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Program Announcements / Fighting Through Darkness Demo Finally Out!

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Natflash Games
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Posted: 30th Sep 2006 02:27 Edited at: 3rd Dec 2006 00:56
Well after quite a long time the demo for my latest horror game FTD (Fighting Through Darkness) and if I may say so myself is pretty cool.

The engine is completely finished (I may add a new thing or two) now there is only the rest of the levels to do.

Please leave feedback including,
Any bugs you find
If it scared you
What you liked best
What you didn't really like

Here is the WIP thread for screens, more info etc.
http://forum.thegamecreators.com/?m=forum_view&b=8&t=85262&p=0

http://www.natsam.co.uk/Natsam/FTDSetup.exe

Latest Build:
http://www.natsam.co.uk/Natsam/FTDv1.2Setup.exe


Hope you enjoy my game (and hope it scares ya)


Check out my site for the latest on my games.
Gamedesign er20
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Posted: 30th Sep 2006 04:06 Edited at: 30th Sep 2006 04:23
I'm downloading it right now, i'll tell you what I think after I play the game.

Edit: Hmm... apparently it says it will not work unless I have Direct X 9.0, which I do have, so I'm not sure what's wrong with that.

Cocacola and Pepsi aren't that differnt. Deal with it.
The ARRAYinator
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Posted: 30th Sep 2006 04:22
pretty cool! The soundz can be a bit scary when your playing alone at night,lol, definetly needs a different monster then the darkmatter one. Other then that pretty good! The best part was when you walk in to the village place and like a monster just jumps out at you. Definetly needs better monsters with different attacks.etc Good Job!



Lost in Thought
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Posted: 30th Sep 2006 10:11 Edited at: 30th Sep 2006 10:14
Great work man, it's coming along nicely. I got a steady 64fps A couple of suggestions though:

1) Convert over to NGC 4.02 as there were alot of scaling and octree bugs in 4.01 along with a few more things that were fixed.

2) Add a jump button and a menu to change the binding of the keys

3) Work on the NGC settings and your physics just a bit. I could barely walk over some things and could not go back for getting hung on the floor. Your gravity may be too high or ellip to sharp.

4) You have to shoot the enemies as if they were still low to the ground when attacking. Add an auto sizing ellip code for the animations.

[edit] If you need help with anything NGC related (such as the auto ellip for animations code), don't hesitate to email me or post on the NGC forums. We'll get you going.

Natflash Games
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Posted: 30th Sep 2006 12:14 Edited at: 30th Sep 2006 12:20
Yeah I realised that you couldn't get back through the corridor in the lab, but you can if you run (hold "shift")
And I didnt realise NGC 4.02 was out Ill dl it now.
Oh and Im not using NGC collision for th bullets colliding with the enimy, Im just using DBP default collision commands, and the enemys are different objects for different animations (walk, attack idle etc.) so I cant see why you need to aim at the ground as if its still walking.

But what do you think of the music system? And did any of it scare you?


Check out my site for the latest on my games.
Valle
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Posted: 30th Sep 2006 12:54 Edited at: 30th Sep 2006 13:18
downloading, will comment

I hope this one manages to scare me, because Doom 3 was boring

Edit\\
Ok, i played it now

Really fun! I didn't know that you can run so i was stuck when i wanted to go back at the holographic thing...
In 2 moments this game shocked really shocked me (more than doom 3,i'm not joking)

The first moment was at the first monster, i saw it around the edge and it didnt move. Then i walked one step and it screamed and jumped towards me . The second thing was the alpha picture, which appears in front of you and suddenly comes very fast towards you. Really good made. It's that sort of shock, that you get when you stare at the screen and suddenly something unexpected happens.
continue with this !


Mr Kohlenstoff
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Posted: 30th Sep 2006 14:09
Great!

Quote: "Please leave feedback including,
Any bugs you find
If it scared you
What you liked best
What you didn't really like"


-I didn't find any bugs, which are not already mentioned here
-Yes... very scary, especially at the end, when the sound "behind you" appears. Of cource I was curious and looked behind be, you know what happened next.
-There wasn't one best point I guess... everything was very well done.
-Maybe you should decrease the enemy's life. Either my aiming is very bad, or I always have to use at least 3 magazines for one enemy. Also you could increase the ammo in one magazine, because after a little seconds of shooting I have to reload... that's a bit boring.

All in all it could become a very good game, it would be great if it will be as good as The Undead. Maybe you should ask a professional game-development team for a job.

