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41  Developer / Playtesting / Re: Asunder [Tech Demo] on: September 01, 2010, 08:26:58 PM
Oh yeah, I'll keep you posted if you want. I'll be posting in the jobs and/or projects forums after I get back from this weekend.

But this is about 90% written in MMF2. That is indeed a liability on what it can export to- I don't think its viable to make this into a Wii game for example. But they've got flash and java exporters and unicode now, so portability isn't too much a concern. I'd likely be looking at a PC/Windows only game.

But as far as technical wizardry goes- Yep its mostly in MMF2 Smiley You can do some nasty things with that language if you know the tricks to make code efficient. A few large data structures like the time-recording array and some of the more processor demanding stuff like enemy movement are done in LUA for efficiency. But I've got it optimized enough that it runs in MMF2 at a good enough speed on most computers right now, so I'd probably rather go straight to development than rewrite it in C++; though I'd definitely do that if I was starting it over.
42  Developer / Playtesting / Re: Asunder [Tech Demo] on: August 30, 2010, 01:07:11 PM
Thanks for the feedback. Thats definitely useful advise. Sometimes something as simple as a black outline makes things much more visible
43  Developer / Playtesting / Re: Asunder [Tech Demo] on: August 30, 2010, 12:04:34 PM
:D Thanks! Yeah, I was very attentive to detail especially in the time rewinding engine- everything should be 'pixel perfect'- even sounds that are playing will reverse half way, then unreverse again. I'm really hoping to make something more of the water, once I've got an animator- maybe even underwater movement.


I hope it turns into something good too Smiley




Oh and for anyone curious- this is made in MMF2, LUA, C++ and HLSL
44  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: August 29, 2010, 08:24:13 PM
Mobius is a good word, but the "project" bit is a little trite.
Is there some other noun you could fit in there?
45  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: August 28, 2010, 10:05:24 PM
I do like the name of "You Have No Legs"
Its the sort of cult quality of "You Have to Burn The Rope"



I have a project thats just beginning to move into serious development- I've only just completed the engine and I'm sure it would change drastically as I get a team with more people and their input. But I'm really looking at a setting in a land where time and space are 'broken'.

So on the spot when I needed a project name I came up with "Asunder". I checked google and theres no real results that would clash with it like other games, so I kinda like the ring of it
46  Developer / Playtesting / Re: Aurora - RTS on: August 28, 2010, 08:53:05 PM
Yeah thats what I thought! I looked and realized my XNA was out of date >_>

I like minimalism. It can be a tricky thing to pull off though. Players need a lot of both audio and visual clues- and I think you've done quite a bit of these. But it took a while to realize you could drag the cursor to issue an order after clicking- perhaps you could have a line of some kind to make it more clear? On that same notion, it would help if there was a way to know where the troops are going at any given time- perhaps a rally line for groups of a minimum density? Its hard to do with so many objects and keeping it looking good.

The game ran well enough. I'm not sure what lategame would be- I just got into an unendable stalemate with half a map against half a map. In that way, its kind of nice in RTS's to have something to exploit, even terrainwwise, to give yourself some advantage. In a zero sum game like this- especially with the explicit 1:1 annihilation of troops, I think the game would benefit from having some mechanic that would let you get more marginal utility out of each troop. A war game often lets you do something like high ground- exploit your positioning to make less troops do more damage. I don't know what would work here- thats up to you Smiley


Overall looked pretty good!
47  Developer / Playtesting / Re: Aurora - RTS on: August 28, 2010, 08:11:55 PM
Unfortunately I couldn't get it to run. Windows 7 64bit system, both frameworks installed.
Is it not compatible with 64bit?
48  Developer / Playtesting / Asunder [Tech Demo] on: August 28, 2010, 07:51:35 PM
Asunder is (will be) a game 'revolving' around Time & Space manipulation, loosely Metroidvania.
This is a Tech Demo of the now virtually complete core engine.
All graphics, sounds and music are merely placeholders.


