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287762 Posts in 9135 Topics- by 6767 Members - Latest Member: sarj269

November 21, 2009, 04:14:42 AM
TIGSource ForumsCommunityFeedback (Moderator: Guert)Xoldiers
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Author Topic: Xoldiers  (Read 4406 times)
cactus
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« on: November 13, 2008, 10:12:03 AM »

Let's go to war people! Strap your boots on and get ready to mame and kill.

I worked on it together with Terry who designed most of the levels and wrote most of the military talk.

X  O  L  D  I  E  R  S




Download:
http://64digits.com/users/cactus/xoldiers.zip

Highscore table:
http://distractionware.com/cactus/xoldiers/highscore.php

Controls:
Z - Shoot
X - Dodge enemy bullets
C - Throw grenades
Arrows - move

And no complaints about the explosions. I made this for a competition where the theme was "excessive".

If anyone wants more I can make a level editor for this game pretty easily.
« Last Edit: November 19, 2008, 05:43:54 AM by cactus » Logged
alexandersshen
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« Reply #1 on: November 13, 2008, 10:33:49 AM »

Oh Cactus, you prickly plant you!

I enjoyed the game very much.  The excessive explosions hurt my eyes like an old CGA monitor, and I was okay with that.  I feel that the graphics choice was done with 100% intent--meaning that you didn't make lo-res graphics in one place and super pixely graphics in another.

I liked the straightforward nature of the game as well.  Go in, don't die, blow up purple buildings.  Destroy more for more points.  Classic arcade gameplay.  I could definitely see this in an old arcade, eating quarters and punching nerds.

I'd like a shirt with the commander's face on it.  Maybe I'll go make it.  Hmm...

 Beer!
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« Reply #2 on: November 13, 2008, 11:22:06 AM »

 Beer!
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agj
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« Reply #3 on: November 13, 2008, 12:06:18 PM »

Hah, the explosions make it near unplayable! But aesthetically it is awesome, as usual, including the anti-warfare irony.
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alphasmart
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« Reply #4 on: November 13, 2008, 01:02:15 PM »

Awesome idea and quite well executed, some great puzzles, and some interesting writing between the stages (though FYI it's wimps not whimps).

I did encounter a glitch though:



It appears that whatever makes the blood and explosions move is a bit glitched and starts tearing somewhat, which makes it even more unplayable than with just the crazy explosions.
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Terry
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« Reply #5 on: November 13, 2008, 06:54:30 PM »

This was a really fun project to work on! Cheers, cactus! Beer!

I hope people like the levels!
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increpare
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« Reply #6 on: November 13, 2008, 07:09:06 PM »

The idea is lovely; really bloody original.  I'd happily have played many many more levels.  One thing is that the progressions *between* levels seems a little sluggish...I found myself hitting enter a lot and expecting things to happen which did but only after a little while.
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george
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« Reply #7 on: November 13, 2008, 07:34:43 PM »

along those lines I sometimes wished the music was more pumping on the bridge between levels, instead of doing that little fade when you hit enter after the cut.
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muku
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« Reply #8 on: November 15, 2008, 09:19:44 AM »

This game is awesome.

The concept is simple, but reasonably unique, and despite the simplicity there's a certain degree of tactical thinking involved. Some of the harder levels felt almost like puzzles, which I loved. I too would have played a lot more levels.

I also enjoyed the ironic writing.
I worked on it together with Terry who designed most of the levels and wrote most of the military talk.
I find that quite surprising since I thought the writing was trademark Cactus style Wink

Great job, the two of you.
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Caio
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« Reply #9 on: November 15, 2008, 09:58:45 AM »

Quite fantastic. Very clever. Smiley
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GregWS
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« Reply #10 on: November 15, 2008, 04:33:34 PM »

Wow!  You've done it again cactus!  Gentleman

There's so many things I love about this game that point form seems like a good idea:

- the quick flashes of instructions on the main menu (it's like they're being barked at you by that general)
- gameplay that felt like a cross between shmup/rts
- anti-war message
- explosions that properly captured the chaos and fear of war (when the explosions were going it was hard to see what was going on)
- (as usual with you games) massive polish

Oh, and one little question: are you using surfaces in GM to get all the angled pixels?
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GregWS
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« Reply #11 on: November 15, 2008, 04:34:22 PM »

...and I just realized I forgot to say that yes, a level editor should be released.
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undertech
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« Reply #12 on: November 16, 2008, 02:34:57 AM »

Those briefings were golden!

Yes, the game was good too, as expected. I liked that you could only fire in one direction -  a subtle message yes?
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cactus
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« Reply #13 on: November 16, 2008, 03:45:54 AM »

Oh, and one little question: are you using surfaces in GM to get all the angled pixels?
Not really. I used surfaces to make the explosions all weird, just view porting and view angling for angling the pixels Wink

Quote
I liked that you could only fire in one direction -  a subtle message yes?
That message was made subconsciously, yes Cool
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Paul Eres
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« Reply #14 on: November 18, 2008, 12:43:24 AM »

I did a Let's Play of this game: http://www.youtube.com/watch?v=b0Ltkvvgwtk

It's probably not even worth watching though, I need to speak more loudly and learn how to record game audio that isn't desynchronized.
« Last Edit: November 18, 2008, 01:21:25 AM by rinkuhero » Logged

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