Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, Quad, M_D), 1,217 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 3
Page 5 of 9 1 2 3 4 5 6 7 8 9
Re: Demo out now!! [Re: ShoreVietam] #49506
04/30/06 08:56
04/30/06 08:56
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
no shore, its not because you are partially color blind. i have this problem too, its hard to find yourself after a teleport. i also think a pointer over the head for your own player would be helpful but it would probably defeat the intention of the teleport...

Re: Demo out now!! [Re: ulf] #49507
04/30/06 11:26
04/30/06 11:26
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Hallo,

die Musik ist sehr gut die Grafiken auch. Die Scripts sind auch ok. Das Spiel ist bei mir abgestürzt als ich ins Optionsmenü wollte. Weiß nicht warum. Seitdem mache ich einen großen bogen um diesen Menüpunkt und auch alle anderen. Zum Glück lief es beim dritten Anlauf (1. Anlauf: start nach Installation (abgestürtzt) 2. Anlauf options menü angeklickt (abgestürtzt)).

Natürlich habe ich keine Anleitungen gelesen weil es auf den Screenshots einfach aussah. Allerdings musste ich einmal mein Keyboard rauf und runter bis ich als Player 2 spielen konnte

Gameplay: Erstmal was mir nicht gefällt:
- die Runden dauern viiiiieeel zulange; da ich immer nur verloren habe und anscheinend drei runden gewinnen sollte war mir das zuviel
- irgendwie ist das Spiel verdammt schwer; ich habe sehr oft sehr viele Golds eingesammelt und kurz bevor die Zeit(halbe Ewigkeit) um ist Kloppen alle auf mich ein und ich verliere mein komplettes gold. DIe ham mir mit einem schlag 10 von 30 gold abgenommen oder so ohne das ich was dagegen machen konnte.

- ich fänds cooler wenn man sich KO hauen muss. Zur abwechslung könnte es auch Missionen geben wo man das meiste gold sammeln muss oder sowas. Das spiel erinnert mich stark an Power Stone (2) das Spiel dieses Genres schlechthin.

- nach dem item durchmischen habe ich meine Spielfigur nichtmehr erkannt. Die ritter sehen sich alle sowas von Ähnlich. Also kurzgesagt, individuelle figuren fände ich ebsser (wie yoshi, kirby, Klemptner und so)

- Combos und mehr verschiedene items (tipp: power stone) wären nett. Aber du willst wahrscheinlich kein power stone machen, wobei ein power stone clone was gutes wäre.

+ was ich gut finde: musik, level design, das spiel ingesammt alles wirklich top. Nur noch nicht ganz ausbalanciert habe ich das Gefühl. Also auch wenn hier jetzt nur ein + punkt steht, dann ist der wirklich groß Wenn man das über internet spielen könnte würde ich mitmachen.


:L
Re: Demo out now!! [Re: EX Citer] #49508
05/01/06 00:49
05/01/06 00:49
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Attacking while running: There is an easy reason why this is not in the game: I don't have aniamtion frames for that. However I already changed it a bit so the palyer won't stop immediately but still slide a bit. Also with a runnign attack I might get gameplay problems because it mght not be possible anymore to escape then.

AI: Yp, tehre are still some problems I missed to fix in the demo. I'll do that soon. But currently I need a short break
About the palyers getting stuck in the hut: Yes, this is a big problem. This happens, when there is no target directly reachable. This can be the case very often. Maybe I'll implement some fallback with waypoints, but first I have to fix the issue with wrong behavior after knockdown - this is an annoying one.
Stamina reach maximum notification: is already in. However you won't see it at the panel, but at your player (this is where you should keep your eyes the most time anyway ). If there is a short bright sound and you see those yellow/orange streak particles, stamina just reached maximum. As long as stamina is full you'll see a transparent flashing hologramm of yourself getting bigger and fading out periodically.
When weapon is ready for attack again, your fist will glow in the color of our blade.

Gamestop? I highly doubt that. Maybe if there is enough interest I'll sell the version as shareware at a fair price - but no. You probably won't ever find this game in a store.
---------------------------
Teleporting can be confusing, yes.
You're supposed to know (after a few times) where a teleporter will lead to when teleporting, so you can actually improve your skills a bit
if you run into a teleporter or get knocked into it and then teleported, you can easily get lost. This was intended. As I said experimental gameplay stuff
---------------------------
Rundenzahl (1/3/5), Spieldauer(1-5min), Schwierigkeitsgrad(1-3) sind einstellbar.

KO hauen wollte ich nicht, das wäre dann ein ganz anderes Spielprinzip. Habs aber auf ner Liste für alternative Spielmodi stehen. Ob ich die jemals reinabu, steht aber in den Sternen. In die erste Versipon kommts auf keinen Fall rein, evt. später mal.

