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 3012 (formerly known as NAG)

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8thkill
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 9:08 am

I think that has to do with the fact that you can see everything, GPU lag, and I'm sending and receiving a whole bunch of crap.

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 12:10 pm

I'm still lost.

Can we organize the folder more? Which file is the most recent?
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 1:01 pm

Test 5 is the most recent.

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 4:49 pm

Well the lag isn't as bad now as it was before.

8th, my friend wants to beta test. Do you want to allow him in testing?
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 5:35 pm

When we test again, sure.

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 7:24 pm

I want to test! So I can make an epic story! And look for balancing!
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 7:46 pm

Just out of curiosity, are the collisions fixed? I remember when I tested the engine the collisions kinda sucked...
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 7:48 pm

The collisions are still sh*t but i don't have time to fix them atm Mad

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 8:08 pm

TrooperJB wrote:
The collisions are still sh*t but i don't have time to fix them atm Mad

It shouldn't take more than 4 minutes to fix 'em. Just copy this into the player step event

In the create event, just create two variables called xspd and yspd

Code:

repeat(ceil(xspd)) {
if (place_meeting(x+sign(xspd),y,objWall) {
xspd = 0;
} else {
x += sign(xspd);
}
}
repeat(ceil(yspd)) {
if (place_meeting(x,y+sign(yspd),objWall) {
yspd = 0;
} else {
y += sign(xspd);
}
}

if (keyboard_check(ord('W')) && !keyboard_check(ord('S'))) {
yspd = -4; //Just set it to w/e
} else {
yspd = 4;
}
if (keyboard_check(ord('A')) && !keyboard_check(ord('D'))) {
xspd = -4; //Just set it to w/e
} else {
xspd = 4;
}
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 8:38 pm

thnx man, added it in. thats one less thing i don't have to do =)

Btw, you forgot to add something for when the keys are not pressed =P so it just keeps moving but no matter i took care of it.

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 9:25 pm

TrooperJB wrote:
thnx man, added it in. thats one less thing i don't have to do =)

Btw, you forgot to add something for when the keys are not pressed =P so it just keeps moving but no matter i took care of it.

Yea, I just realized that XD

I wrote that in 5 mins without actually testing it Razz
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 17, 2010 11:10 pm

I'm post skipping here, so don't get mad.

Ookay. So I'm making the logo, right?
Who's coding?
Spriting?
etc.

I could sprite? I don't know. rendeer
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PostSubject: Re: 3012 (formerly known as NAG)   Mon Oct 18, 2010 5:50 am

I told pancake to make a logo, u can do so too.
Troop, hammer, and I've done some coding. Troop mostly

And knobs writing a story along with sprites.

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PostSubject: Re: 3012 (formerly known as NAG)   Mon Oct 18, 2010 6:41 am

*looks left looks right*
I can make wicked cof cof logos!
*nods rappidly*
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PostSubject: Re: 3012 (formerly known as NAG)   Wed Oct 20, 2010 3:48 pm

Easy on the spam.

NOTICE TO ALL:

I WILL NOT BE AVAILABLE WEDNESDAY-SUNDAY LIKE I NORMALLY AM.
YOU'LL NEED TO FIND SOMEONE ELSE TO HOST THE MASTER SERVER, AND THE USER SERVER FOR TESTING PURPOSES.

Reason being...

I'm going to be at playing music for a local youth group, Phantom of The Opera is the music.

I have a sound check rehearsal Wednesday, starting at 7 PM (-05:00), I might be on for a few minutes before.

Thursday, Matinee, 10:00AM, and 7:30PM
Wednesday, Matinee, 10:00AM, and 7:30PM
Friday, 7:30PM only
Saturday, 7:30PM only
Sunday, 2:00PM

All times are (-05:00)

Troop, if you need a reference for what needs coded, read the first post.


Just Reminding you by deleting and re-posting Razz

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PostSubject: Re: 3012 (formerly known as NAG)   Sat Oct 23, 2010 9:18 pm

8th, do you have it so that the weapon sprite also changes when you change the weapons? I don't feel like reading through 10 pages of this so I had to ask. This for me was the biggest problem with Adrenaline to begin with. Also I could whip up some high detailed weapon sprites for you, however, interesting as it may look, they might not blend well with the style you want to achieve.
Note: these are an extremely rough version.



Yes I did use the shipmaker in BSF to create these.
For more check out the weapons I put on my mechs here.
Edit* a thought just dawned on me, you could simply use the mechs themselves as the sprite...ah well, do what you like.
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PostSubject: Re: 3012 (formerly known as NAG)   Sat Oct 23, 2010 10:55 pm

Nice job, upload them to the DB that i think your a part of, and we'll see what Troop says. I think we should add them in, but we need more opinions.

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 24, 2010 1:38 pm

Er, thats just a screeny, I can't upload those in particular directly onto anything without doing some meticulous microsoft pain jobs. Also I'm not part of that drop box.
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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 24, 2010 4:00 pm

Yeah the last part i noticed... I like the idea's tho.

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 24, 2010 4:49 pm

Nice sprites vezok! I can just save them and crop them to use, and the game is made so your weapon you see your character holding changes depending on the weapon you have equipped. By the look of those mecha sprites you made on that other topic, you could do some pretty decent bots too 8D

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PostSubject: Re: 3012 (formerly known as NAG)   Sun Oct 24, 2010 8:21 pm

Trooper, I guarantee that I can make better ones. I mean, these are extremely rough versions. It's not like I can't add colors and cool glowies with my program. Firing animations, however, will be up to you guys.
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PostSubject: Re: 3012 (formerly known as NAG)   Mon Oct 25, 2010 12:55 am

Ok, glowing and effects can also be done through GML. I'll see what 8th says, but imo i see no reason why you can't make sprites for nag. =)

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PostSubject: Re: 3012 (formerly known as NAG)   Mon Oct 25, 2010 5:47 am

I say yes. Just I have to get an email address for dropbox.

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If you were a human, another human was your friend as far as you were concerned. If the human was an alien, you would either turn your gun to full automatic and fire away, or run for your life.
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PostSubject: Re: 3012 (formerly known as NAG)   Mon Oct 25, 2010 4:02 pm

I made 9 maps for the game with the map editor. Mabye we can include one in the first beta release. (I couldn't make the maps that good b/c you can't increase the map size so they're kinda small. :/)
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PostSubject: Re: 3012 (formerly known as NAG)   Mon Oct 25, 2010 5:23 pm

Silly 8th, I don't need the dropbox. I barely have any touch up or photoshop ability, all I have is skill with the BSF shipmaker that, ironically, can make good weapon sprites for this game. I'll just upload them here with filesmelt or some other website. Maybe even just let you copy and paste it from here. You guys should be able to do the rest.
Anyways, my week of school ends on thursday this week, so I should be able to get to it much faster than I originally anticipated.
Also, where would I be able to get the beta for all this?
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