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Old 05-27-2008, 11:33 AM   #151
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while fulla does this i will be working many things, along with a brand new physic engine with the aim to be faster than the one before... we need mad physic ^^
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Old 05-27-2008, 12:22 PM   #152
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Quote:
I can post a few screenshots of the first level if theres still interest around here
Yes please :)
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Old 05-27-2008, 03:48 PM   #153
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Heres a few screenshots, of the first level 'Plunge'.
Quite a tactical map, I recommend examining it closely. The blue things are jump pads.

Basic overview:
Zoom

Jump pads directions:
Zoom

A base/start point:
Zoom

Flag areas:
Zoom

Random ingame shot:
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Current Progress:
  • 1 level complete
  • 4 1/2 guns complete
  • All in-game triggers done
  • Powerups done
  • Majority of items done

Still need to get Jump & grenades working & finish up Laser. Then it should be at the very least be testable/playable.

Oh, if you fall in the blackness you're dead :P
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Old 05-27-2008, 04:08 PM   #154
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It looks really interesting, I'm looking forward to the beta!

Quick question, What's this circle of power for?

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Old 05-27-2008, 04:09 PM   #155
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Powerups :p
Speed, Shield, Double Damage etc.
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Old 05-27-2008, 04:13 PM   #156
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Ah, ofc.

A second shop too, very nice.
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Old 05-28-2008, 03:23 AM   #157
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May I suggest jump pads working omnidirectionally if at all possible. It would allow the maps to be a LOT more flexible.

Also, try going for an improved look. It's basically the same game with a better engine, different levels, and jump pads. That's not necessarily a bad thing, but to make it feel like a true sequel you must make it look noticeably different or better, too.
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Old 05-28-2008, 11:13 AM   #158
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Originally Posted by Dark.Revenant
May I suggest jump pads working omnidirectionally if at all possible. It would allow the maps to be a LOT more flexible.

Me & Mad tried that before, atleast thats what we initially wanted.
It didn't turn out so good thou, as it bugged now and then & it led to alot of deaths in the pit areas :p

I would like to atleast allow some control over your direction but cap it with min & max angles to give some control, but force a general direction.
On other levels alot more control could be given thou.

Quote:
Originally Posted by Dark.Revenant
Also, try going for an improved look. It's basically the same game with a better engine, different levels, and jump pads. That's not necessarily a bad thing, but to make it feel like a true sequel you must make it look noticeably different or better, too.

Oh yea, I do have alot of cool features planned, such as weapon secondary/alternative fire/modes & weapon customization items.
Plus ofcourse I'd like to break the CTF only as it tends to get a bit repitive.
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Old 05-28-2008, 12:30 PM   #159
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Quote:
Originally Posted by Fulla
It didn't turn out so good thou, as it bugged now and then & it led to alot of deaths in the pit areas :p
A bit of risk makes it all the more fun :)
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Originally Posted by Fulla
I would like to atleast allow some control over your direction but cap it with min & max angles to give some control, but force a general direction.
On other levels alot more control could be given thou.
It might be good to have particles being emitted in the direction of the jump, or something like that. Just so it looks better and it's clear where you'll end up.
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Old 05-28-2008, 11:39 PM   #160
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Quote:
Originally Posted by Fulla
weapon customization items
Be EXTREMELY careful with this. This would be amazingly cool if done right, but I estimate that it could very well break the game singlehandedly if done wrong.
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Old 05-29-2008, 12:39 AM   #161
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omidirectional is fully possible in the et2 version i worked with. I Fixed the bugs too by implementing a correct timer system i made. everything was actually perfect... until i gave up cus flamer lagged the game. I know that is stupid but... well i lost motivation now.

I had everything working tho, a fully working weapon system tat allow u to make any kind of weapons, or even combine them by just changing values. Grenades also worked fine. But i just didnt like the fact that flamer was so heavy to make working and lagfree.
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Old 05-29-2008, 01:18 AM   #162
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Flamer was a fail weapon IMO. Give up because of something important if you have to :p.
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Old 05-29-2008, 06:54 AM   #163
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Quote:
Originally Posted by MaD[Lion]
omidirectional is fully possible in the et2 version i worked with. I Fixed the bugs too by implementing a correct timer system i made. everything was actually perfect... until i gave up cus flamer lagged the game. I know that is stupid but... well i lost motivation now.

I had everything working tho, a fully working weapon system tat allow u to make any kind of weapons, or even combine them by just changing values. Grenades also worked fine. But i just didnt like the fact that flamer was so heavy to make working and lagfree.

Just release without the flamer surely?
In the meantime behind the scenes can work on the flamer for 'future updates' :p

Quote:
Originally Posted by Dark.Revenant
Be EXTREMELY careful with this. This would be amazingly cool if done right, but I estimate that it could very well break the game singlehandedly if done wrong.

Yup agreed, I've gave this alot of thought thou & it should be nicely balanced.
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Old 05-30-2008, 11:02 AM   #164
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i will also remove (replace) my flamegun cause it's unnececary lagged. (and you CAN'T fix it. it's simply so.)
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Old 05-30-2008, 11:55 AM   #165
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well i know how to make it faster now.... just need a better engine, more flexible, more exact, more powerful.
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