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Messages - Hot_Dog
Pages: 1 ... 32 33 [34] 35 36 ... 194
496
« on: September 23, 2011, 08:57:54 pm »
Also, I offer up my services as a beta tester.
Me too!
Yes I would like to be a beta tester!
All three of you are welcome to test! However, it wouldn't really be beta-testing or beta versions. Most of the work in this project is designing levels, so if you would like to test, I was thinking that I give 5 levels at a time for you guys (and ben_g) to test. This would be to see if levels are too easy or too hard, as well as making sure the levels progress in difficulty. I also plan on a 20-level demo.
497
« on: September 23, 2011, 07:03:15 pm »
498
« on: September 23, 2011, 03:30:09 pm »
I thought bosses were supposed to be fought with the catgirl launcher?
Lol, of course! But until you know the cheat code, you don't have a catgirl launcher. So you have to settle for the other weapons instead
499
« on: September 22, 2011, 10:49:40 pm »
I heard some things about MirageOS not liking Crabcake programs. Can anyone tell me if it's true? When I wrote Crabcake, MirageOS was the operating system I used to test Crabcake.
500
« on: September 21, 2011, 11:18:59 pm »
501
« on: September 21, 2011, 09:14:07 pm »
It's kind of hard to tell they're enemies tho, at first I thought they were some sort of pickup or something Pretty cool nevertheless Yeah, that's a problem; it's hard to tell because they're at a distance. It was for that reason that I incorporated "fireballs," so that if you can't see an enemy, you can at least see a projectile and know that the object is an enemy (you can also tell where the enemy is) Can you switch it both ways, or only one? At least for right now, there will only be one-way switches. If I find a setting where a two-way switch is needed, it won't be hard to add, but at the moment I can't find a need for two-way switches. I love how the pistol looks Great job on that, man. Lol thanks, although do you mean the sprite or the method it uses to fire? Credit for the sprite goes to the person who wrote Gemini. I didn't find a need to create my own pistol
502
« on: September 21, 2011, 08:42:16 pm »
When I was working on Level 3, I found more bugs to fix because I was incorporating stuff that wasn't in level 1. So no screenshot for that yet However, here's a screenshot of switches. "GOODNESS, sounds like there's a whole mess of enemies on the other side of this door! Good thing it's locked, huh? Hmmm...I wonder what this switch does. *click* In heaven's name, what have I done?"
503
« on: September 18, 2011, 07:23:18 pm »
This looks pretty good! What do you have left to add?
504
« on: September 18, 2011, 04:00:44 pm »
Most of the stuff here is stuff anyone would do if they had little experience, but I feel that SUB instead of CP is unforgivable, especially since SUB destroys whatever was inside of register A
505
« on: September 18, 2011, 03:55:05 pm »
Republican, but I have some things I agree/disagree with from both parties.
506
« on: September 18, 2011, 10:41:59 am »
I can't think of a way to do just that, but can you explain how that would help optimize your program? Maybe it's because I'm a noob at Ti-Basic , but the way I'm looking at it, you add at least 7 bytes (maybe more) to your program, and expr( itself takes time
507
« on: September 16, 2011, 11:32:10 pm »
So for the chaingun, the ammo is more than one bullet per pickup right? (since the handgun won't need it) That assuming chaingun=machine gun..
Well, assuming that I understand what you mean, bullets are always the same number per pickup, whether you're using the handgun or the chaingun (machine gun). At the moment you get 25 bullets per pickup, although that may change. Speaking of which, using the chaingun will ALWAYS waste 4 bullets after each use. My goal was to give each weapon a strength and a weakness, so I think that the chaingun weakness is just enough to give the handgun some strengths.
508
« on: September 16, 2011, 09:15:32 pm »
I apologize for not completing level 3 yet, I ran into some problems. But I did have time to work on a new hud: smaller and slightly more informative. The image below IS NOT a mock-up Here are some additional changes/progresses I have made: 1. I'm taking the rocket launcher in steps so I don't kill myself, and step 1 is complete. You can pick up rockets that are lying around. 2. The Annihaliator will no longer damage you as the player. Instead, damage to enemies has been decreased from 1-per-shot to .5-per-shot. 3. The Handgun and the Chaingun will use the same ammunition: bullets. (No more clips) The handgun will also not need reloading like it used to. 4. Health and armor will now max out at 100 instead of 96. I'm seriously considering powerups similar to DOOM that will allow going above 100.
509
« on: September 15, 2011, 11:33:53 pm »
A big thing Doom and also Quake both had were very simple design on the outside, but tons and tons of stuff available through hidden doors and secret combinations and other stuff like that. So you could go through a level in like 30 seconds if you wanted to, to just get to the exit, but you could spend like ten minutes finding all the secret stuff and figuring it out and whatnot.
True. Actually, what I had in mind was tips for making a rough estimation that a player won't have so much ammo that enemies are pushovers or so little ammo that enemies are impossible to beat. Again, I might have to experiment, but I was hoping that someone could give a few pointers for general design.
510
« on: September 15, 2011, 09:51:50 pm »
I've played Doom before, and that's been my inspiration for placing enemies and weapons into levels for Elimination. However, I have never designed FPS levels before, and so I don't have any ideas for how to keep a level from being too easy or too hard--or too boring. I have no problem with walls, but I have difficulty deciding how to place enemies and ammunition to create a fun level. So let's say that I know the power of each enemy and the power of each weapon. I want to place ammunition, enemies and health/armor just right so that a level is challenging yet fun. Can you guys offer me tips for how to design a decent level right off the bat so that I won't have to test it much? If I have to I'll run some computations, but I don't think that ID software did that when they created DOOM And sorry if this is confusing. Please feel free to ask me to clarify.
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