Game Over Land SOURCE CODE

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Re: Game Over Land SOURCE CODE

Postby DST » Sun Feb 15, 2009 3:57 am

Are the map systems for your different games compatible? I mean, gamoverland and raster seem very similiar...
btw i tried to remake raster, because i couldn't understand some of your code, but when i tried to make the door array, the character randomly travelled to -10,000 y, so i kind of abandon it....but i really would like to see Raster finished, its a top notch retro game, i'd play it.
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Re: Game Over Land SOURCE CODE

Postby pyrometal » Sun Feb 15, 2009 4:34 am

sorry DST, the maps are not compatible from one game to the other unfortunately, and I doubt I'll continue Raster... Also, why are my codes confusing anyway??? lol. I don't know what I'll do yet, right now I'm working on coding a game from scratch for maximum coding flexibility. I don't know if it'll be a shmup or a plateformer yet, I think I should maybe get people to vote on that. I have pretty sweet ideas for any of the two... Programmed my own pixel perfect collision detection, so I think I should be abusing that in either one I end up choosing. Let me know your thoughts! ttyl DST!

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Re: Game Over Land SOURCE CODE

Postby DST » Sun Feb 15, 2009 5:47 am

The way you did the view movement was confusing, how to start and stop it and still be in the visual stage. Sure i can add numbers, but thats something i could do in any scripting, and ge's greatest feature, imho, is the actor stage. Being able to create levels and know what they look like before ever compiling the code.

And the doors didn't seem expandable, unless i added more values by hand, whereas i'd like to just place a door clone and a wireframe clone at every door and switch between them by an array (created on their create actor script).

You know how it is....things get complex and you get frustrated trying to figure them out, so you start over.


At the same time, your collision method was great....You should make a post, its the best one to date, the way you store yvelocity and reenable it after collision on sides of block....that's the perfect solution for GE platformers. Should probably replace my platform posts.
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Re: Game Over Land SOURCE CODE

Postby Bee-Ant » Sun Feb 15, 2009 11:26 am

Pyro, when will you make a full game??
Your game really awesome, but too bad...none of them is full...
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Re: Game Over Land SOURCE CODE

Postby pyrometal » Sun Feb 15, 2009 2:59 pm

Wow, you guys really want me to finish a game don't you! Do you want it to be "GE made"? Truthfully, I started yet another game in GE a while back... Unreleased though, should I finish that one and post it? Ironically, it's collision system is even better than any I've mad for GE so far!

Just let me know if I should finish it or not!
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Re: Game Over Land SOURCE CODE

Postby jimmynewguy » Sun Feb 15, 2009 3:29 pm

yesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyes
please! :D :mrgreen: :lol:
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Re: Game Over Land SOURCE CODE

Postby Bee-Ant » Mon Feb 16, 2009 4:12 am

pyrometal wrote:Wow, you guys really want me to finish a game don't you! Do you want it to be "GE made"? Truthfully, I started yet another game in GE a while back... Unreleased though, should I finish that one and post it? Ironically, it's collision system is even better than any I've mad for GE so far!

Just let me know if I should finish it or not!

Ho...at least consist of 12 stages...
1 boss every 3 stages...
More items...
Map...
Can repeat previous stage...
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Re: Game Over Land SOURCE CODE

Postby pyrometal » Mon Feb 16, 2009 4:54 am

K, I will continue that project then! It won't be level based though, it'll be about exploration! (favorite style)
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Re: Game Over Land SOURCE CODE

Postby Hblade » Mon Feb 16, 2009 6:02 am

0Your a really really good scripter. I'm very impressed. Mabey you can help me on some Physics. I already have 1 demo, I jsut can't think of what else to do.
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Re: Game Over Land SOURCE CODE

Postby jimmynewguy » Mon Feb 16, 2009 2:37 pm

pyrometal wrote: it'll be about exploration! (favorite style)

*gasp* i love exploring, but who would have guessed pyro would make such a game :roll: lol jk pyro :D
cant wait, any teasers, like name items, baddies, places? :mrgreen:
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Re: Game Over Land SOURCE CODE

Postby pyrometal » Mon Feb 16, 2009 3:03 pm

Teasers are for later! I'll tell you this though, it's inspired by old Metroid games bit a little bit!
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Re: Game Over Land SOURCE CODE

Postby jimmynewguy » Mon Feb 16, 2009 3:37 pm

yes i love metroid :D
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Re: Game Over Land SOURCE CODE

Postby DST » Mon Feb 16, 2009 6:38 pm

Justin Bailey...
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Re: Game Over Land SOURCE CODE

Postby pyrometal » Mon Feb 16, 2009 6:48 pm

What does that mean?
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Re: Game Over Land SOURCE CODE

Postby DST » Mon Feb 16, 2009 8:03 pm

it was a password from the original nes metroid that would allow you to play as samus without the suit on!
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