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1397303 Posts in 67456 Topics- by 60678 Members - Latest Member: mino crispiano

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsProcedural Generationeveryone loves active 2 [finished]
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Corpus
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« Reply #40 on: May 14, 2008, 02:04:06 PM »

  • Mac version
  • ASAP
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« Reply #41 on: May 14, 2008, 02:05:29 PM »

  • Mac version
  • ASAP

Foward this to Clickteam. Grin

OR MAN UP AND GET A PC
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Hideous
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3D models are the best


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« Reply #42 on: May 14, 2008, 09:47:35 PM »

Is this supposed to lag? Grin
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Annabelle Kennedy
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« Reply #43 on: May 14, 2008, 09:52:24 PM »

i love this game, btw.  the colors are beautiful


i wish i didn't suck at shmups as bad as i do. ;-;

i do even worse at this then i did at diamond rider 2.
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« Reply #44 on: May 14, 2008, 11:19:36 PM »

Is this supposed to lag? Grin

In a perfect world.... no.  It should run at 50 - 60 fps.
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« Reply #45 on: May 15, 2008, 04:27:16 AM »

Well it doesn't anyway. That's what I get for having a crappy computer, I guess.
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gustav
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« Reply #46 on: May 15, 2008, 04:33:45 AM »

Have you tried running it with the HWA beta?

All the background effects are so sexy Kiss... How do you do that anyway?
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jph wacheski
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« Reply #47 on: May 15, 2008, 04:48:46 AM »

nice thnaks for the fullscreen,. and name memory!  I still have a bit of difficulty seeing the bad shots !  a couple suggestions that could help would be to mute the contrast of the backbround,. i.e. tune the colours so they are closer or just desaturate them all,. otherwise you could try adding a flashing border (or center) to the shots,. i like to do a red/yellow/blue change on each frame,. . but it is fun,. not sure about he combos when the little guys just walk right into them ??
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« Reply #48 on: May 15, 2008, 04:49:04 AM »

HMM; two considerations if I might

1: the ship's movement could do with being a bit zippier
2: some reaction from enemy ships when you hit them might be nice (slowing them down say, or making them wobble)

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« Reply #49 on: May 15, 2008, 10:30:04 AM »

Have you tried running it with the HWA beta?

All the background effects are so sexy Kiss... How do you do that anyway?

At first I was turning off "save background" for certain objects, but that was glitching and making random holes over objects that did have "save background" checked.  So I went with the "Overlay Redux" object and I just paste the painter objects into it on every loop.

Unfortunately, HWA does not support full screen or the overlay redux at all, so no dice on HWA.

HMM; two considerations if I might

1: the ship's movement could do with being a bit zippier
2: some reaction from enemy ships when you hit them might be nice (slowing them down say, or making them wobble)



Interesting.. I like the wobble idea.  I'll see what I can do for the player's speed.

nice thnaks for the fullscreen,. and name memory!  I still have a bit of difficulty seeing the bad shots !  a couple suggestions that could help would be to mute the contrast of the backbround,. i.e. tune the colours so they are closer or just desaturate them all,. otherwise you could try adding a flashing border (or center) to the shots,. i like to do a red/yellow/blue change on each frame,. . but it is fun,. not sure about he combos when the little guys just walk right into them ??

I'm working on the enemy fire.  Right now I've made the entire bullet flash, but we'll see!

Thanks for the feedback so far Grin
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« Reply #50 on: May 18, 2008, 02:27:43 AM »

A slight update!

* The player will be able to recover from a death if their explosion causes a chain reaction of 20 kills
* Cool effect on health bars of enemies or something.
* No new demo for awhile.

Basically what I have in front of me is adding just a bunch of enemies, working out some patterns, and perhaps adding an online score table of some sort.

Right now I'm trying to decide if there needs to be a way for the player to defend themselves better than just dodging bullets... any ideers?
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« Reply #51 on: May 18, 2008, 04:25:07 AM »

Right now I'm trying to decide if there needs to be a way for the player to defend themselves better than just dodging bullets... any ideers?

Pick any from:
Shield
Mirror shield
Absorbing your colour bullets
Your bullets cancel enemy bullets

Also, when an enemy dies, it breaks into pieces, and the bigger enemies break into bigger pieces, I thought that maybe you can make it so that if you shoot this pieces it breaks into further pieces, because otherwise they travel very little distance (IMO)
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« Reply #52 on: May 18, 2008, 02:12:58 PM »

Right now I'm trying to decide if there needs to be a way for the player to defend themselves better than just dodging bullets... any ideers?

Pick any from:
Shield
Mirror shield
Absorbing your colour bullets
Your bullets cancel enemy bullets

Also, when an enemy dies, it breaks into pieces, and the bigger enemies break into bigger pieces, I thought that maybe you can make it so that if you shoot this pieces it breaks into further pieces, because otherwise they travel very little distance (IMO)

I think I'm going to go for shooting enemy bullets... that seems to work out nicely.
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Caio
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« Reply #53 on: May 18, 2008, 03:26:04 PM »

Very nice. Looks really good! The only thing I don't like is the unpredictability of the bullets; it gets very hard to dodge them when you have only a hint about where they're going. Maybe the update will solve that, though. Good work! Grin
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« Reply #54 on: May 18, 2008, 06:44:16 PM »

Heres whats cookin TONIGHT:

* enemies dont hurt you until they've been on screen for a little while (this is variable between foes.  the hearts that come out of nowhere really fast dont hurt you for a full second, then they fade in and they can kill you.)
* online high scores! :D
* you can destroy enemy bullets now

coming along nicely now Grin
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Terry
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« Reply #55 on: May 18, 2008, 07:02:02 PM »

It looks lovely, but it runs at a crawl on my laptop Sad
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« Reply #56 on: May 18, 2008, 07:14:42 PM »

It looks lovely, but it runs at a crawl on my laptop Sad

Yeah, MMF is fun like that.
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Terry
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« Reply #57 on: May 18, 2008, 07:24:36 PM »

I'm not really familiar with MMF, but isn't there anything you can do about it? Say, implementing frame skipping?

That must be annoying Sad
« Last Edit: May 18, 2008, 07:28:13 PM by Terry » Logged

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« Reply #58 on: May 18, 2008, 07:30:02 PM »

I'm not really familiar with MMF, but isn't there anything you can do about it? Say, implementing frame skipping?

That must be annoying Sad

Theres a check box that will drop frames, but it may be worse that way because bullets will then skip around and such...  I can release two versions.
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« Reply #59 on: May 18, 2008, 11:42:59 PM »

I thought this looked kinda cool.



and this

« Last Edit: May 18, 2008, 11:59:25 PM by xerus » Logged
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