In der Demo ist die Charakterauswahl eingeschränkt. Wenn alles klappt wirds in der Vollversion 3 Krieger zur Auswahl geben. Zwei davon sind fertig, der dritte braucht noch ne Skin.

Combos sind zwar witzig, aber passen imho nicht so richtig ins Spielprinzip (dann liegt zuviel
Gewichtung aufs Gekloppe). Soll, wie du richtig erkannt hast, kein Powerstone sein, wobei Powerstone2 natürlich der beste Chaosprügler ist, den es gibt. Ich liebe das Spiel.
Dafür kann man einen Rundumschlag ausführen(2x Angriff) und blocken (Angriff gedrückt halten).

Schade daß das Spiel bei dir abstürzt. Habs auf diversen Systemen getestet (auch uralten) und das lief immer einwandfrei).
Was sein kann, ist, daß eine der Entity-Panelgrafiken eine ungültige Größe hat. Das ist mir bei Voodoo3 (und nur bei Voodoo3) öfter mal passiert. Ich dachte das äre auf neueren Grafikkarten kein Thema mehr. Was anderes würde mir nicht einfallen.
Ich laß es bei Gelegenheit mal wieder auf Voodoo3 laufen und schau ob irgendwelche Grafiken beanstandet werden. Falls ja, ist das ja vielleicht das Problem.


Thanks for crits and commands everyone.

Re: Demo out now!! [Re: FBL] #49509
05/03/06 08:28
05/03/06 08:28
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Has anyone noticed crashes during the game?

This probably only applies for framerates beyond 75 (this excludes many TFT screens when playing fullscreen).
I get some strange empty pointer errors with the AI on my new PC - the old one doesn't show any. Seems to be a framerate issue.

If you experience crashes during a match (not in one of the menues) plese tell me your system specs. In windowed mode the chance of crashing should be remarkably higher.
I'll try to find out what is going wrong here (ugh...)

Bugs found in demo so far:
- Frame rate is not limited to 100 fps (fixed)
- Sound Volume was not set correctly after game start (fixed)
- wrong AI behavior after knockdown
- Camera jerks when position change / teleport (fixed)
- AI causes empty pointer messages with high framerates

Re: Demo out now!! [Re: FBL] #49510
05/04/06 09:24
05/04/06 09:24
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Updated demo release available now:

http://www.chaostroll.de/4lw/4lwdemo.exe

Bugfixes and changes:

- Frame rate was not limited to 100 fps
- Sound Volume was not set correctly after game start
- wrong AI behavior after knockdown
- Camera jerked when position change / teleport occured
- AI caused empty pointer messages with high framerates
- Version information added
- Structure changed for smaller future updates.

Enjoy!

Re: Demo out now!! [Re: FBL] #49511
05/09/06 18:48
05/09/06 18:48
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Would like to give you feedback so badly, but the system always crashes after a minute or so!

My specs:
Pentium4 3GHz
1.0 Gb RAM
Ati X300

Re: Demo out now!! [Re: Pappenheimer] #49512
05/10/06 07:18
05/10/06 07:18
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Hm this sounds like you have the old demo version. Your specs should be fine. Did you try out any other Direct X8.1 based game? Just to make sure it's not the video drivers.
Does it crash during the game only or also in menu mode?
I was not able to reproduce any crash on a new, old and on a very old system, under Win XP as well as Win 98.
In the new demo the empty pointer issue is fixed. The new demo displays "Ver.11d" during the splash screens. If this is not the case, you still have the old demo.
If this still is not the case after downloading the demo again, it might be possible that your ISP still has the old file in the proxy. I've had that before.
If I have some more webspace available I'll upload the emo again under another link, to make sure it really is the new one, but for now I'm afraid I have to leave it as is because of the contest (This means one more week).


Re: Demo out now!! [Re: FBL] #49513
05/10/06 21:33
05/10/06 21:33
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Ok, I got the new webspace earlier than I thought - please try this link and see if this version works. I hope so...

http://www.4warriors.de/temp/4lwdemo.exe

Re: Demo out now!! [Re: FBL] #49514
05/12/06 06:52
05/12/06 06:52
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
It works!

I still think it's amazing what you made, I think a some of people couldn't imagine to do such nice things with A6.

But I'm still confused, maybe I just can't play games where you rotate with left/ right instead of turning directly to the arrow direction.

Thus I still loose, but I even had 30 crystal, until 2 seconds before the end of the game the smashed me to the ground...


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Demo out now!! [Re: ShoreVietam] #49515
05/12/06 06:56
05/12/06 06:56
Joined: Sep 2003
Posts: 9,859
F
FBL Offline OP
Senior Expert
FBL  Offline OP
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Hehe, yes I added a routine which makes the players change targets once the time is running out

Try blocking (keep fire button pressed) to survive.

Page 5 of 9 1 2 3 4 5 6 7 8 9

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1