T35Tbot thread

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Re: T35Tbot thread

Postby jimmynewguy » Wed Oct 21, 2009 1:20 am

happy face! I changed it to run in compatibility mode for windows 95 and it worked. No words except jealous and amazing come to mind. I like the sonic "spin dash" kinda thing lol :) i'm hoping to have a demo soon for my game as well (a better demo at least actually showing the game play lol, my last one had only 1 room :( )
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.
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Re: T35Tbot thread

Postby Bee-Ant » Thu Oct 22, 2009 2:15 am

Isnt waterproof?I cant see any fire to him....
Nice :D
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Re: T35Tbot thread

Postby j2graves » Sat Oct 24, 2009 11:29 am

kall, this will be your best game yet!
No games to my name...
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Re: T35Tbot thread

Postby Bee-Ant » Sat Oct 24, 2009 3:15 pm

j2graves wrote:kall, this will be your best game yet!

If it will be finished :P
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Re: T35Tbot thread

Postby j2graves » Sat Oct 31, 2009 1:51 pm

oh, you don't need to worry about that. :wink:
no doubt kall will finish this one!
No games to my name...
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Re: T35Tbot thread

Postby Bee-Ant » Sat Oct 31, 2009 3:08 pm

You bet?
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Re: T35Tbot thread

Postby Kalladdolf » Tue Nov 03, 2009 3:36 pm

I gave a promise... and I would look like a total retard if I didn't keep it, right?
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Re: T35Tbot thread

Postby Bee-Ant » Wed Nov 04, 2009 1:00 am

Ohoho...the owner comes...
Thats cool kall, I like guys who finish their work.
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Re: T35Tbot thread

Postby MrJolteon » Wed Nov 04, 2009 2:48 pm

T35Tbot... lol... testbot...
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Re: T35Tbot thread

Postby j2graves » Sat Nov 07, 2009 6:27 pm

THE SECRET'S BLOWN!! AUGH!!!!
No games to my name...
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Re: T35Tbot thread

Postby j2graves » Thu Dec 24, 2009 12:07 pm

How's the game coming?
No games to my name...
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Re: T35Tbot thread

Postby Bee-Ant » Tue Dec 29, 2009 6:09 am

Kall seems busy right now...
My pm isnt replied yet...
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Re: T35Tbot thread

Postby Kalladdolf » Sat Jan 02, 2010 10:31 pm

Game's coming along great! Don't be worried if I don't give you any news for longer periods of time, I probably won't manage to be on that much anyway.
I actually don't mind if this topic drops and gets forgotten, then it will be an even bigger surprise at the end.
And I don't know if I told you this already, but I won't be posting a single demo of this project anymore... it's a waste of time.
And if you're bored waiting for me, fill your time by making your own games. Image
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Re: T35Tbot thread

Postby Kalladdolf » Mon Oct 17, 2011 9:45 am

==== BUMP ==== UPDATE ====

Since my last statement on this was about 1.5 years ago, most of you probably don't know this project existed in the first place.
For those who do, here's what's come up:

- Since at the time when I started T35Tbot, the iOS port wasn't actually out, I put it on hold because I figured there'd not be much sense in continuing unless I could test it.
- Now that it's been out for some time and I've been taking a closer look at what is possible with it, I decided to revive it.


But everything has changed.

- The robot has been replaced with a human. The fact that I used a robot in the first place was just an excuse for not being able to draw proper walk cycles.
Now that I've given it a shot and been relatively successful, I intend have a human as main character.

- The collision system is now perfect. Or at least that's what I claim. The player will never ever go through walls again.

- The player is not as bouncy anymore. Wall-bouncing has been turned into wall-sliding. When sliding on a wall, momentum is conserved. Meaning: If you jump at a wall with great vertical speed,
you will slide pretty high (yes, even gravity won't affect you as much).

- Spindash has been removed. Instead, you will be able to slide on the ground.

- No double jump. I've come to the conclusion that it's ridiculous in such a game.

- I'm working on slopes. I'm confident that they'll work, but can't say anything definite yet.

- Artwork and music has been trashed and completely redone. Since I'm programming this for the iPhone, I really have to watch file size and CPU limitations. But I think
now it looks fairly better than before.

- In contrast to the T35Tbot demo, this new one runs smoothly on the iPhone. But it's not gonna be easy keeping it that way.

What stayed the same is: The main gameplay still consists of running and jumping around, avoiding obstacles i.e. security units and sneaking up behind enemies (since you don't have any weapons except for a rubber stunstick).

Since GE does not support multitouch, all the controls will be have to be mastered with just one hand. Could be tricky, but it's doable. I'm trying it out as I'm typing this.

I'm not sure whether I'm gonna post a demo anytime soon, but hang in there. I might.
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Re: T35Tbot thread

Postby skydereign » Mon Oct 17, 2011 9:52 am

Great to hear you still have plans for this. And while gE doesn't fully support multitouch, there exists some level of it. The main one is that as long as none of the touches require you to use xmouse/ymouse/FollowMouse or anything similar, then you can have multiple buttons being pressed at the same time. But, if you do want to use the mouse coordinates, there is still a way that you can have one touch track the mouse position. Normally only the last touch can track the xmouse ymouse, but if you destroy and recreate the actor that was a new touch (which would screw up your xmouse/ymouse) then it will still work.
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