This demo highlights some of the capabilities of the engine. You can:
  • *Rewind Time
  • *Slow Down or Speed Up Time - Specific to Each Object
  • *Run Along 360° Surfaces
  • *Attack By "Rewinding" Enemies
  • *Parse Generic Scripts
  • *Much Much More

This engine is currently ready to move into the next phase of production- making an actual game out of it. I'm glad to hear all feedback, especially critical, as this is the time when it can most influence the game's core. I'd love to hear how it runs (or doesn't) on everyone's computers. You may experience issues if your GPU is not particularly good, as some of the pixel shader effects are strenuous and on large textures.

In the next few weeks I'm planning to start putting together a team of people who would be seriously interested in working on this as a potential commercial product- I'm open to all ideas. I'll post more about that later in the other forum, but if you're interested always feel free to contact me. Its not too often someone's got a complete engine thats completely malleable, ready to start making a game!



So to everyone who recognizes me from haunting various communities for the past decade- Hi! And before anyone asks- I started making this a loooong time before Braid. Though I agree Braid is quite awesome!

Controls:
  • Arrow Keys :: Move
  • Ctrl :: Attack
  • Shift :: Jump
  • Enter :: Rewind Time
  • Escape :: Menu

and for the purposes of the tech demo testing, I've included debug controls:
  • "+" (plus) :: Speed Up Time
  • "-" (minus) :: Slow Down Time
  • "L" :: Set the Player's speed (to same as above controls)
  • "X" :: Sends the player rewinding for 5 seconds
  • "O" :: Blasts you quickly backwards through time
  • "P" :: Lowers gravity to 30%
  • "Q" :: Executes the "BOSS" script
  • "Z" :: Pops up a dialog displaying the level contents
  • "H" :: Pops up a dialog displaying the current sounds




Anyway, please let me know what you think. Thanks!

>Download<

49  Developer / Playtesting / Re: Gridquest on: June 13, 2008, 09:44:07 AM
it goes offline every once in a while, but usually only for 60 seconds at a time, so just clicking on it a few times and you'll reach the server
50  Developer / Playtesting / Re: Gridquest on: June 11, 2008, 04:14:47 PM
Yes it was no easy feat, and yes its still slightly unstable; I've gotten seemingly random reports of crashing, but many people experience nothing at all.

To be more precise its like trying to make a sculpture out of gravel and butter using a spoon.
51  Developer / Playtesting / Gridquest on: June 10, 2008, 05:27:59 PM
http://www.create-games.com/download.asp?id=7169

Gridquest is an epic sprawling action/RPG in the vein of Diablo and Rogue, at the same time! Controlling a hero across snow drifts, islands, castles, rivers of blood, ancient crypts and everything inbetween, this game boasts not mindless combat and character grind, but devilish puzzles and mazes to boot. Created entirely in TGF (The Games Factory), the engine handles some 80 different monster types, with 20 unique spells and a "Diablo-Style" inventory system with 3000 different possible items. Furthermore, many dungeons are randomly generated, and the all-powerful save/load system allows you to save your progress ANYWHERE and load it from that exact spot, even in the middle of a largescale battle! (Though maybe not boss rooms, for some balance concerns :p). A real-time "pseudo-lighting" system makes exploring caves with naught but a lantern a daunting task, and modular .INI loading levels mean anyone can create their own as they see fit. Playable entirely with either the keyboard or mouse, Gridquest offers up solid controls that should be intuitive to anyone familiar with the genre and easy for the rest to pick up. And as icing on the cake, the entire game was produced in TGF (www.clickteam.com), and is released completely open-source!


Worth hours of gameplay and high replayability, Gridquest is one of those truly epic scaled Click games. Give a click on that old download button; its definitely worth it. And feel free to distribute it FREELY anywhere else on the web.





3.46 megabytes download, and works on all conventional windows platforms.
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