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Messages - Hot_Dog
Pages: 1 ... 14 15 [16] 17 18 ... 194
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« on: January 25, 2012, 10:49:29 pm »
I've uploaded a youtube video of Level 17. It was my first attempt at making a level more challenging on "Hard" difficulty, but there's some work I need to do. I'm pretty sure the next level I'll get it right the first time By the way, I didn't do the whole level on the video, because there's a puzzle that I didn't want to give away New additions since last time: A 100-level Elimination is still a possibility, but I'm going to continue from this point as if I'll have time only for a shorter game--say, 20-40 levels. For that reason, I'm going to add replay value by adding link-style multiplayer. I'm going to take it little by little, so don't expect to see it too soon. I'll keep you posted on the multiplayer aspect just as much as I do the single-player aspect. I'm also planning on a new storyline in case I need to cut the game down (my initial storyline is designed for a 100-level game)
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« on: January 22, 2012, 09:21:14 pm »
how's the catgirl launcher coming?
Lol, that's low on the list even though I plan to include it
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« on: January 22, 2012, 12:58:59 am »
My questions have been answered. For some reason I thought that Axis and Allies was FFA
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« on: January 21, 2012, 07:16:57 pm »
Our family purchase Axis and Allies (the 1942 edition), and I'm reading the rules/practicing ahead of time so that I can understand how to play the game. The first thing I noticed is how at first glance the game seems imbalanced. But since I have never played the game before, I just want to make sure that I'm wrong.
* In a five player game, is it bad that the Soviet Union has only 24 IPCs? * People recommened the following for a three player game: Germany vs Japan vs Allies. So Player 1 has the most territories. Is that bad?
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« on: January 21, 2012, 06:32:34 pm »
I'm now playing level 17 to test for difficulty Here's some updates I made to the weapons that I'm hoping will improve gameplay. These updates should not affect how easy or how hard the first 5 levels are: * Bullets now do 4 damage * The chaingun will waste 2 bullets (The first 2 bullets do no damage), and then until the trigger is released bullets will do full damage. * If you hold the 2nd button for the handgun, bullets will continue firing. The handgun is about half the speed of the chaingun (even if you fire bullets by pressing 2nd repeatedly), but of course you don't waste any bullets. * The rocket launcher requires more safety distance, but will do less damage if you're too close to an object. At this point, I would say that the handgun is better for enemies with a health bar initally halfway full, and the chaingun is better for the rest. At least, that's my goal.
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« on: January 21, 2012, 02:42:16 pm »
Wow, that's impressive
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« on: January 20, 2012, 08:31:31 pm »
In your programming, what have you chosen for an interesting variable name, value, etc. simply because the idea popped into your head, no matter how ilogical it was?
1. One of my label names: NOPQ. I needed a name for a local label, and for some reason I thought of this one 2. Values that mean an enemy should move up, down, left or right in a straight line and not diagonally: $D7 - $D0. Values from 0 to 31 were taken, and the value $D7 just came into my head and wouldn't leave me alone
233
« on: January 20, 2012, 08:25:49 pm »
I hate it when enemies disappear. Did they say "Screw it" and teleport outta there, or did they stop showing up? Or did they say "Screw it" and up and died?
Lol, they said "screw it" and went through the wall into the next room
234
« on: January 19, 2012, 10:20:23 pm »
Sure, I'll give some of 'em a go. I'll do....uh..........Sewers? Sure, why not?
If you want to see some examples of my most recent work, check the Mighty Jill Off thread.
I did see those, ZippyDee, and I'm impressed! Here's what I need for the sewers. Or feel free to suggest your own 7 Walls (White, gray and black, 32x32) ------------- * Brick wall with spots of gunk * Brick wall with chain fence in front (Something like the image below) * Brick wall with pipes going across it * Brick wall with attached ladder * Smooth wall, curved inward * Smooth wall, curved inward, with lamp * Rock wall 6 Objects (White and black, 32 x 32) ------------------------------ * Smooth Pillar * Lamppost I can't think of another 4 objects, so feel free to come up with your own Thanks, ZippyDee!
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« on: January 19, 2012, 02:00:30 pm »
This is looking awesome! I can't wait to see how it turns out!
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« on: January 18, 2012, 09:13:57 pm »
I do a lot of pxl drawing, and I've been told I'm pretty good (check my sig). unfortunately I am busy with a bunch of other sprites for other games and people, so I might be able to do some of these, but not right now. I'll check back here when I have more time, and I might be able to get you some
No worries! You're always welcome either way.
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« on: January 18, 2012, 08:59:28 pm »
Elimination makes use of textures and in-game objects that are 32x32 in size, 3-color grayscale. (Objects are monochrome) If you like to do pixel art, you can choose a set of textures that you would like to work on. I will strike out the ones that have been claimed. Let me know what set of textures you would like to work on, and I will tell you the different walls and objects that you can make.
Available Texture Sets:
Snowy (Winter Wonderland) Futuristic War Vessel (Inside) Futuristic War Vessel (Inside, Underwater) Rocky Mountains Grasslands Nighttime Forest Jail
Sewers Aztec Underground Mines (Like Gold Mines) Mothership in Space City Futuristic Factory
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« on: January 18, 2012, 08:53:31 pm »
As a reminder, I have made sure that I will be able to create Elimination by myself, releasing it as a quality game with much replay value. However, if any of you are bored and need something to do, you are welcome to help me.
There are several options available for helping, such as texture and level designing. You can browse the topics for more information. I will add more as I get to them.
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« on: January 18, 2012, 08:51:09 pm »
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« on: January 18, 2012, 03:25:53 pm »
Here's the next one:
CPL
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