PixelLoad v0.3 alpha

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PixelLoad v0.3 alpha

Postby xenidius93 » Sun Nov 09, 2014 2:36 pm

Hello. Today I want to show you my simple game. You can tell me, what should I change, what can I add or remove etc. I need to know your opinion about this alpha version :).

Image

Image

Image

Here's the video: https://www.youtube.com/watch?v=dmzvX8dhiGQ&feature=youtu.be
I know :?, quality of this video sucks...

You can download version 0.3 alpha here: https://www.mediafire.com/?5f52ia19g3f6cx9 without music 4mb
With music it have 148mb... How to put into my game mp3 files as music? Not .wav, but .mp3? .wav's soo big :shock:
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Re: PixelLoad v0.3 alpha

Postby lcl » Sun Nov 09, 2014 6:04 pm

Hi!

I'll check your game either later today or tomorrow. It looks good by the pictures!

As for the wav / mp3 problem, you can't use mp3's with game editor, because mp3 is a protected format and Game Editor developers should pay for having the legal right to add mp3 support to Game Editor. However, there's a lot of different audio formats GE supports, I'd suggest you to try converting your music to some of these formats. Ogg is one of the supported formats with notably smaller file size. For complete list of supported file types search Game Editor documentation or the Wikipedia page of the program. :)
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Re: PixelLoad v0.3 alpha

Postby MrJolteon » Sun Nov 09, 2014 6:28 pm

I would like a windowed mode. My dual-monitor setup does not like fullscreen apps running at a resolution that is not exactly 1920x1080.
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Re: PixelLoad v0.3 alpha

Postby xenidius93 » Sun Nov 09, 2014 8:15 pm

Okay, thanks lcl.

MrJolteon, I can make windowed game tomorrow, but if anyone know, how to make fullscreen/window mode switch in game, please tell me :). I know, that it's possible, because one of other games at this forum have this switch (Enblast ;)).
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Re: PixelLoad v0.3 alpha

Postby lcl » Sun Nov 09, 2014 8:25 pm

xenidius93 wrote:But if anyone know, how to make fullscreen/window mode switch in game, please tell me :). I know, that it's possible, because one of other games at this forum have this switch (Enblast ;)).

Currently the only way to make a full screen / window mode switch is to export the game twice, once with full screen and once with windowed mode. Then, when you want to change between full screen and window mode, just call LoadGame(); on the correct file.

However, skydereign is going to publish new version of Game Editor pretty soon, and it'll allow for switching between full screen / window just through code when in game, without the need of exporting the game twice.
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Re: PixelLoad v0.3 alpha

Postby xenidius93 » Sun Nov 09, 2014 9:25 pm

Finally :), then I'm waiting for next GE update :D!

MrJolteon, here's the windowed PixelLoad 0.3 alpha ;)
https://www.mediafire.com/?vdjbracesb5vbg1
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Re: PixelLoad v0.3 alpha

Postby Zivouhr » Mon Nov 10, 2014 4:39 am

The game Pixel Load looks neat. The fuel gauge is a cool idea. I like the sprite graphics and concept. Dig Dug, Mr. Do I can imagine were possible inspirations as well as Super Motherload and other digging games. Looks cool.

To translate long music tracks (cool guitar work and song), consider the free Audacity software to download. The latest versions are very packed with audio features to export songs. Did you make the song?

Nice menu options and game!


The small sprites remind me of one of my favorite games of the past, Battletech: Crescent Hawk's Inception, which had a tiny little character to control, but lots of fun hopping into Mechs in the giant open world RPG that it is.
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Re: PixelLoad v0.3 alpha

Postby xenidius93 » Mon Nov 10, 2014 11:15 am

Zivouhr, It's not my music, it's just copyright free music from youtube :).

I need to work about movement & physics :)
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Re: PixelLoad v0.3 alpha

Postby Zivouhr » Tue Nov 11, 2014 5:53 am

Game looks cool, keep it going! 8)
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Re: PixelLoad v0.3 alpha

Postby lcl » Wed Nov 12, 2014 3:02 pm

I've now played your game for some time, and here's what I think.

The game idea is great and the implementation is also very good. I didn't manage to break the gameplay in almost any way, so it seems to also be pretty bug free.

Also, your graphics are beautiful and in my opinion, the art style is perfect for a game like this. The game runs pretty smoothly despite the huge amount of actors used, so it's also coded-well. Only time when the framerate dropped more was when I was using the biggest radar diameter.

Is one supposed to be able to drill left or right when flying in a high vertical tunnel? Sometimes I was able to do that, but most times I wasn't. It should be fixed to work consistently, otherwise it'll look like a bug.

Another thing was that sometimes when I dug straight down, the machine turned red as if it took fall damage even though I only fell one block.

And by the way, just asking, is the hull supposed to take damage from every fall from too high, so that one would need to fix it every now and then? Or have I misunderstood the concept of the hull? I'm just curious, because I'm not quite sure of its function in the game.

Anyway, you've done great job and the game plays, looks and sounds very good already. Can't wait for the final release!

Keep up the good work! :)
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Re: PixelLoad v0.3 alpha

Postby xenidius93 » Thu Nov 13, 2014 7:56 pm

lcl, The ship, should take the damage, when it's hitting the ground with higk velocity, but its not finished in first version :). I know, how to do it :D. Thank you for your opinion :). It's a bug, when you can dig left or right when ship's flying, I need to fix it, have no idea how, but I must fix it :D.
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Re: PixelLoad v0.3 alpha

Postby lcl » Thu Nov 13, 2014 11:43 pm

xenidius93 wrote:lcl, The ship, should take the damage, when it's hitting the ground with higk velocity, but its not finished in first version :). I know, how to do it :D. Thank you for your opinion :). It's a bug, when you can dig left or right when ship's flying, I need to fix it, have no idea how, but I must fix it :D.

Okay, great. I wish you luck for fixing those! If you can't seem to make it work, just ask, and me or someone else will help you with it 8)
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