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#1 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
Thanked 17 Times in 16 Posts
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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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#2 (permalink) |
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TALK TO ME
Join Date: Jul 2003
Location: Internet
Posts: 14,265
Thanks: 258
Thanked 422 Times in 324 Posts
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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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#3 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
Thanked 17 Times in 16 Posts
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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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#4 (permalink) |
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<3 Drum & Bass <3
Join Date: Mar 2006
Location: East Yorkshire, UK Financial Status: Broke!
Posts: 1,439
Thanks: 7
Thanked 1 Time in 1 Post
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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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#5 (permalink) |
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TALK TO ME
Join Date: Jul 2003
Location: Internet
Posts: 14,265
Thanks: 258
Thanked 422 Times in 324 Posts
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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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#7 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
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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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#8 (permalink) |
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TALK TO ME
Join Date: Jul 2003
Location: Internet
Posts: 14,265
Thanks: 258
Thanked 422 Times in 324 Posts
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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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#9 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
Thanked 17 Times in 16 Posts
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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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#10 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
Thanked 17 Times in 16 Posts
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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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#11 (permalink) |
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Gaarrrrr!
Join Date: Aug 2005
Location: Bristol
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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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#12 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
Thanked 17 Times in 16 Posts
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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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#14 (permalink) |
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Funking Prink!
Join Date: Jul 2003
Location: Home: Newmarket Uni: Kent
Posts: 2,436
Thanks: 34
Thanked 17 Times in 16 Posts
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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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