Good luck with this project.

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Natflash Games
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Posted: 30th Sep 2006 14:21 Edited at: 30th Sep 2006 14:21
Ahhh, I was waiting until someone mentioned the "behind you" part I spent quite a lot of time perfecting that bit.
Good to know it scared ya, I like to know Im doing something right.


Check out my site for the latest on my games.
Roxas
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Posted: 30th Sep 2006 15:37
Very cool game.. Did i just imagine or did i saw there me in messenger with nick cloudef on one monitor in game it wasnt so clear pic but i think i saw something.. Yes this hell scared my little brother he cryed like about 1 hour lol Nice one

Lost in Thought
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Posted: 30th Sep 2006 19:05
Quote: "Oh and Im not using NGC collision for th bullets colliding with the enimy, Im just using DBP default collision commands, and the enemys are different objects for different animations (walk, attack idle etc.) so I cant see why you need to aim at the ground as if its still walking."

DBP doesn't recalculate the bounds for animation unless you tell it to because it is so slow. NGC's ray casting is way faster than DBP's and the auto ellip is not that hard to setup, though you lose polygon accuracy it is close enough most of the time. Since you are using a monster with a different model for each animation you can also swap model numbers when ray casting for the different animations.

Quote: "But what do you think of the music system?"

Pretty cool now that I played it with the sound up.

Quote: "And did any of it scare you?"

There were a couple of quick attacks that get you moving, but nothing really scars me.

Quote: "Yeah I realised that you couldn't get back through the corridor in the lab, but you can if you run (hold "shift")"

Cool. You can fix this hanging by making your players gravity be very low when colliding with something and raise it back up when he's not.

FredP
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Posted: 30th Sep 2006 19:16
I'll check it out as soon as I get the chance.

Gamedesign er20
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Posted: 30th Sep 2006 20:16
I still don't know why it won't let me play

Cocacola and Pepsi aren't that differnt. Deal with it.
Lost in Thought
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Posted: 30th Sep 2006 20:18
Quote: "I still don't know why it won't let me play"


There are many versions of DirectX 9.0C ... make sure you have the latest.

Gamedesign er20
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Posted: 30th Sep 2006 20:44 Edited at: 30th Sep 2006 20:54
Ok, I'm going to try and download a newer version from Microsoft. Hopefully that will work

Edit: Yes, I finally got it to work and got to play it. As for the scaryness of the game,I can say it wasn't the scariest thing i've ever played, but it was certainly creepy

Cocacola and Pepsi aren't that differnt. Deal with it.
Red Ocktober
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Posted: 30th Sep 2006 21:57
you got a mention in the latest newsletter... that, and the screenies there enticed me to take a look...

really nice job... the levels look like FPSC levels, nice... and i liked your touch of the music along with some of the monster attack shrieks...

only thing i wanna mention is that i was really wishing for a flashlight in some of those corridors...

otherwise, really nice beginnings to what could be a decent DB game... good luck...

--Mike
Natflash Games
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Posted: 30th Sep 2006 22:11
Quote: "only thing i wanna mention is that i was really wishing for a flashlight in some of those corridors... "

Oh how I tried I tried and tried but I had no luck it just kept goin wrong so I scrapped it.

Quote: "you got a mention in the latest newsletter"

Did I?


Check out my site for the latest on my games.
UFO
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Posted: 30th Sep 2006 22:27
I don't remember it being mentioned.

Nice game! It was really scary. Especially the "behind you" part and that hologram always scares me the second time it appears. Good job. I have a few suggestions.

*That music when the enemy attacks you is cool, but not scary. You should change it to something scarier.
*You should change the enemy's attack animation. It looks kind of weird with the enemy spining around like that.
*Make the enemy stop attacking and run at you when you are far away.
*At the behind you part, if the player doesn't turn around, you should spawn an enemy right behind them, so either way, they're attacked from behind.

Very good job. Can't wait until the next demo!

DB newbie
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Posted: 1st Oct 2006 00:37
Holy SH$+ that was scary. hte graphice are good, lighting and the AI.


good work

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Red Ocktober
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Posted: 1st Oct 2006 02:03
probably becuase you (or UFO) didn't see the October issue yet...

