Retroman! (Demo 1)

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Retroman! (Demo 1)

Postby pyrometal » Mon Oct 06, 2008 4:21 am

Hello everyone! I've been building my new project for 2-ish weeks now and I've come up with something I can demonstrate! Anyway, I'm searching for opinions and comments on what I have done so far!

Note the following things:
- This demo shows player controls, incomplete, may have more later.
- This demo shows a new camera system I built.
- There are only 5 full screens, there shall be up to 72x48 screens to explore.
- I provided one base enemy, expect way more.
- You cannot receive damage yet, you have no health gauge. Will add soon.

For testing purpose AFTER testing everything else:
- Press '1' for lvl1 gun.
- Press '2' for lvl2 gun.
- Press '3' for lvl3 gun.
- Press '4' for automatic fire.

Screenshots for your interest!
retro_scrnshot1.PNG
Entry screen

retro_scrnshot2.PNG
In action vs snakes


And the game demo v.1:
Retroman!.zip
The EXE
(781.58 KiB) Downloaded 145 times

Enjoy and comment please!

--pyro
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Re: Retroman! (Demo 1)

Postby Spidy » Mon Oct 06, 2008 8:08 am

nice work :D
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Re: Retroman! (Demo 1)

Postby Kalladdolf » Mon Oct 06, 2008 9:09 am

good job!
I have one question though: Did you use GE's regular collision or DST's perfect collision?
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Re: Retroman! (Demo 1)

Postby pyrometal » Mon Oct 06, 2008 11:12 am

Neither! I created my own I beleive...
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Re: Retroman! (Demo 1)

Postby jman » Mon Oct 06, 2008 11:46 am

amazing!!!! :D :D :D
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Re: Retroman! (Demo 1)

Postby Kalladdolf » Mon Oct 06, 2008 12:35 pm

XD nice job creating another collision system. Looks really smooth!
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Re: Retroman! (Demo 1)

Postby pyrometal » Mon Oct 06, 2008 1:15 pm

Any advice, anyone?
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Re: Retroman! (Demo 1)

Postby Spidy » Mon Oct 06, 2008 1:41 pm

wow pyro u make your own collision code :shock:
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Re: Retroman! (Demo 1)

Postby Kalladdolf » Mon Oct 06, 2008 1:57 pm

well, I've found a bug.
guns for level 2 and 3 penetrate one wall block if you stand really close to it.
you might want to fix that.
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Re: Retroman! (Demo 1)

Postby pyrometal » Mon Oct 06, 2008 5:26 pm

Spidy wrote:wow pyro u make your own collision code :shock:

Yes I do! It works much better than the standard one since it was specifically designed for this game. It's a half grid based and half pixel based collision system.

==Kalladdolf== wrote:guns for level 2 and 3 penetrate one wall block if you stand really close to it.

I unfortunately can't fix it because that would require me to freeze the laser position for one frame, causing a lag which would be worse...
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Re: Retroman! (Demo 1)

Postby Kalladdolf » Mon Oct 06, 2008 6:19 pm

how about creating the bullet some pixels earlier than the actual shooting position and make it visible after it stops colliding with the player?
I'm not quite sure if you got that right.
for example, imagine a map like this: ( |=player, O = block, - = bullet)

___|O________ the player fires in :arrow: that direction.
create the laser bullet a few pixels further to the left.
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Re: Retroman! (Demo 1)

Postby pyrometal » Mon Oct 06, 2008 7:43 pm

I see, I try stuff like that, hope it works! (I also discovered a very frustrating bug which I need to fix...)
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Re: Retroman! (Demo 1)

Postby pyrometal » Mon Oct 06, 2008 8:15 pm

I'm thinking of modifying the underlying system beneath it all right now... No more traditional tiles, all shall be canvas tiles! This means you should expect changes to this demo in the future and cool new features!
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Re: Retroman! (Demo 1)

Postby zygoth » Mon Oct 06, 2008 11:36 pm

Are you ever going to release the mazeman source code? I would love to make some levels for it. Although, I would love even more if you made some more levels for it.
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Re: Retroman! (Demo 1)

Postby jman » Tue Oct 07, 2008 12:36 am

pyro check mail
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