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Angelas World Release #103107
12/21/06 07:11
12/21/06 07:11
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Angelas World Release

Actually i think it's hard to find the download in the old thread, and i don't think lot of people will try to find it there. So i just made a new thread and post it here, hope it's okay, if not, pls pm me and delete it...


Please read the README first!

.: Angelas World v1.1 :.

Tell me what you think and post your points
My Record is 64.




My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
123 Comments
Re: Angelas World Release [Re: Captain_Kiyaku] #103187
06/20/07 12:15
06/20/07 12:15
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Looking good, just as good as in gamestudio, I like these particles even better. How's the performance in Torque?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Angelas World Release [Re: PHeMoX] #103188
06/20/07 14:52
06/20/07 14:52
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
Wooo 11 points... hmmz with the very first version I had 77

And I like these particles better too.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Angelas World Release [Re: Joozey] #103189
06/20/07 18:29
06/20/07 18:29
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Lol... I always go against the grain. I liked the old ones more. But that's fine. I'll try it in motion first...

Edit:
tried it...

Quote:

Wooo 11 points...




how did you...? the spikes stopped coming after I had about 10 points left... so it was kinda easy to get more points

All right... this is interesting... with the new trails, everything seems to be "swirling", in a way. I dunno... "interesting". It looks good. but I can't quite decide which one I like more. So I'll let the others decide. Or... no. just so there's both opinions present: I liked the old ones more. There.
The old ones just were more like trails. these ones don't convince me yet. They don't look like trails to me. because they rotate in a random direction and they rotate a bit too fast. or stay there too long. i'm sorry... this is bad criticism... But maybe you can get something from it.

Last edited by Germanunkol; 06/20/07 18:37.

~"I never let school interfere with my education"~
-Mark Twain
Re: Angelas World Release [Re: Germanunkol] #103190
06/20/07 18:41
06/20/07 18:41
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
Quote:


how did you...? the spikes stopped coming after I had about 10 points left... so it was kinda easy to get more points





Then you got hit 3 times, I got 11 point before the spikes stopped ^^.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Angelas World Release [Re: Joozey] #103191
06/20/07 18:42
06/20/07 18:42
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
oops.
all right. I suck..
but I have an excuse... I was running from one of the spikes and then ran into another one... and the first one hit me too^^
I looove this game


~"I never let school interfere with my education"~
-Mark Twain
Re: Angelas World Release [Re: Germanunkol] #103192
06/21/07 01:17
06/21/07 01:17
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
downloaded v1.1 yesterday (from the looks of things, the torque version is a lot harder?) and got this on my third go:

hint: i actually died on 70, but the world had just started rotating, and i think because i was dead angela didn't rotate with it, so the counter slowly continued going up and stopped at 75 ^^

so it really should say 70 but before i hit "PrntScrn" the counter started going up and i decided to see how far it would go.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Angelas World Release [Re: JibbSmart] #103193
06/21/07 06:03
06/21/07 06:03
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Captain_Kiyaku  Offline OP

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
@Germanunkol
Hm you might be right with the rotation of the particles. I will see how it looks when i slow them down

@Julz
Oh i didn't know this bug yet. Oh well, so you got some extra points hehe.

The Torque version is harder cause it's not done, there is no fine tuning yet. Also the Collision is more precise so you get hit easilier.

My new version is easier, i also included the face animations yet.

Right now, i want to check something. What would you prefer? Having a life-display, or just keep it blank, without any interface (that's what i wanted to achieve, that you only have the blank game without any interfaces).

So what do you think?

Health Interface?
single choice
Votes accepted starting: 06/21/07 06:03
You must vote before you can view the results of this poll.

My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Angelas World Release [Re: Captain_Kiyaku] #103194
06/21/07 08:13
06/21/07 08:13
Joined: Mar 2004
Posts: 564
Richmond, BC, Canada
Calined Offline
User
Calined  Offline
User

Joined: Mar 2004
Posts: 564
Richmond, BC, Canada
i think its better with some kind of interface~
maybe not really an inferface.. maybe just the planet starts grinning more or angela starts sweating~ something like that...
or you die directly when you get hit.... then you also dont need an interface^^

but in the old version i often forgot how many times i got hit yet (i got hit by 2 spikes and was guessing if this counts or not(blinking=invincible?))

so i say "include something where i can see how many times i got hit yet if i have more than 1 life" =D


take a listen on my Portfolio Site
Re: Angelas World Release [Re: Calined] #103195
06/21/07 09:26
06/21/07 09:26
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Add a key to toggle between a healthbar and nothing?

A question from my side about 'porting' from GS to Torque:

Was it difficult? I guess the code for Angelas World isn't huge, but what can you already say about how difficult it is re-code it in Torque, and what sort of help did you get/need?

Re: Angelas World Release [Re: Pappenheimer] #103196
06/21/07 10:30
06/21/07 10:30
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Captain_Kiyaku  Offline OP

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Quote:


A question from my side about 'porting' from GS to Torque:

Was it difficult? I guess the code for Angelas World isn't huge, but what can you already say about how difficult it is re-code it in Torque, and what sort of help did you get/need?





Right, the code for AW1 isn't huge, but in Torque it's a lot smaller.

First of all, i use Torque Game Builder which is nothing else than the Torque only for 2D. I can't make 3D Games with it (though i can use 3D Objects which renders into 2D).

It was super easy to port it to Torque. I started with the engine last week and learned so much yet. Everything is so easy, you have a great Editor to place your Graphics and add function, etc.
It also makes things easier cause it's object oriented programing.

Porting AW1 took me 3 days (started on tuesday i think).

There were no problems yet, everythign worked just great. It makes so much fun to create games with it and it is so fast.

I downloaded the Demo first, which include some tutorials and a good Documentation about the Functions. After 3 Tutorials, i was able to start working on Angelas World.

Also there are no weird Z-Buffer errors like in 3D engines, and i didn't get lots of missing pointer errors.

You can draw collisionpolygons on your sprites for a better collision (in 3DGS i used only vec_dist for sprites).

It is worth trying it cause you can learn it super fast. In my opinion, it's the best 2D Engine out there. I don't know about the Torque 3D Engine, but it uses the same code and has ingame editors as well.

Oh wow this text is so random but i don't really know what to say xD I just love this engine and i'm glad i re-code Angelas World. 3DGS was so anoying, it took me WEEKS to finish the game, justr because of senseless errors.

In 3DGS, it was so frustrating and i got demotivated a lot of times. But in Torque, it is more fun to create the game than actually playing it hehe. It makes me addicted and motivates a lot cause it has a great workflow.

And, before i start learning Lite-C, i better learn C++/TorqueScript and go with Torque. But we will see And please, this thread shouldn#t start any Torque vs. 3DGS war. I still love 3DGS but i'm really tired of it.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
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