robot apocolypse arcade

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robot apocolypse arcade

Postby 157pl » Wed Oct 19, 2011 10:28 pm

i made this game for game design class and blew my teacher's mind :lol:
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roboticon2.jpg
robot apocolypse arcade .zip
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Last edited by 157pl on Fri Oct 21, 2011 11:40 pm, edited 7 times in total.
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Re: robot apocolypse arcade

Postby 157pl » Wed Oct 19, 2011 10:35 pm

heres the ged
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robot apocolypse arcade ged.zip
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Last edited by 157pl on Thu Oct 20, 2011 10:31 pm, edited 2 times in total.
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Re: robot apocolypse arcade

Postby master0500 » Thu Oct 20, 2011 7:09 am

COOL can i use it for the gEgache site > viewtopic.php?f=1&t=11055

blew my teacher's mind

anything made with gE will blow anyones mind
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Re: robot apocolypse arcade

Postby foleyjo » Thu Oct 20, 2011 8:59 am

This reminds me of the old T2 arcade game.

1 thing I would suggest is that you make the background images move at slightly different speeds to get the parralax scrolling effect. That will give it a slight 3D feel
KISS -Keep It Simple Stoopid
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Re: robot apocolypse arcade

Postby 157pl » Thu Oct 20, 2011 12:22 pm

master0500 wrote:COOL can i use it for the gEgache site


yah sure


foleyjo wrote:1 thing I would suggest is that you make the background images move at slightly different speeds to get the parralax scrolling effect. That will give it a slight 3D feel



ill put that in
Last edited by 157pl on Thu Oct 20, 2011 12:47 pm, edited 1 time in total.
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Re: robot apocolypse arcade

Postby 157pl » Thu Oct 20, 2011 12:47 pm

updated
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Re: robot apocolypse arcade

Postby foleyjo » Thu Oct 20, 2011 1:26 pm

The buildings seem to shake now.

I found I needed to increase the speed of the movements to smooth it out.
Have you thought of making it so you move the backgrounds instead of the view?

You would need to put an x movement on the enemies as well to give the impression they are moving.

I noticed you have an if statement used for the end of the level that is based around the location of the view.
What you could use instead is a distance variable. Add .5 to it on every draw and use this for the if statement instead

You could also use this to trigger events.
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Re: robot apocolypse arcade

Postby JamesLeonardo32 » Thu Oct 20, 2011 1:41 pm

This does seem promising. A lot like T2 Arcade, though i think its a little slow. (The version i played atleast!)
+point!
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Re: robot apocolypse arcade

Postby 157pl » Thu Oct 20, 2011 10:00 pm

JamesLeonardo32 wrote:though i think its a little slow. (The version i played atleast!)

what do u mean by slow laggy or it takes too long to die. because its should be kind of long.
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Re: robot apocolypse arcade

Postby 157pl » Thu Oct 20, 2011 10:04 pm

foleyjo wrote:The buildings seem to shake now.

I found I needed to increase the speed of the movements to smooth it out.
Have you thought of making it so you move the backgrounds instead of the view?

You would need to put an x movement on the enemies as well to give the impression they are moving.

I noticed you have an if statement used for the end of the level that is based around the location of the view.
What you could use instead is a distance variable. Add .5 to it on every draw and use this for the if statement instead

You could also use this to trigger events.

oh the thing to end the game is for the non arcade version its not complete yet that should not be there.
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Re: robot apocolypse arcade

Postby 157pl » Thu Oct 20, 2011 10:31 pm

updated
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Re: robot apocolypse arcade

Postby JamesLeonardo32 » Fri Oct 21, 2011 4:12 pm

157pl wrote:what do u mean by slow laggy or it takes too long to die. because its should be kind of long.

It takes a while for any enemies to pop up. Ill try the updated version!
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Re: robot apocolypse arcade

Postby 157pl » Fri Oct 21, 2011 10:10 pm

i did that on purpose so people like my sister wont get frustrated and quit.
they pop up faster later
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