Fall Of The Fireflies got a lil mention, along with some screenshots...


as for the flashlight effect... don't try it with lights... i think someone did something that worked in another engine using a translucent mesh (a cone shaped like the light coming from the flashlight) and some sorta blending... i can't remember exactly how, but what you want is a blend that'll cause what's under it to show up bright...

on second thought, i dunno if this is gonna work in your case, due to the lightmapping...

--Mike
Natflash Games
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Posted: 1st Oct 2006 02:20
Well I just read through issue 45 (october) and couldnt find anything to do with FTD, be cool if im missed it and is in there though.


Check out my site for the latest on my games.
Red Ocktober
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Posted: 1st Oct 2006 02:35 Edited at: 1st Oct 2006 02:37
oooops... my bad, i got your program and Fall Of The FireFlies mixed up...

just the name though... FOT Fireflies was the one in the newsletter... your program was the one i wrote about above... the stuff i wrote about your program is still stands...

my apologies to both you and UFO... geeez, going blind in my old age :-|

--Mike?
Lost in Thought
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Posted: 1st Oct 2006 12:27
Are you going to add bullet decals and sparks?

Natflash Games
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Posted: 1st Oct 2006 16:59
Quote: "Are you going to add bullet decals and sparks?"

Yep, among other things including physics.

Any more people played the demo?


Check out my site for the latest on my games.
headcrab 53
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Posted: 1st Oct 2006 21:05
Well done, this is amazing. It's really scary. I felt creeped out the whole way through. I jumped twice: The ghost image flying towards you and the "behind you" part.

Although I'm sorry to hear that you couldn't get the flashlight working. That would have been a nice touch.

Airslide
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Posted: 2nd Oct 2006 01:19
You scared the hell outta me! The first enemy caught me completly off guard. It did have a very professional feel too. Good job.

I jumped at least 5 times.

My Apps:
Decal Maker
Ekko
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Posted: 2nd Oct 2006 02:59 Edited at: 2nd Oct 2006 03:21
Very nice demo; looks like a promising game. I rarely jump while playing a game, but that ghost effect that flies at you was great!
Fix the problems everyone else mentioned and you have a great engine. Also I like the music transition; gives a nice touch.

[edit]
actually one request...
I have a dual monitor setup ( two beautiful syncmaster 204B ) and I had to set my card to singal display mode to play the game because my mouse would leave the game and go onto the other display. I think that just placing some simple mouse positioning code to to limit the mouse to stay within the screen width() should fix this problem
Mr Kohlenstoff
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Posted: 2nd Oct 2006 12:45 Edited at: 2nd Oct 2006 16:10
I just had an idea of a scary scene.. you could add it to the next level, if you want, would make me happy to take (a very little) part of this great game.

>The player sees a boring looking room with white walls and goes in. The door closes behind him (of course with one of your scary sounds ), the light begins flickering(I don't know if it's possible, but that would be your job xD) and finally the room is nearly completely dark. Then you play your "You'll die!"-sound, scary music and some breathing-sounds (if possible from different directions). Maybe there are some lightnigs outside, so the player can see one or two enemies in the flash-light...< I don't know how it goes on, but up to this point, it would really scare me.

Anyway, I'm looking forward to the next demo and will follow the progress.
Good luck.

Edit:

Oh, just another idea.

The player stands in a bathroom, maybe with blood on the walls etc. etc. In one egde there's a mirror, and when the player looks into it, he sees an enemy behind him. Might be "old school" but I like it.

Another suggestion - Nearly similar to the first one: the player goes into a room. On the other side of the room there's a closed door. The light goes out, the player hears the sound of a moving door, the light is turned on again and the door is open.. So the player thinks, that someone came into the room.
Sorry if you don't like it, I just want to help.

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
Valle
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Posted: 2nd Oct 2006 20:46 Edited at: 2nd Oct 2006 20:47
Btw, I see on your website and in your games that you like the Conté Crayon Filter as much as me


Paul112
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Posted: 2nd Oct 2006 23:24
Ok, Just played the demo First scare was the first enemy, that caught me off guard. Second scare was the hologram. I'd read about it, and the moment it moved i was still scared sheepless! Then I had another shock when it re-appeared elsewhere! The 'behind you' bit was very scary, made me look behind me very slowly, the i turned back real fast

Excellent work Natflash, but I did have one or two issues:
1. The place seems a bit bare. I would add some bits of paper lying about and some better wall textures to give a 'lived in' effect.
2. The town part didn't do anything for me. I couldn't see the sky texture so it seemed like the town was in a room, not in the open.
3. That mutant was scary first time, when it didn't have a chance to attack, but as soon as it starts to spin, it was no longer scary.

