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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsVGNGRussian Landmine Patrol[Fnished Download in 1st Post]
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Author Topic: Russian Landmine Patrol[Fnished Download in 1st Post]  (Read 21279 times)
Ivan
Owl Country
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alright, let's see what we can see


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« Reply #20 on: March 10, 2008, 12:20:35 PM »

Do you want me to record some russian screaming for you? I speak russian natively.
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seregrail7
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« Reply #21 on: March 10, 2008, 03:27:36 PM »

If you want to, it would be a great help.
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seregrail7
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« Reply #22 on: March 11, 2008, 02:42:11 PM »



This blood or the old blood?
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deadeye
First Manbaby Home
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« Reply #23 on: March 11, 2008, 02:46:54 PM »

The gib trails seem kind of gridlike.  Any way to randomize the angle more?
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seregrail7
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« Reply #24 on: March 11, 2008, 03:15:14 PM »

Much more random, and with a gib on every end!
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Hideous
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3D models are the best


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« Reply #25 on: March 11, 2008, 11:26:33 PM »

I'd give the blood a few more extra shades of red. But otherwise it's fine.
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seregrail7
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« Reply #26 on: March 13, 2008, 08:33:28 AM »

UPDATES:
*Sprite Sheet for the player is complete
*Particle system added to make the blood look better, and to allow a small bit more
*Peasants now only cross the field when they get the thumbs up
*They stop at both ends
*Working mine detector

TO BE ADDED:
*Aid workers giving peasants food
*More Peasant Sprites
*Replacing dead peasants
*Peasants dropping off food

Latest gameplay description:
You clear the area of mines, when you think the area is clear enough give the thumbs up for the peasants to cross.
The peasants cross over to get food to bring back and eat.
The static peasants at the bottom will be constantly eating, if you run out of food they starve and die and it's game over.
Max of 50 peasants crossing at a time.
Dead peasants can be replaced at the cost of some food(you use the food to make a peasant healthy enough).
If you get blown up it's not game over. The peasants will then just keep on going back and forth until they are dead.
Each time the peasants cross the field new mines are added.
The mine detector beeps faster as you get closer a mine. When you are pretty close t the mine it is highlighted yellow. This may sound like it makes the game easier but it just makes it not impossible. You can easily hit one if you're not paying attention.

Some screens of the updated sprites.

Walking right(also the people who give the peasants food)

Walking down

Idle

Thumbs up


Updated blood
« Last Edit: March 13, 2008, 08:35:21 AM by seregrail7 » Logged
ravuya
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Yip yip yip yip yip


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« Reply #27 on: March 13, 2008, 08:56:54 AM »

Your dudes look way too happy to be sober Soviets.
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Ivan
Owl Country
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alright, let's see what we can see


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« Reply #28 on: March 13, 2008, 02:06:10 PM »

Ok, i dunno if this is useful at all, but...

http://www.ivansafrin.com/crap2/mines1.mp3
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Hideous
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3D models are the best


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« Reply #29 on: March 13, 2008, 11:52:45 PM »

Blood looks great now Grin
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seregrail7
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« Reply #30 on: March 14, 2008, 12:32:46 PM »

That blood is soooo yesterday! Tongue

This is where it's at now!

I'm still not happy with it, I want to variety to the shapes.
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deadeye
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« Reply #31 on: March 14, 2008, 02:34:39 PM »

I'm still not happy with it, I want to variety to the shapes.

You could try making larger blood decals towards the origin and smaller ones as they move farther away.  That should give a nice hefty splat effect.  Of course, a small amount of randomization in size wouldn't hurt either.
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seregrail7
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« Reply #32 on: March 14, 2008, 03:16:00 PM »

I gave that a go, but it resulted in an annoying optical allusion. It just made it look like the blood was arcing in the air, but not moving. Completely random sizes looks better.
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seregrail7
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« Reply #33 on: March 15, 2008, 07:47:03 AM »

UPDATES:
Score Boards at the top, one for food remaining, one for mines defused and the other is to count peasants blown up.
Updated blood effects.
Sprites for peasants running to the bottom of the screen. They even carry back their bread!
Mines reset whenever the peasants get to one end.

TO DO:
Add in static peasants at the bottom.
Create a close to the camera plane sprite that goes past to explain mines being reset.
Balance.
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seregrail7
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« Reply #34 on: March 19, 2008, 01:47:06 PM »

This is the last video before release(Sunday probably). I still have some fixes to make, some small testing to do, and the high scores and menus. I won't have time to get both modes of play in in a way that I think will be worthwhile, so you're just going to have to defuse mines. You'll still see plenty of peasants blow up though, you'll never get every mine.
I don't think there's any sound, unfortunately. It refused to record sound for some reason.


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seregrail7
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« Reply #35 on: March 23, 2008, 01:49:36 PM »

It's pretty much done now, I want to add in some more sounds, as it's a bit boring at the minute. High Scores are in, so are the crowd and the Grand Marshall of the event... I'll leave that a surprise.

I should have it up in the morning(GMT), just want to make sure it's all a ok.
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seregrail7
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« Reply #36 on: March 24, 2008, 12:40:14 PM »

Bit later than expected, had some real life things to do and bugs to get rid off.
Download Here!
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seregrail7
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« Reply #37 on: March 29, 2008, 04:24:53 AM »

Updated the post with a better Read Me, so hopefully the game makes more sense now. Anyone got any feedback on it?
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lukipuk
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« Reply #38 on: March 29, 2008, 05:25:56 AM »

I like the visuals of the game, also the idea interesting, but something like main objectives is missing (like save 75% of peasants or find X mines in 1 minute), also the difficulty should rise with every round, because the gameplay just gets repeating after few rounds.

Maybe you dont have feedback, because many people have some problems with XNA games.
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seregrail7
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« Reply #39 on: March 29, 2008, 06:23:01 AM »

Having just had time to read the forums, I see that may be the case. Such a shame.

Yeah, the game is a bit pointless, and repetitive. Originally you were going to have seperate missions on different maps. It was going to be a little more realistic, but I didn't have nearly enough time to get that in place, it was too much work to have to program pathfinding A.I, collision detection and to get enough graphics done.
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