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101  Community / DevLogs / Re: Jack the Reaper on: April 19, 2012, 06:37:38 PM
I'm sorry, I really have trouble understanding your posts, Rumrusher. I'm not sure what you're trying to say here.
Sorry, kinda rambled but remember the second to last level with the robot snake minions well I'm stuck on that part. If I get past that level I would be on the final boss which I guess takes place on the moon?
102  Community / DevLogs / Re: Red Rogue on: April 19, 2012, 05:42:49 PM
now after Marathon of skullgirls Rogue kinda reminds me of someone... oh well here's another hat idea. maybe add in some umbrellas
103  Community / DevLogs / Re: Jack the Reaper on: April 18, 2012, 02:26:38 PM
I'm at the penultimate level. I have one thing floating in my mind why is this level so empty of land. First couple of stages dominated by aerial monsters but lacks so much ground you can easily fall and lose your powerups(or get bombarded by creatures and not have enough health to tackle the ). all them power ups.  Hand Shake Left Epileptic Hand Shake Right 6 different types of souls gone. I'm amazed that the game can stack all these power ups on top of each other with out any side effects outside of bomb collision detection error.
104  Community / DevLogs / Re: Red Rogue on: April 10, 2012, 02:36:00 AM
Note to self: Sort rooms top-wards before assigning surfaces.

Changes in content layout coming soon. Much less monsters on later levels (they're having a fucking party down on the later levels at the moment). Also, a revised XP system. The current one is totally broken.
so hidden warp to the monster house party easter egg hinted at?
105  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: April 08, 2012, 02:06:25 AM
well paul shown us one of his games he made.
which lead to this picture.
106  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: April 05, 2012, 06:37:37 PM

6 folks die each year for mistaking a Rambro for a Rambroni don't make the same mistake.
107  Community / DevLogs / Re: Red Rogue on: March 22, 2012, 07:43:00 PM
The minion died holding a knife. I check the inventory, he's still holding it. Bless him, he is just too good at his job.

Should I add runes to Lore? And should I let the minion be able to harvest hearts?
I am now imagining a skeleton harvesting hearts with a knife. If this image appeals to you, add it in.
Now I'm picturing @ fighting his way to the underworld portal. then walking back to his wife like he was in a line.
108  Community / DevLogs / Re: Red Rogue on: March 17, 2012, 09:50:40 AM
hmm looks like you either fix the 21 levels killscreen or added more levels.
109  Community / DevLogs / Re: Jack the Reaper on: March 11, 2012, 11:21:01 AM
Ah, sorry about that. As I warned before, do not try to enter any bonus stages that don't have stage names yet. they don't exist, and the game will crash.

As for the triple ability, of course you're not supposed to be able to do that! I need to make some sort of failsafe that prevents this from happening, since having multiple abilities stacked into one slot can cause some problems.

Oh, and of course there will be an OST.
You mean releasing it as a seperate thing, right? Sure, I can do that. I did it for my last game.
I say keep it as a feature so far during the fun run I had with it nothing screw up and the game didn't break down when I played the next stage/level with it.
if only I combined the dig with this also.

edit: I just remember how I got this, I think you might make a failsafe for bomb so that when it touches any other power up it merges both to the bomb combo (E.)seeing how every other power up touching any other doesn't seem to have this effect.

edit: okay 3/11 here what I got so far,
Bomb bugged for collision detection is off, everything else is okay in fact I think the game just stores the soul on top and so far I got Rang+shield+Speed to work and bullet+shield+dig no game crashing or breaking. Is it wrong that I'm having fun with the infinite soul combination Tears of Joy

gas speed bullet takes the speed bullet combination but causes the bullets to explode into a gas.
throwing Rang into it the mix makes it flaming balls of fire that poof out.
So far I'm compiling screenshots of all the massive combinations
Funny thing is all these soul combinations doesn't save me from screwing up and dying from a stray bullet or collision, or pits from precision Jumping segments which having the speed soul makes this even harder.
110  Community / DevLogs / Re: Jack the Reaper on: March 10, 2012, 05:10:51 AM
Code:
___________________________________________
FATAL ERROR in
action number 5
of Key Press Event for X-key Key
for object Secret_TEMPLATE:

Unexisting room number: -1

uhh yeah
also Bomb +sheild + bullet =  TANK JACK I love this form so much sucks that I lost it.
I was wondering will there be a OST for this game?
111  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: March 10, 2012, 03:15:26 AM
Great to hear about this game :D. I loved under the garden, but I think it was a too easy.
I hope Under the Ocean will be a lot more focused on survival.

Another question: Will death in the game be permanent? Or are you just respawning?

I would love to see permadeath in the game. It just makes the whole feeling of survival better.
Death = New Game


Thats everything for now, sorry if my english is bad.




