Author Topic: Several Anouncements  (Read 22330 times)

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Offline necro

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« Reply #15 on: March 15, 2007, 06:53:00 pm »
Any thoughts on the music?

I didn't want to spend a ton of memory for it, especialy since the smoke is randomised and would almost surely never match.
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Offline Jon

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« Reply #16 on: March 15, 2007, 07:51:00 pm »
DUDE! That's insane! If only such was possible on a calc... XDsmiley.gif

Liazon

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« Reply #17 on: March 16, 2007, 08:29:00 am »
o.oblink.gif that is insanely cool!!!! GML must be pretty good for 2D stuff then.

Offline bfr

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« Reply #18 on: March 16, 2007, 11:08:00 am »
Yeah, the rain looks good, but the looping looks a little weird when the rain jerks positions (probably when it repeats the loop).

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« Reply #19 on: March 16, 2007, 11:58:00 am »
Yes, it the sudden looping. Other than that, the image is nice! :)smile.gif

And the music reminds of Gameboy music; it's pretty good, actually.  :thumbup:google.gif

Offline necro

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« Reply #20 on: March 16, 2007, 04:46:00 pm »
Just a note, right now its in GML6.1 which uses Direct X.  As that isn't usable on anythng but windows or windows emu, I hope to migrate to C++ with A open GL based graphics engine so I can port this to other OSes.  After this release, I will probably have to migrate out of GM as I don't have 7 registered, and I am getting a vista machine (on which GM 6 won't work).  So basicaly, after this release, the brunt of my efforts will be in building the whole game over again, and probably building a whole new suit of tools to work with.
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Liazon

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« Reply #21 on: March 17, 2007, 06:45:00 am »
No worries.  It sounds like C++ and OpenGL will allow for even more impressiveness when all's said and done. :)smile.gif

Offline necro

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« Reply #22 on: March 17, 2007, 08:09:00 pm »
Believe me when I say it will likely be very time consuming/difficult as c variants are rather inflexible in the way they do their variables and the fact graphics are far more complex.  That aside, some news on current progress.  Added spark effects to the new pulse energy gun (since people disliked the old pistol, and since it just makes more sense for the ball to use energy weapons) and I added new lasers that cause massive damage and can't be crossed (have to turn them off) as well as a few breakable things.  Level design is slow as the levels are generaly rather complex.
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Offline necro

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« Reply #23 on: March 21, 2007, 06:25:00 pm »
Just got a new power adapter for my notebook so progress resumes.  Lost a few days and I wish I had more done...plan to cut a few pointless touches to get it done a bit faster.  Sorry for the delay.
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Offline trevmeister66

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« Reply #24 on: March 21, 2007, 07:03:00 pm »
not a problem at all. Can't wait for some kick a$$ programs
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline necro

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« Reply #25 on: April 02, 2007, 07:45:00 pm »
removed by necro
because it is still a little ways off, a bit more screen goodness (I probably will only have this screeny up for a little while)
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Liazon

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« Reply #26 on: April 03, 2007, 11:26:00 am »
Cool tiles :)smile.gif  Graphics go together very well :)smile.gif

Offline necro

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« Reply #27 on: April 04, 2007, 08:07:00 am »
wait till you see all the things in action...anyways, just a few more levels and a few astetics left to finish.  All levels have been drawn out and planned, and I am trying as hard as I can to get this done.
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Offline necro

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« Reply #28 on: April 10, 2007, 04:20:00 pm »
well, still plugging away at this.  At college, I made a group of freinds which is great except they are carving more time out of my schedule...that and classes and looking for a job...eghck...I took down that screeny, sorry if you missed it.
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Offline necro

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« Reply #29 on: April 28, 2007, 07:54:00 pm »
As I am not going to post any more combat ball material until I put the next one out, here is a little look at a test I am making off of the same engine (no alpha effects yet except the lights)
user posted image
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