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Old 04-04-2008, 11:10 PM
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Done:
- Intro
- Menu and Pause menu
- Map system w/ collision
- 3 Maps (Close Combat, Death Alley and Double Trouble)
- Custom MP3 and AT3 playing, default included
- HUD
- Weapons
- Enemies
- Highscores

OPTIONAL:
- 'Closet' where you change your outfit

Go to my site for more info and a link to the latest build
http://jordansg57.googlepages.com

Old screenshots:







The build with barrels is uploaded so you can go and create chain reaction of explosions and stuff all you want. Also note the sound volume and which speaker the explosions are coming out of ;) It should sound like where the explosion is compared to you. If you are right of hte explosion, it'll be louder in the left speaker, and vice versa with left of hte explosion. It's just a small touch that just adds to the experience I thought, try it out yourself ^^ (this also ensures you wont be deaf after 100 barrels you liad explode across the map cause of a devil :S)
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Old 04-05-2008, 09:14 AM
Nathanias Nathanias is offline
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I'd like to help.

You can just set up dummy sprites and work on the functions. I'll try sprite editing, but I was never much for GFX.

I am, however, very good at surviving Boxhead, so finding any bugs shouldn't be too hard.

Also, congrats on the beginning of this project ;)
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Old 04-05-2008, 05:09 PM
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If it is the beginning of the project a lot got done the first day ;)

As for dummy sprites, i'd have to find 8 way spries with fixed width and height :S

But i'll work on the maps. I'm going to use my own format sorta. I've though up the design in my head, working more on it now.
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Old 04-05-2008, 06:44 PM
Nathanias Nathanias is offline
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If you mean what I think you mean, You'll need a variation of every single sprite for every single level in order to keep the matching Width and Height, right?
Unless you're going to cut off the edges, I mean. Stupid question, but not doing it would be easier.

Anyway, I'm going to assume Ad-Hoc wouldn't be until probably the 3rd or 4th release after bugs are kinked out(unless everything is actually found in the beta versions)

If i knew what you were using to make the game, such as the exact programs, and you could get me or link me to it, I could try figuring it out and maybe be able to help you make the modules.

Sounds a bit naive for me to say I can learn coding fast, but I figure I'd have to start somewhere, and helping you on this would be a good choice

Also, I can try to start working on the sprites if You have exact dimensions. I'm getting my computer within a week(hopefully), and I'll have plenty of resources to devote to this project
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Old 04-05-2008, 09:47 PM
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Go here for more info and a link to it so far:

http://jordansg57.googlepages.com

Tell me what you think so far. I intend to maek each door an animation of some weird portal thing and have it do a cool animation when you click on it. to get to the main gameplay press X on any of the doors. The map and level and difficulty are all set based on the door you go into, i just dont have any of te maps. They are really weird when i decompile them :S it'll take some work to piece them back together.

Nathan - the size of each sprite doesnt matter, i'd keep it the same as in that sheet since that's what i did wit hthe left and rihgt player and if you try it out it looks great. The sprite sheet shouldn't be bigger then 512x512 but if it is, most likely, cut it into 2.

Actually to be honest - just make a sprite sheet for each weapon thing. One for hwen your carrying a rokcet launcher, one when yo uhave a pistol, etc. That way you don't have to worry about sprite sheet dimensions. Just try to follow the current Player.png in the Menu folder. how i have 1 row p/ direction, that makes it cleaner imo.
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Old 04-05-2008, 09:54 PM
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I absolutely love your menu, as well as the background music.

Of course going off to the left should either result in a scroll in the final edition or a wall.

Also, the test menu doesn't run in 3.XX, or maybe something is wrong with my 3.90m33-3. Worked fine on the Time Machine 1.5 though

The Menu is fabulous though, Very creative design
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Old 04-05-2008, 09:57 PM
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It's such a nice menu, I find myself just walking back and forth with no destination but somehow enjoying myself XD
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Old 04-05-2008, 10:38 PM
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Heh - if you walk to the left, you go off screen adn that is when the PSPs web browser will open and load the game guide. then when you quite from that browser, your spat back out right in front of it facing to the right. I could maybe make it scroll left and have a door you enter to start the browser, but i find it nice as is. And yeah thanks for the comment ^^ If you enjoy the menu lol i'm sure youll enjoy the game ;) So hey those sprites are hte only thing holding me back :X I need to piece together each map then get them displaying. then ill need the player sprites. The background music I think is good ambient 'louge' music sorta. since you walk to your destination i think that's ok.

I believe it own't work on 3.xx cause im using the ME in oslib and it requires you init it in a kernel thread (i could maek it work, id just have to have it start as user mode, create a kernel thread and that kernel thread inits the ME then loads the game in a user mode thread :S)
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Old 04-06-2008, 05:43 AM
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Well, I guess this is worht posting - I fixed up a few thigns and have my player class designed and implemented. As of now I'm using a dummy picture and moving it around. Also, i've added the default music to the list of mp3s to play just in case people like the default music (it's from the zelda TP trailer, or from my 3d LoZ PSP proof of concept intro :P).

I'm going to get my first map loaded and collisions applied then update my beta/alpha link on my site. I'll post when that is. And i guess ill post screenshtos then :P

In general it's coming along very nicely, my design is proving very stable and gives great flexibility (i think the menu kinda shows that ;)) I'm proud of myself, sorry if I'm sounding arrogant :blush:
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Old 04-06-2008, 06:22 AM
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tester here
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