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    Old 05-09-2006, 11:59 PM   #1 (permalink)
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    Game ProtoType

    Hey,

    Im making a game for my final year project at uni and could really do with some feedback as to how well you think it plays and if you find any bugs. The prototype can be found at...

    http://www.evildrbin.com/?p=128

    Oh and what time can ya get?

    thanks!
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    Old 06-09-2006, 12:14 AM   #2 (permalink)
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    This is ace
    The "S" keep seems to be mapped to plummet to the floor, but not mentioned
    You need some continue points - annoying to get far, then have to start from the beginning.
    Im the opposite to you - i create game content (3D modelling ect...), so if you need a few things, just shout me

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    Old 06-09-2006, 12:18 AM   #3 (permalink)
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    hey agent, thanks for trying it

    yeah, S will be the dash attack (didnt think it was worth mentioning for the movement proto). Yup there will be at least 1 continue point per level.

    What games have ya worked on then? Id be interested in seeing it thanks
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    Old 06-09-2006, 12:20 AM   #4 (permalink)
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    I played the game! PogoFred, haha great name great game

    I did it 124.426! I found it really enjoyable. I noticed you used BlitzMax, I was looking into learning that myself, how long has it taken to learn all the stuff to make PogoFred?

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    Old 06-09-2006, 12:20 AM   #5 (permalink)
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    I meant the same as you in regards to your situation
    3rd year, final project and all that – just into a different part of the games creation process.
    Spend most of my time with my head buried in Unreal Ed

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    Old 06-09-2006, 12:21 AM   #6 (permalink)
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    oh, any chance you can map it to WSAD too ? - arrows drive me mad

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    Old 06-09-2006, 12:24 AM   #7 (permalink)
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    cheers Pr0 I had some experience with an older version of Blitz before using Blitzmax, but generally as far as a programming language goes it is pretty damn easy (and fast). Give the demo a go ( http://www.blitzbasic.com ).

    Ive been working on this for a few months now but I've done alot of restarting and a majority of the work was on the editor that I will be using to make the levels (it made the proto level too)

    Agent: Ahh cool. Im working on my own on this, so im glad I started it early (im making the sound/music.. everything!). Ive given UnrealED a go in the past and it baffled me :S

    EDIT> Agent, start the game, get to the level, press f1, then type the command p_controls

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    Old 06-09-2006, 12:29 AM   #8 (permalink)
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    UED is easy; by far one of the easier editors around, but it is very hard to learn to begin with. Once you have the first few steps, the flow is brilliant (much better than hammer IMO)

    Very impressive that you’re doing all this on your own, mucho respect
    If you do decide to put any 3D elements in it, you know where I am
    Cant wait to hear the music

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    Old 06-09-2006, 12:36 AM   #9 (permalink)
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    haha the music is very 386/486 platformer stylee Im making it in Milkytracker Ill upload some of it tomorrow

    Cheers for the offer of 3d stuff, much appreciated! I've got a huge notebook of scraps and one part was a potential 3d boss, ill let ya know thanks
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    Old 06-09-2006, 12:37 PM   #10 (permalink)
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    here's a preview of the music (not finished yet!) and as said, think old PC platformer

    Beach level
    http://www.evildrbin.com/chris/pf_beach.mp3

    Forest Level
    http://www.evildrbin.com/chris/pf_forest.mp3
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    Old 06-09-2006, 01:09 PM   #11 (permalink)
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    when i got to the bit with the fans blowing upwards, only the one on the right had enough strength to take me high enough..

    agreed on the checkpoints

    edit: 89.718 btw

    Last edited by Dav0s; 06-09-2006 at 01:36 PM..
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    Old 06-09-2006, 02:04 PM   #12 (permalink)
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    yup, the fans are different strengths, it wasnt so much a feature, more just a demo of the fact I can have different strengths and directions

    thanks for trying
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    Old 06-09-2006, 02:28 PM   #13 (permalink)
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    directhex's system
    here's the incredible bit...

    it works fine in wine.

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    Old 06-09-2006, 02:43 PM   #14 (permalink)
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    hahaha nice, ta hex

    Blitzmax can compile for Linux and Mac (but you have to do so from the linux/mac version of BM) so when I've finished I'll be looking to do this.
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    Old 06-09-2006, 03:13 PM   #15 (permalink)
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    Thanks for the info Raz & Agent, good luck with the Uni work too

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    Old 07-09-2006, 02:30 AM   #16 (permalink)
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    http://www.theinquirer.net/default.aspx?article=34205
    Any use Raz ?

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