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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Latest Download (Update! M2 v.1.0.6)
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Author Topic: Balding's Quest: Latest Download (Update! M2 v.1.0.6)  (Read 146116 times)
Corpus
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« Reply #180 on: March 31, 2009, 01:28:59 AM »

What was ever wrong with WinRAR?

Sometimes I think people like to make problems where there are none Concerned
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medieval
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« Reply #181 on: April 01, 2009, 05:28:14 AM »

I'm about to use this engine for a game of my own.
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« Reply #182 on: April 01, 2009, 02:22:39 PM »

This is a amazing effort!  Beer!
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BMcC
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« Reply #183 on: April 03, 2009, 03:38:51 PM »

Quick update:  I've been in bed with a fever since GDC.  Also, I moved to a new house?  Everything's in a haze right now.

Be back soon!
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« Reply #184 on: April 03, 2009, 07:01:58 PM »

Quick update:  I've been in bed with a fever since GDC.  Also, I moved to a new house?  Everything's in a haze right now.

Be back soon!

Don't die on us! Ha Ha Just kidding. Hope you get better soon! Can't wait for some new updates!
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BMcC
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« Reply #185 on: April 14, 2009, 05:12:28 PM »

Yo!  I in fact did not die and am now reasonably healthy again.  Once I hit the first milestone on this "big" game I'm working on (real, real soon) I'll be putting out a healthy BQ update.  And what the heck, maybe a Mac version of it as well.

I've got all my consoles back at my new place.  Lotsa inspiration for this little retro touchstone we're creating here...
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Frog
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« Reply #186 on: May 09, 2009, 01:59:00 AM »

How's Milestone 3 going?
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BMcC
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« Reply #187 on: May 12, 2009, 08:17:49 AM »

Pretty well!  The game now has angled terrain in a pretty slick, easy to use way (which will be crippled for BQ, but available once the engine's out there), and a quadtree for collisions.  The speed difference is staggering.  I can fill the screen with goombas, which react to Guy, attacks, springs, everything, without any significant slowdown.

I actually just used BQ to test this for my OpenGL engine, but whatever!  It's in there now. Smiley

I'm working much more efficiently at my new place... I'll probably be able to get a big BQ update done rather fast once I get down to it.  Should be soon!
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BMcC
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« Reply #188 on: May 18, 2009, 05:40:21 PM »

Screen of the first test, for posterity:
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« Reply #189 on: May 21, 2009, 08:21:26 PM »

Looks Awesome! I can't wait!  Beer!
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BMcC
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« Reply #190 on: July 03, 2009, 02:33:00 PM »

Hehe, BQ's been a good testbed for me.  It's a remarkably stable engine.  Not sure how I managed to make it. Embarrassed
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Corpus
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« Reply #191 on: July 05, 2009, 08:53:09 AM »

I still haven't posted that map I made a few months ago. I give up on trying to think of a name for it. Where should I put it, milord?
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BMcC
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« Reply #192 on: July 05, 2009, 09:18:40 AM »

The Milestone 3 Development thread, I suppose!
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Corpus
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« Reply #193 on: July 05, 2009, 03:13:50 PM »

Ah, never mind Sad Took me longer than expected to fit everything into my suitcase, and I probably won't have time to sort the different files out before my flight tomorrow morning.

Well, then, 3 weeks Wink
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BMcC
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« Reply #194 on: July 06, 2009, 08:40:47 AM »

Haha, alright.  I'm flying to Paris today myself! Shocked
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BMcC
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« Reply #195 on: August 01, 2009, 06:24:04 AM »

Yesterday I fixed all the bugs introduced by the angled terrain and quadtree code, huzzah! Hand Joystick
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« Reply #196 on: August 02, 2009, 03:20:48 AM »

Does this mean that release is imminent and we should all get super hyped? I believe it does.

But seriously when can we expect a release?
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« Reply #197 on: August 02, 2009, 05:48:57 AM »

yes! we demand an update  Tiger
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« Reply #198 on: August 02, 2009, 10:23:16 AM »

In a month!  I come home this week and I want to spend August adding fun gameplay stuff to BQ.  Then maybe a string of demo levels?  (Not sure about that yet.)

I'm also thinking about, for the future, a little program that will prepare a template for different games made with the BQ engine.  As it stands it takes maybe a couple hours to prepare a new project, and a new .exe has to be compiled for it, but I'd very much like to be able to use it for immediate, quick games.
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BMcC
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« Reply #199 on: August 18, 2009, 07:40:53 AM »

HELP

So!  I've started working on an update to BQ.  But I'm getting rather frustrated.  Everything is in place to fill out the game, but I don't want to do it alone.  So my question is: What do you need?  What would help get this thing rolling the most?  A specific list of assets needed?  Tutorials?  More objects for map-making?

Currently I'm working on objects.  I want to expand the possibilities for casual map-makers.  Ideally people would be scripting new objects and enemies themselves, but that hasn't really happened that much.  (Which is probably my own fault!)  I'm willing to add a good amount of enemies, puzzle elements, and so on now, but I still need pixels for this.  (Anyone care to help with that?)

Feedback is appreciated!  What should the next step be?
« Last Edit: August 18, 2009, 08:09:03 AM by BMcC » Logged

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