10/10 scare factor
6/10 layout
8/10 fun to play

Paul

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Jay Bee
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Posted: 2nd Oct 2006 23:48
Just played the demo, nearly shat a brick! Nice work. If i made suggestions I'd only be repeating what others have already said, but a very impressive demo, I'll keep my eye on this one!

-J

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Natflash Games
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Posted: 3rd Oct 2006 00:15
Quote: "1. The place seems a bit bare. I would add some bits of paper lying about and some better wall textures to give a 'lived in' effect.
2. The town part didn't do anything for me. I couldn't see the sky texture so it seemed like the town was in a room, not in the open.
3. That mutant was scary first time, when it didn't have a chance to attack, but as soon as it starts to spin, it was no longer scary."

1. Well I guess, I think ill add some paper blowing about in the wind using DP (maybe ripable if its not too much of a performance hit)

2. There is no sky texture, (performance issue)

3. Well I tried to reanimate it, but I cant find a way to import it into 3DS max

Mr Kohlenstoff
Theyre really great ideas, ill do my best to include them!

Everyone else, thanks for all the positive feedback, and constructive critisism.
Remember to keep an eye on the WIP thread if your interested in FTD.


Check out my site for the latest on my games.
Airslide
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Posted: 5th Oct 2006 02:22
Why don't you use a vector distance to determine the distance from the town, and if you're in a viewing distance, show the sky, and if not, hide it?

And I reccomend some flat plains or the 3D cloth & Particle pack for the paper (the particle part of the pack, not the cloth - too much of a preformace hit I would thing ) since there minor details. The plains would probally be better, cause they could say in diffrent directions and such rather than looking like sprites.

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Sixty Squares
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Posted: 5th Oct 2006 04:13
Gosh, that was amazing but scary! When the face thing was in the distance I stood and looked at it and heard it moan for like 5 minutes before I got the courage to actually go by it lol. All it needs is more levels! Great job!

Ummm...
Natflash Games
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Posted: 5th Oct 2006 14:34
Quote: "And I reccomend some flat plains or the 3D cloth & Particle pack"

Im using Dark Physics.


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Airslide
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Posted: 6th Oct 2006 01:23
Oh...do they alow flat particles to waver around (not too much, not like bending or anything) ?

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Natflash Games
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Posted: 7th Oct 2006 02:05
Sorry, but I have no idea what you mean


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hexGEAR
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Posted: 7th Oct 2006 04:09
Dude u got some real nice scare tactics there, the game made me jump a couple of times i wont deny. really good work, it kinda reminds me of F.E.A.R. The creepy choir music was a good touch but some of the screams were a little distorted on my system.

I guess some of these suggestions may have been mentioned before but i didn't have time to read the entire thread in detail so here goes:

> Would be cool to have more enemy and weapon variety
> How do you jump, crouch, peep around the corners?
> Aliens were nearly always just around the corner, got predictable
> You just gotta make that dead body rise up if u get too close
> On the menu screen, wait long enough and the cam goes underground

Well done man, good start!

Natflash Games
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Posted: 7th Oct 2006 13:53
Quote: "1 Would be cool to have more enemy and weapon variety
2 How do you jump, crouch, peep around the corners?
3 Aliens were nearly always just around the corner, got predictable
4 You just gotta make that dead body rise up if u get too close
5 On the menu screen, wait long enough and the cam goes underground"


1 Im working on it, after all its only a demo.
2 You cant yet.
3 Well they spawn, so they need to be round a corner, but after the first two enemies there not supposed to scare you anyway.
4 Not possible at the mo, but I might consider it.
5 I didn't think anyone would wait long enough.


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Mr X
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Posted: 7th Oct 2006 20:10 Edited at: 7th Oct 2006 20:18
Nice demo. I jumped two times, and one of them was the "behind you" part (ohhh, I just had too look behind me to see what happend). Anyway, you should make it possible to jump, croush and make some use of the right mouse button, like zoom or alternate fire. And even though it's nice to have an infinate amount of magazines, you should make so you can run out of them, and find more. It would make you more carefull of how much bullets you fire in an enemy.

An idea for the spawning part is that the enemys can spawn on the roof in the houses and when the player passes bellow one, they jump down and attacks you.

