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Work in Progress / Eddie & Jeff - action game

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Cybermind
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Posted: 18th Oct 2009 20:37 Edited at: 18th Oct 2009 20:51
Eddie & Jeff (work-title)

This is an 2-Player co-op action game, based on Alien Breed.

So far, I have been working on the level editor, but with the ability to press "F5" to play-test.

Here are a few screenies

Early work


The line of fire/sight mechanism


The most recent edition

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Storm4
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Posted: 19th Oct 2009 06:32
Looks good so far. How long did it take to make the editor?

www.storm4.webs.com
Cybermind
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Posted: 19th Oct 2009 12:19
The editor is not done yet :-P I have been working on the game since 2th of october. Lately I have been working more on the game part

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Butter fingers
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Posted: 19th Oct 2009 13:21
I loved alien breed. And this is looking pretty solid. My only real criticism would be in the image quality of the characters. Other than that it's looking good so far

I want robotic legs.
Ermes
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Posted: 19th Oct 2009 16:53
AlienBreed (I, ICE,II & IIITA) is a great game, Amiga forever.
i can only say, my opinion, i don't like games with very poor light, too dark.... i can't see nothing... oh my god i'm dead.

great work so far, keep it up!

ciao faccie da sedere!
Cybermind
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Posted: 19th Oct 2009 17:06 Edited at: 19th Oct 2009 17:07
Is this better Buttter fingers??
This is less edited, only converted to JPEG, not scaled or anything, or did you mean that I should work some more on the image and details on the players??


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Butter fingers
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Posted: 20th Oct 2009 16:33
I kinda meant the actual quality of drawing on the characters. No offense to you, but they look much less detailed that the environments. It falls into that classic trap of the indy top down shooter where characters only have torsos, arms and heads. If you look at a person from above, and see them walking, you can definately see their legs moving. Maybe you could get better results by opening a 3D model in a program like milkshape, and then exporting each of the animation frames as a JPG, from the top down view. You could then process each of these frames in photoshop to look less like a 3d render and more hand drawn!

I want robotic legs.
Dreamsenshi
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Posted: 20th Oct 2009 20:54
Quote: "Amiga forever."


That made me smile. Just had to say! Upgraded my Amiga so many times that it lasted 12 years before I finally broke down and got a PC (it still works, though, along with my Commodore 64... Hooray, Little Computer People!).


Anyway, YAY! 2-player co-op is so rare these days, so I'm really excited about it! However, I do agree with Butter fingers . . . Then again, if a plot is good enough, I generally am able to forgive/forget about graphics.



Your error is my treasure. =^--^=
Cybermind
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Posted: 23rd Oct 2009 20:31 Edited at: 23rd Oct 2009 20:34
Hey guys and gurlz
Here is a video of the editor and game in action
http://www.youtube.com/watch?v=aVvVEmvuab8

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Mulderman
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Posted: 23rd Oct 2009 22:49 Edited at: 23rd Oct 2009 22:57
Take the character sprites from GTA2.
It has same thing: ped holding the gun and walking, hands and legs moving also.
Just repaint them to oher colors and it should look OK.
Of course you can just borrow ideas from the GTA2 sprites and redraw your own images. You decide.


Im creating my own GTA2 clone and i took ped sprites from the game.

New GTA2 Map Editor :: http://www.gta2madness.co.cc
Cybermind
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Posted: 25th Oct 2009 18:00 Edited at: 25th Oct 2009 18:01
I have made the character go from side to side.
Like this:


I can post a video of it, if you guys want it

And my code has now gone past 1,000 lines

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Dr Tank
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Posted: 29th Oct 2009 02:02
Nice. I remember playing a lot of Alien Breed back in the day. I think it was one of the first games where i wanted to add to it's design. I've probably still got some notes on some plain A4 kicking around somewhere.

I agree about the not seeing feet thing, but that's no big deal. Game looks solid. One of the coolest thing about the original was, as well as the cool graphics, saving up to buy weapons. Flamethrowers and bouncy lasers. Welcome to Intex Systems! Get that right and you've got a good game.

I'm not so keen on dark lighting. For sure have cool lighting and muzzle flashes, but i don't like games i have to squint to see, have to play at night with the lights off, or max out the brightness on my monitor to "cheat" to see everything. Better to have "overlighting" where things get bright and saturated with muzzle flashes or whatever.

Anyway looking nice so far. Keep it up!

Cybermind
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Posted: 7th Nov 2009 20:53
Hey, I picked up programming again, and I started with adding more light to the game hope it is enough or should there be even more light??


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Satchmo
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Posted: 7th Nov 2009 20:56
How did I miss this? Looks fantastic and I love the lighting. Editor is impressive too. I agree with butter fingers though the characters need to be reworked.

Cybermind
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Posted: 10th Nov 2009 20:16
Hey
I added a simple HUD, fixed the frame rate and made a function that saves my levels

Heres a youtube video
http://www.youtube.com/watch?v=N-d7DIYSkz0

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Cybermind
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Posted: 25th Nov 2009 13:53 Edited at: 25th Nov 2009 14:04
Hey

Here is a new youtube video
http://www.youtube.com/watch?v=-T89-I5YHXE

I added bloodtrails, sliding doors, ammo counter and most important, I can now place monsters in the level as I please

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Cybermind
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Posted: 3rd Feb 2010 15:04 Edited at: 3rd Feb 2010 15:06
I have been away from programming for a while but now I am back

I have now added the following :
Monsters requires several hits to die.
Counters work fully now (ammo, life, keys, credits and kills)
and you can change level by accessing the elevator.

