your target simply because you "pointing it".

When you get used to it, things get easier Smiley
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Armitage1982
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« Reply #53 on: July 30, 2012, 02:12:11 PM »

I'm running a Kickstarter with a few others fellow independents.

9 games for 1 campaign:
http://www.kickstarter.com/projects/pinkerator/kickstarter-indie-bundle



Maybe it's the best moment if you want to help Smiley

I'm just an homebrew game makers but our goal is fairly low and the deal pretty cool.
So feel free to retweet us ( https://twitter.com/KickstartIndies ) or broadcast us ( http://youtu.be/pKTYFzFl_R8?hd=1 ) if you like the idea Smiley

Thank you !
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eigenbom
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« Reply #54 on: July 30, 2012, 02:22:06 PM »

Hey good luck with this. One criticism is that the donation rewards are a bit confusing, is it at the $100 pledge that you get all the games? I'm not sure if this will work, but let us know how it goes!
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Armitage1982
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« Reply #55 on: July 30, 2012, 02:32:45 PM »

Thanks Smiley

You get most games (7 precisely) for 15$ only and 2 more at 20$.
We didn't manage to put everyone on the smallest deal, that's probably why it feels confusing.

Some say it's too high for a bundle, some say it's too low for a Kickstarter. Both are probably right but who cares Tongue The most important for me was to be generous.
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Armitage1982
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« Reply #56 on: July 26, 2013, 02:29:07 PM »

Finally WTF
Metagolf has an official Trailer video on Youtube !




Why not talking about it and help me on my release ?
THANKS for watching !
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eigenbom
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« Reply #57 on: July 26, 2013, 03:34:23 PM »

Oh I was just thinking yesterday about tweeting you to see how the game was going. The trailer looks great and a lot of fun. Well done!
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« Reply #58 on: July 29, 2013, 08:33:44 AM »

Wow, with a "graphical upgrade" this would really be an amazing game.  Looking forward to seeing more from it.  Smiley
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Armitage1982
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« Reply #59 on: July 29, 2013, 11:09:30 AM »

Oh I was just thinking yesterday about tweeting you to see how the game was going. The trailer looks great and a lot of fun. Well done!

I don't go very often on Tweeter (yeah I know I shoud...) so I hope you will post your thoughts about GDC when it's over. I am very interested to know how it goes compared to IGF.
I wish you all the best for Moonman !

Quote
Wow, with a "graphical upgrade" this would really be an amazing game.  Looking forward to seeing more from it.  Smiley
GFX Upgrade and a final tuning as well. I never was very fond of the controls because of the involved physic system but I did my best. Let see how this release goes. I so much want to start a new project but unfortunately this time I will need a budget and maybe some help so I don't know how it will turn out.
Of course if people are interest I will continue to work on it  Gentleman
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