Author Topic: combat ball  (Read 24894 times)

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Offline necro

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combat ball
« Reply #30 on: September 04, 2006, 05:13:00 pm »
Well, here what is in the works on this game.  I am remaking all the enemies with some better AI and such, and will add in a sytem in which when they hit you they deal a finite amount of damage and have to wait a short period before they can deal more damage (kinda like invunerability, but only to the enemy that hit you) so as to make it easier to balance how much damage things do.  Also, I am going to replace the current powerup system with a actual weapon selection and like wise for the secondary weapons (which by the sounds of it, no one has gotten to play with yet.)  Further, armor type items will be available as you progress, and there will likely be an item forging system to allow you to have a lot of rpg like depth.  One thing I am not planning though, is exp or money drops as it causes people to play areas of the game repitively to try to exp harvest.  Also, perhaps you will get to see the pilot of the ball in future updates in a story line.
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Offline DJ Omnimaga

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combat ball
« Reply #31 on: September 05, 2006, 09:20:00 am »
sound promising, when do you think there will be a new update? This will prbly be a bit easier


off-topic; I just saw your custom member title O_Oshocked2.gif

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Offline necro

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« Reply #32 on: September 05, 2006, 03:28:00 pm »
the inventory should be fully done and I plan to have at least a dozen equipable items.  One of the biggest focuses is on getting some better visuals in as this is getting no attention else where, likely for that reason.  No new sound or music is planned, but who knows.
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Offline DJ Omnimaga

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combat ball
« Reply #33 on: September 06, 2006, 01:32:00 am »
:(sad.gif this game is cool I hope the other ppl will play it at least, some ppl are really strict when it come to PC games, they just want 3D graphics and all :Ptongue.gif

personally i still like 2D games as well

Offline necro

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combat ball
« Reply #34 on: September 07, 2006, 04:19:00 pm »
well, i think they more disliked it because, from the screenshots, it doesn't look like much.  Anyways, I have created an actual scripting system for the weapons so each is actualy just a set of variables and a peice of code will shoot the weapons diffrently due to these diffrent values (like a value for wether the weapon is an automatic (can hold down the trigger) or not (press for each shot), how fast and under what conditions the guns will reload (because I am not using amo for the weapons) and so on.  Also, you can both find weapons and build them with various parts if you have a blue-print for it, which you get from various data canisters throughout the game (each of which has some overlapping blue prints, but each also contains at least one unique component meaning all will be needed for absolute completion) and so on (oh, getting a weapon will give you a blue print for it, but not nescisarily all of its parts).
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Offline DJ Omnimaga

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combat ball
« Reply #35 on: September 08, 2006, 02:12:00 am »
nope still stuck in level 3, i always die when trying to kill all enemies above the cover, assuming i need to kill them to get to next level

Offline necro

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combat ball
« Reply #36 on: September 08, 2006, 05:30:00 am »
yes...stay at the very far right and wait for all the discs and wisps (bouncing things) to come after you, then shoot at the up and down 'shooters', then shoot the arachnas, then jump onto the platforms to go to the upper left and with cover shoot the last shooter.  Always use cover when you have it as there is no time limit and you have very little armor/health.
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Offline DJ Omnimaga

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combat ball
« Reply #37 on: September 08, 2006, 12:43:00 pm »
my problem is that I have problems shooting in diagonal,I always end up moving and fallling all the time

Offline necro

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« Reply #38 on: September 13, 2006, 05:21:00 pm »
damned...I am hitting some bumps on this including graphics complications, Trying to make an external inventory system and item list is a real b**** to program with how unfamilar I am with some of the program launge, however, by the time I figure it out all the way I might be able program external levels for necro's puzzle.  I wish I could have met my deadlines but it looks like the next version won't be out for at least a few weeks.

On the plus side, there will be a LOT of improvements over the previous version.
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Offline DJ Omnimaga

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combat ball
« Reply #39 on: September 14, 2006, 01:16:00 am »
hmm external levels? Do I hear lv editor here? that would be cool! I hope you can fix the other stuff soon  

Offline necro

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« Reply #40 on: September 14, 2006, 01:18:00 pm »
Not for combat ball as it is a story/mission based game, but necro's puzzle, yes!  I can think of external level loading easy, I am still trying to think of a good way to write levels besides by hand to a file though...

I didn't bother releasing an update because I want a level editor (even if the engine is a bit incomplete) for people to play with.
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Offline DJ Omnimaga

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« Reply #41 on: September 15, 2006, 12:27:00 pm »
w00t I cant wait, I'm sure it will be easier to make levels for PC version as you could even make it point/click with the mouse

Offline necro

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« Reply #42 on: September 18, 2006, 06:03:00 pm »
ok, I have finaly got the inventory system mostly working meaning this update is getting close.  I still need to get parts of it done yet, but...eh, tis difficult to try and work with code like this to the level of controll I want.  The next release will also have a new secondary weapon, the grenade, besides the rocket launcher nobody seems good enough to get to as well as new primary weapons.  Ph, now I have all kinds of sprite like effects and such that give the game a nice graphical boost...and I will have some of the basic textures in the next update.  I may decide to forgo the blue-prints and combination system as it seems like it might add unnescicary hassle and complexity...at the very least it will be removed from the next version.
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Offline DJ Omnimaga

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« Reply #43 on: September 19, 2006, 01:28:00 am »
cool, will you make it kinda red/gore intensive? the graphics i mean

Offline DJ Omnimaga

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« Reply #44 on: September 19, 2006, 03:55:00 am »
sound nice, for gore i meant more the walls and bg