The grenade counter is still not of any use though :-P

here is a you tube video : http://www.youtube.com/watch?v=CBQ7gmZsUCU

oh, and I made changes that cut the size of levels from 7-8mb each, to 1.2mb

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Cliff Mellangard 3DEGS
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Posted: 3rd Feb 2010 21:11
Looks like an really good start
Alot better with the new lightning.
your last video dosent work ?
And the floor levels seams small?
Cybermind
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Posted: 4th Feb 2010 13:01
@Cliff Mellangard 3DEGS
Thank you very much
Does the youtube video not work? I noticed that youtube was quite slow yesterday, might be the reason :-P
And the reason why the levels are so small, is that I made the level editor myself, and I save them as an array, and if I change something in the code (relating to the arrays), the level wont work. So I dont want to put a whole lot of effort in to the level design just yet

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RUCCUS
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Posted: 4th Feb 2010 13:31
I think a more fluid control system would be better. It looks like your character only shoots directly in front of them. If you had the ASDW keys move the character around, and the mouse pointer control the aiming by pointing the character to the mouse, it'd be a lot more fluid.
DBer
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Posted: 4th Feb 2010 14:24 Edited at: 4th Feb 2010 14:24
Looks really cool, I like the intense atmosphere (yes, I think there is one , esp. created by the lightning and reallly small FOV ).
The little grey monsters are a bit too small and calm. They don't really differ from the ground I think and don't look really dangerous to me.

Quote: "
If you had the ASDW keys move the character around,
and the mouse pointer control the aiming
by pointing the character to the mouse,
it'd be a lot more fluid.
"

I think, Cybermind's aim was to create a 2-player-coop game and it sounds to me as if he wants it to be played in hot seat mode (at 1 PC). For WSAD+mouse he has to move this to multiplayer over lokal network or internet

Cybermind
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Posted: 4th Feb 2010 16:18
@RUCCUS
True, but as DBer stated, it is a 2Player co-op game, on one PC.
I actually would have made it as you said, with mouse and all,
if it was a 1Player game I made the code so it supported
gamepad in the beginning, so that you could run'n'gun,
in any direction but I dropped the gamepad, because I think
that everyone should be able to play this game

@DBer
Sweet, thank you
You are right, the little grey monster will be more aggresive in the future, I will make them so they sneak up on you, and then
charge jumps while hissing, when they get close to the player

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Cybermind
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Posted: 5th Feb 2010 21:47 Edited at: 5th Feb 2010 21:58
Hey I made some changes.
First, I made the small monsters hiss, and jump when close to the
player
And I removed some lines that appeared through-out the whole game,
due to texturing mode of the the plains i use as tiles.
Here is a screenie of the first outdoor area
oh, and the image quality is very bad, because of the JPEG format.
and i edited the largest images in this thread, to make it more viewer friendly


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Cybermind
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Posted: 7th Feb 2010 13:06 Edited at: 7th Feb 2010 15:33
Hey, Just a quick update.
My cousin and I finally decided on a final name for our game
Guns, Dames & Rock'n'Roll - Moonshine Edition
I made a little teaser video last night.
http://www.youtube.com/watch?v=0klS2p8eywc

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Butter fingers
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Posted: 10th Feb 2010 12:36
Yeah!!

It's cool to see this game coming along very nicely! I like the new level styles, elevators doors and all that, looking lovely. I think my only crit would be the lack of a strafe right now. Some of the enemies you were fighting would be more easy with strafe!
Also, the movement on the player is fine as it is, even though it's only 4 angles, but maybe it's a little unfair that some of the enemies are so much more mobile? the bugs move pretty much any angle they want, but you have to move only in 4 directions to escape, might be slightly fairer to limit the way the bugs move?

Anyway, I loved games like this on my AtariST as a kid, so I can't wait to see more!

I want robotic legs.
Cybermind
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Posted: 10th Feb 2010 19:02
Thank you very much Butter Fingers your words makes me happy and you are very constructive in your crit's I will put strafing in there soon
I am also thinking about making a playable demo very soon, but before there will be a demo, I need strafing and the player can't die yet (god-mode) Do you know any good place to put the demo, when it comes around?? it will be about 8-10megs zipped

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Cybermind
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Posted: 14th Feb 2010 20:42 Edited at: 14th Feb 2010 20:45
Okay, a demo will have to wait :-( I just encountered several severe bugs.

AI System can only have ONE! player entity
Some minor adjustemts to some new GFX tiles
No minigun or shot gun in the game

But I found a work around for player entity, I just add a friendly AI object, disable it, and then just keep enabling/disabling it every loop to update its position to the AI system now I just need to work some more on it to get it fully working

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Cybermind
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Posted: 12th May 2010 19:12
Hey guys, this project has been cancelled :-( I never came around to figure out how to overcome the limitation of DarkAI only allowing one player. But the code and game might become a part of my new project more details will follow when the project is ready for a W.I.P

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Butter fingers
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Posted: 14th May 2010 12:02
Dark AI can handle as many players as you want. Just don't use the Default setup for dark AI!

I want robotic legs.
Cybermind
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Posted: 14th May 2010 12:25
okay it must have been my bad then :-P

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Butter fingers
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Posted: 14th May 2010 16:09
I'm not having a pop at you, I just thought your project looked cool, and seems a shame to stop it now!

I want robotic legs.
Cybermind
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Posted: 15th May 2010 12:44
I know you are not having a pop at me actually, your words earlier in this thread, encouraged me to keep it up
(This project might be picked up again, but the one I am working on now just keeps me captivated)

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