We are keeping injuries, but death is permanent, once you die, you will need to start again, it will be more unforgiving than the first.
wasn't that the same thing with the first game? permadeath led to a restart of everything, but losing out stamina might lead to you getting an illment, falling down holes just took a chunk out of your stamina bar and should not be counted as a "death"
112  Community / DevLogs / Re: Jack the Reaper on: March 09, 2012, 03:47:09 AM
Hmm. No, I don't remember anyone telling me about this problem. I'll check into it and get it fixed. Just to make sure, the problem is that you seem to die immediately after you kill the miniboss?
only when you jump in the hallway after you kill it(tested by never jumping through the fight and jumping shortly after),
if you don't jump until you reach the point where you need to then you're safe.
so when I immediately died I was doing a jumping slash for the final blow which then killed me. Though while it doesn't crash the game like the self bombing it sure does make it a hidden threat when going through that midboss. wait I haven't reach the boss to that part so I have to redo the whole segment Tears of Joy.


also I  figured out the bomb error, some how when switching powerups I made 2 over lap each other causing a collision error the way I got around it was to mass click the ignore button until the power ups disappeared.
113  Community / DevLogs / Re: Jack the Reaper on: March 09, 2012, 01:35:40 AM
@Rumrusher:
Hmm.. "Catching up" to me?
Do you mean playing the game up until the part where it's unfinished?
Because if that's what you mean, the game is entirely beatable. The final boss is there, it's defeat-able, and there's even an ending cutscene after that. I haven't put in the credits yet, though.

Yes beating the game and going back to find little quirks like during methuselah using shield-Rang combo(which Methuselah is weak against) one shots Jack of you kill it.
I dont know if this was a glitch or intentional for my pet theory is that the camera jerk jack off camera to show Methuselah death while jack was in mid air pushing him into the wall and crushing him.
Wait is this the error you had that many folks never mention before?

wait I think I hit the Error motherload.

Quote
___________________________________________
ERROR in
action number 1
of Collision Event with object BombS
for object ALLSOULS:

Error in expression:Bomb.x
 position 6: Unknown variable x
this was right when I beat MethaddictsuseLUA which I found out the instant death glitch is when you jump prematurely before getting to the end and finally got the bomb power up, I accidently thrown it at my self in a corner trying to switch out the shield to see the Bomb-Rang combination and this error pops up.
114  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: March 08, 2012, 05:14:26 PM
HAHA, vietnam would be easy to mod, theres already a lot of trees and jungle and such to play with.
NPCs, landmines, Crazy Tree hydra boss fights.
God I should have used more Crazy Tree hydra for my original map pack. those things can whip you back to the next stage.
115  Community / DevLogs / Re: Jack the Reaper on: March 08, 2012, 05:08:35 PM
You have to love a game where the wall folks would be stuck at is the flower miniboss.
Just past that hurdle and her boss and notice how the game stops holding your hand.
Beta testing this going to be first catching up to Rakugaki-otoko then going back to fiddle around with the different power ups on old levels.
So far for beginners use the shield power projectile immunity(pressing down) up until you master timing your dodges. So far the only minor glitch was around the flower boss with the shooter power up you can up close shoot the shield guy into the stump causing him to get stuck in the falling animation then no clipping through the floor.
116  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: March 08, 2012, 04:50:42 PM
Woot, todays going to be a good day  Cheesy

This really does look fantastic, I love the art style!

Are you planning on doing any mouse feedback, such as changing the cursor to show what actions you can perform? I'm a sucker for good input feedback.

We will be doing al ot with the mouse cursor, hopefully for the next update.

Hmm, Will this game have Zombie fishmen, the Lvl editor, and all the stuff mention to be in UtG 1 like non zombie NPCs and workable explosives?
So does this game share the same the same engine like the other games to the point that I can port over Rambros's entire map pack and just go through the game placing Enemy NPC and item equipment?

RamBros will use a different map editor/level file to UTO, UTO actually just uses a generic CSV format to build the levels, which most level editors will support (we use a editor called Tiled)
Darn looks like I have to make the Under the 'NAM map pack the hard way.
117  Community / DevLogs / Re: Red Rogue on: March 07, 2012, 10:30:56 PM
You'd effectively be locked out of the game unless you had spells to remove the armour or make you undead.

The trouble I had with the level generator many builds ago underlines how much I can't simply assume that some events are so rare they won't matter.




hmm if someone ends up like that won't the entire game turn into pocket minion/@?
118  Community / DevLogs / Re: Red Rogue on: March 07, 2012, 01:29:33 PM
No. The debug menu forces a curse state, other curse activations go through a method that checks the type of item.

I've just realised though that you could technically polymorph a cursed item into indifference. I will put in a fix for that.
Is this a random chance of cursed armor turning into indifference and you don't want the idea of someone rolling lucky?
119  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: March 07, 2012, 01:20:19 PM
Hmm, Will this game have Zombie fishmen, the Lvl editor, and all the stuff mention to be in UtG 1 like non zombie NPCs and workable explosives?
So does this game share the same the same engine like the other games to the point that I can port over Rambros's entire map pack and just go through the game placing Enemy NPC and item equipment?
120  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: March 06, 2012, 03:34:31 AM
Love all the adjectives, shows a good level of depth. I know the first game had this, but more and more actions are controlled by the mouse rather than dude, and he just follows around the cursor.

Yea we are relying on the mouse a little more this time to do item building sorta stuff mostly.
here's a quick Fan-reason for any questions on the over use of mouse controlanything in this game.
link
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