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Messages - AaroneusTheGreat
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211
« on: October 02, 2007, 03:24:00 pm »
Well the last level of oblivion totally kicked my bum, but that's just me, it took forever the first time I beat the game. QUOTE | well Idk really how your system works but I thought 4pts was very low dmg considering in Doom you had 100 HP. Even in the original Doom it didn't took that much hits to get kill in easy mode. That's unless you use a special formula though |
Na, no special formula, you just get shot quite a lot, plus the enemies kind of pop out at you depending on where you are, I hid them in several spots throughout the game. It doesn't take too long to get killed on the higher difficulty levels. Plus there are 32 levels total, so I figured if you lose all 5 lives on the first level, you'll never beat the game. I may add some special behaviors for the higher difficulty levels over the next few days to make it more dynamic, so as not to disappoint anyone. @as for getting hit and not knowing where to shoot, I was trying to think up a way to do this earlier, I want to create a set of arrows that will show up on the screen when you get shot, kind of telling you were you got shot from, plus it's a better alert than the grimacing face. I'd make the screen blink, but it slows the game down too much. The directional arrows will look cooler too. I'm thinking a left arrow on the left side of the screen when you get shot from the left, the same sort of thing for the right. One up top on the screen when you get shot from the front and one on the bottom for the back. @Liazon, it wouldn't bee to difficult to do, I'd just need a really believable set of animations for the plasma grenade. Plus I don't think it would be too difficult to make it stick to players or to make it look like it arches as you throw it. It'd just take a lot of animations/clever code to pull off, but I have a couple of ideas on how I might pull something like that off for another game.
212
« on: October 01, 2007, 03:33:00 pm »
haha! you mean the sticky thing it does? or the big cloud of energy that comes afterwards? @DJ, I think that might be cool, but I'd have to increase the number of lives you get for the ridiculous mode, you'd just keep starting over. It'd get a little ridiculous (hmm perhaps that's your reasoning? ). (it's actually called nightmare, but as it is it's pretty ridiculous when you start fighting the stronger enemies.)
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« on: October 01, 2007, 05:04:00 am »
I just modified the behavior and damage handling of the regular enemies, so they follow you and when you get too close they kind of back away from you a little, so it makes it a little more difficult to aim. Plus you have to try harder to get close enough to put some pellets in their foreheads now. Each enemy can have it's own unique damage dependent on the difficulty level, it breaks down like this right now. let me know if you think it should be higher or lower for any specific enemies. Imp: easy: 1pt medium : 2pts hard : 3pts ridiculous : 4pts Large Cyborg: easy: 2pts medium : 3pts hard : 4pts ridiculous : 5pts Small Cyborg: easy: 1pt medium : 2pts hard : 3pts ridiculous : 4pts Zombie: easy: 1pt medium : 2pts hard : 3pts ridiculous : 4pts They are pretty much all the same still, I wanted some input before I messed with them too much. The boss has three phases now, as he gets weaker, his attacks get stronger and change between biting and throwing fireballs. I haven't tested it so I don't know if it's beatable but it's going to be pretty cool.
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« on: September 22, 2007, 02:50:00 am »
Hmm weird. Did it show any error messages? or did the emu just quit all of a sudden? (the window closed by itself and such?) because I've had that problem in the past with it.
215
« on: September 21, 2007, 02:16:00 am »
The gun is like that in the real game, don't ask me why As for the skip level button, it's F7 on the 92+ / Voyage 200 and [MODE] on the 89 / 89 titanium. You may be pressing the wrong button. And thanks for the complements! I hope you have fun playing this game.
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« on: September 18, 2007, 03:52:00 pm »
That's cool, I just wondered if you had played it much yet. No pressure, it's just a game after all.
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« on: September 18, 2007, 01:43:00 pm »
Yea it's been my experience as well, I just usually don't notice them so soon.
How far have you gotten in the game and what do you think so far?
218
« on: September 17, 2007, 03:36:00 pm »
No but you can write a program that does it for you.
219
« on: September 17, 2007, 03:29:00 pm »
Hmm, well that might be the case, and it's probably because of all the animations and such, like the gun moving when you run and things like that. The math is the same, but I can see how that might affect the speed. Right off the bat I noticed a rather nasty bug, and don't worry, it won't crash your calc. Once you get the yellow or blue key in the first levels it seems that you don't need them for the rest of the levels. but that should not be the case, I know exactly what I didn't do so it'll be an easy fix. Also I think I'm going to add an indicator on the HUD for whether or not you have a certain key, to take up that wasted space to the right of the face and also to make it a little easier to know whether or not you found the key. Plus I need to write a little thing in there about updating the messages at the bottom of the screen so that they don't dissappear when you press the open door button anymore. I noticed that too. (why is it that I notice these things after I release the beta? :grr: )
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« on: September 17, 2007, 05:18:00 am »
There is a run button, it's shift on the 89/89t and F5 on the 92+/v200. As for the pistol thing, IIRC, the player was left handed and the hand was a little offset to the left. Why I don't know, but it'd take too long to change now, I'd have to change 10 images all together I think. Then rebuild the graphics file with those in there. The faster walking speed would possibly cause the movement to look jittery when you ran, because the steps would be pretty large at that point. Idk, have you ran around a level yet? He runs pretty fast. And thanks! I took a lot of time on the graphics. (it may make oblivion act up but since that uses an older fat engine, it probably will still work with it on there, most FAT games have the unfortunate side effect of running best when it's the only game installed. Although if you are using a v200/89t then you can also install M68k and it'll run just fine )
221
« on: September 17, 2007, 03:40:00 am »
What kind of calc is it and what AMS version? And if you already had it on your calc and you did not send the included FAT engine to your calculator, that could be the problem. The FAT engine I am using for this game is the newest version of the engine, so the client is not backwards compatible with the older FAT engine versions. Try sending the included FAT engine and see if that works. If not let me know and I'll double check the beta files. Hope this helps
222
« on: September 16, 2007, 04:11:00 pm »
Cool deal. Let me know what you think please.
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« on: September 16, 2007, 06:20:00 am »
No stub, but you do need the HW3Patch which is included in that beta.
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« on: September 15, 2007, 06:48:00 pm »
Your wish has been granted Liazon. Great timing. // this is a quote of a post on another forum because I'm a little lazy// You will all probably be glad to hear this: After a series of nights of limited sleep, tonight being one of them (it's 1:37 AM here in NC), the newest beta is ready for release. So far I haven't found any bugs, but that is also because it hasn't been extensively tested yet. Here's where you all come in. I am releasing this beta as a public beta, and the only thing I ask is if you find any bugs, please report them in my "Bug Reports" thread. // on Ti-Freakware // Even if it's not a bug, and just something that bothered you, post it there also. That could be things like a graphical issue or a gameplay issue, etc. Here's the link, I hope everyone has fun playing this game. http://www.tifreakware.net/atg/Beta_1_5_4.zip// end quote // If you have any problems with the link or anything else let me know. Thanks.
225
« on: September 15, 2007, 08:34:00 am »
Yea the key thing makes sense to me, that's probably how it is. As for the moving the aiming cursor up and down, that would be a neat effect, but you'd really have to do some serious mathematic calculations in order for it to detect whether or not the aim was true if you arent just shooting horizontally. The thing you'd actually have to do is to determine the angle based on the cursor position, then do a cosine and sine calculation to figure out if you are shooting in the right direction, then you'd have to decide whether the ray you casted is within the margin of error. That's how it makes sense in my head, but the actual calculations would be very complex more than likely. Shooting horizontally is difficult enough. (I'm not that great at math, go figure )
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