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341
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Developer / Playtesting / Re: For Science And Glory! MULTIPLAYER V0.1
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on: September 16, 2009, 06:46:23 AM
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The movement is awkward. It only allows one direction to be pressed at a time, which eliminates the diagonal and smooth movement a shmup needs. Also, constantly moving left can cause the game to scroll backwards.
I'll have to try the 2 player mode later.
Yep, I think I mentioned that (..or wait..Did I?^^;). Currently I don't know how I'm supposed to stop the screen from scrolling backwards, but I appreciate any tips or hints as to how this is done. Regarding the movement I do agree, but I've kind of gotten used to it now; the real reason I'm keeping it like this is that using the keyboard_check()-feature (the command that allows for smooth movement independent of which other buttons you are pressing) fuck up the animations... -But I'll try and see if there's anything I can do to work around it^^; Thanks for commenting! 
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344
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Developer / Playtesting / Re: For Science And Glory!
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on: September 05, 2009, 08:32:41 AM
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Wow, really nice of you to say so  I like your idea, about avoiding wreckageas; I was thinking about making the frozen ships explode into ice-shards that could hurt the player after they are bounced two three times, but avoiding flaming ships also sound fun!:D However, if i for example make the little red bullets set the ship on fire, I'd also like to make the ship slowly sink to it's to it's total destruction while at the same time continuing to move towards the left side of the screen, but so far I've only been able to make stuff fall at a 90 degree angle...  You don't perhaps have an idea about how to make this work? The slow sinking and all, I mean? Did you get stuck a lot when just flying around at normal speed? I've only had that problem while being in super-speed mode (after pressing space) and sticking to the right side of the screen so far... Anyway, thanks a lot, and I'll be checking up on your We Want You again as soon as you update it!  Edit: I thought of something! I could give the object "flaming wreck" a path that bends slowly downwards, and then have it be destroyed when it leaves the screenXD So obvious!XP
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347
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Developer / Playtesting / For Science And Glory! MULTIPLAYER V0.012
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on: September 04, 2009, 02:32:38 PM
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 New version! -All weapons now make damage to the enemies in a way that may cause a chain reaction of death^^ -Loads more enemies on screen -If you are thrown of your chair, it's now a 50%chance that you'll survive if you land on something (you can just walk around for now, and you'll need a buddy to touch you to be rescued. This isn't finnished yet, I need to make the character be able to shoot, jump properly, and so on...) There is also a 50% chance you'll just end up like this:  I think the controls are still the same..and, oh, F4 for full-screen;) CRAP: I forgot to remove the rain-effect! -It looks kinda nice, but it might not be all fitting^^;; ________________________________________________ DOWNLOAD: http://willhostforfood.com/files4/6/0/8/6088427/ForScienceAndGlory_MultiplayerV0.012.exe________________________________________________ I'd reaallyy like some feedback on the ice-shard's movement! Does it look weird??  The game is finally getting closer to being what I intended; multiplayer is now added, and it's actually phun to play (I believe...somewhat  ). Anyway, you'll soon notice some major issues that need taking care of. -For instance, there is no seperate score-board, and the game will only end after one spesific character dies if you play in multiplayer mode (and sometimes the game continues all alone after both players die  ). The controls might also seem pretty strange on some systems, and I'd like to have some help with setting up a script that lets the player choose how the game is controlled... There might be are other issues as well, and it would really be nice if you guys could point out anything you dislike; anything at all. _________________________________________________________ DOWNLOAD: http://willhostforfood.com/files4/8/4/0/8402232/ForScienceAndGlory_MultiPlayerv01.exe_________________________________________________________ Well, generally I just hope someone will download this, give it a try, and return with FEEDBACK... Do you find it fun or interesting at all? If so, why? And if not, what needs improving? (-Or is it just hopeless whatever I do with it?  ) Anyway, the controls: P1 Move: wasd Weapons: bnm SuperSpeed: Space Rocket-Chair On/Off: z (hold) P2 Spawn: Insert Move: Numkey8,4,5,6 Weapons: Left, Down, Right (Directional keys) SuperSpeed: Numkey1 Rocket-Chair On/Off: Numkey0 (hold) Well, here is my first ever real game! Let the shit-storm commence!   Made through (half-arsedly) following (basic parts) of Derek's GM-tutorial. -Which was AWESOME by the way  95% of the game is made by drag&drop, and the tiny pieces of code are mostly copy-pasta with some altered variables   It's pretty buggy and crazy, but I had real fun making the tiles and stuff, and any kind of feedback or critisism is welcome! 
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348
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Developer / Technical / Re: Game Maker For Beginners: Part I
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on: September 02, 2009, 05:08:42 AM
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Well, i get that (from reading the tutorial here), but the problem is that the script doesn't work... I've tried copying and pasting, but the character won't move in the game.
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349
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Developer / Technical / Re: Game Maker For Beginners: Part I
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on: September 01, 2009, 10:22:09 AM
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Hey, sorry for noobing around, but I can't get the movement script to work  The default GM actions work fine... I'd really like to learn some real scripting though, and besides, the default GM actions let me start a movement in one direction and end the movement by releasing it, but if I press two movement keys at the same time and let go of one this makes the character stop... Which is insanely annoying  Any help to offer a poor noob in time of despair? 
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351
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Developer / Playtesting / Re: (Build 2) We Want YOU - Outwit, Outlast, and Outgun
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on: August 28, 2009, 01:40:10 AM
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Congratulation, Theon. As far as we know you're the first person (besides us) to get to the far future. We were starting to think it was near impossible for players to get that far.
Why, thank you  I must say the animated *secret* down there was pretty awesome 
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355
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Developer / Playtesting / Re: (Build 2) We Want YOU - Outwit, Outlast, and Outgun
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on: August 23, 2009, 10:43:57 PM
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Haha. What's the farthest you've gotten?
I'm afraid I haven't had too much time with the new version, but on the old one I've passed through at least two bomb-rains (not that I suppose that's very far^^;). You see, I really love this game, even though I'm not very good at it 
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357
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Developer / Playtesting / Re: (Build 2) We Want YOU - Outwit, Outlast, and Outgun
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on: August 23, 2009, 04:26:39 AM
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WOH! This is more than I ever dared dream for!  The sheer amount of additons are overwhelming! -Though the vastly improved AI has made the game a whole lot more difficult! Enemies also seem to appear a lot more randomly, and often in quite big groups that can really put up a fight^^ I LOVE the randomized name stuff in the end!  And I nearly jumped out of my chair when I saw the "secret" in the beginning of the game! Seriously awesome work! The only things left that I want to see happen to this game now is a split-screen multiplayer mode and a DS port!;D (PS, my multiplayer idea: Two players play the same game, although in seperate randomly created worlds, and compete to reach a certain year first, should a player die the other one may continue to reach the "bottom", but should he too fail the player with the most kills win the round!^^)
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360
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Developer / Playtesting / Re: In Tandem: 1- or 2-player cooperative shooter game.
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on: August 15, 2009, 05:09:32 PM
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Yeah, the first one doesn't do anything, it just says "Click anywhere to continue..." I'm not entirely sure of the specs here (school laptop), but I know it's got 2GB ram, and a dual-core AMD Athlon processor  I don't think a game like this should have any problems running on this system, though. Because I run QA:3 without as much as a single frame-lag, and UT04 runs at a playable rate (however it slows down quite a bit when rendering huge, open arenas).
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