And I found a collision bug (the download bellow). You can move through the round controlltables outer parts (the controlltable with that hologram of a sphere of some sort), and you can walk through a part of the table where the body lies (the "lower" part at the humans legs).

EDIT:

Must say that this game has potetial . Ceep on working with it, it's going to be greate.

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dark coder
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Posted: 7th Oct 2006 21:35
I played this a few days ago, and I thought it was pretty cool, the first enemy was a surprise cause of its positioning, as you only see it when your close to it, but as said above they got pretty predictable as they were all behind the next walls.

p90 has 50bullets per clip, and doesnt take 1frame to reload , The bullets need to feel like its actually doing some damage, when shooting the enemys I wasn't too sure they were actually hitting, making small blood splats come off the hit location would be nice, and more effects, like tracers, sparks etc.

And the start was rather strange, didn't know the humvee was capable of driving through walls , making that fade to black or something would make it more realistic, and the mission didn't seem that interesting, I just walked through the amp, killed some stuff and came back, perhaps if the map finished past the end of the map, and maybe turned into something sinister looking like in the alien movies.

Hallowed are the ori.
Silvester
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Posted: 7th Oct 2006 21:56
From the descriptions i heard...im not gonna play it evening.i am already a little scared because i know scary things exist for real...and well...for some reason im scared to play games like that at evening...

maybe tommorow!

aticper
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Posted: 7th Oct 2006 22:32
I played it and its very well done, but I do have a few critiques to offer if you don't have any objections.

First of all, your lightmaps were kind of weird. one hallway would be brightl lit, and then another would be completely dark with no transition.

Also, Your default walk speed was way too slow - even running all the way through it, it still seemed very slow.

Also, there was something weird going on with your monsters walk animation - when they walked, they just kind of slid around.

And finally, this game would be a hundred times better if you used a scarier, more original monster.

Over all, very nice work!

Ati

I'm not paranoid. Stop thinking that I'm paranoid!
Airslide
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Posted: 7th Oct 2006 22:48
Natflash, what I meant was, just plains or something that rotate around, not anything fancy like DarkPhyisics cloth.

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Natflash Games
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Posted: 8th Oct 2006 00:56
@Airslide Oh OK.

@Aticper Well I have now increased the walking speed and instead of having a run button, its a walk button.
IMO lightmaps are fine.
They slid around? Thats news to me.
And I really want a different monster but I have no idea were to find one

And @ everyone else
Please although the demo is already out, this is still early in development most of what you all mentioned, is being worked on.


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aticper
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Posted: 8th Oct 2006 02:27
well, I mainly noticed the walk thing in the "town" area, when the monsters were some distance away, and had to walk to get to you.

I'm not paranoid. Stop thinking that I'm paranoid!
Mr X
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Posted: 8th Oct 2006 12:31
Quote: "And @ everyone else
Please although the demo is already out, this is still early in development most of what you all mentioned, is being worked on."


Ok, nice. This game will rock when it's done!
Mr Kohlenstoff
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Posted: 9th Oct 2006 12:58
Oh, I just found another bug, maybe you already know, but I guess it isn't mentioned:
You can see the first monster behind the corner before it attacks, so I just shot at it until it died, and it didn't even notice that.

btw: I didn't realize it when I played it first, but in a hall before the village, the big box hanging over the players head is very well placed, if you know what I mean.

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Mr X
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Posted: 10th Oct 2006 10:29 Edited at: 10th Oct 2006 10:29
Quote: "You can see the first monster behind the corner before it attacks, so I just shot at it until it died, and it didn't even notice that."


That happend to me twise. Once at the same location as you, the other time in the village. A monster was walking down towards the room with the box hanging down, and I ran after it and fired and it didn't notice me.
Syncaidius
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Posted: 10th Oct 2006 10:31
@Natflash:
This game is amazing!!

Cant wait to play the full game. Hope you make it that far with this game.

Just gotta say, I didn't really notice any bad bugs in the 2 times I played it. The only thing I could think of that the game needs is a random enemy spawn system where if you play it a second or third time, the enemies wont be in the same place. But apart from that, the game rocks!

Keep up the good work!

Death Swarm
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Joined: 25th Aug 2006
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Posted: 12th Oct 2006 21:23
OMG OMG OMG this is probably one of the best indie games i've played. I nearly peed my self a few times. My only crit is that the gun fires a bit too slow. Other then that it's brilliant. The sounds are great and the bit where someone says behind you. God i thought it was Michael Jackson.

I know what your thinking

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