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September 26th, 2006, 05:46 AM
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Re: Drukman and Shooter Unearthed!
I never got to give you an opinion when you gave me what I assume was the beta as messenger stopped responding.
I found 2 things a bit difficult.
1. The fact that the enemy can come up behind you and yet when you fire at them after they pass they move faster than your shots.
2. Those mines are almost impossible to see. Hard to hit with the ship I was using, and whats more the level didn't seem to end. It was about the 3rd level and I played for like 20 minutes before I realised it wasn't going to end, so I quit. The first 2 levels were much shorter.
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September 26th, 2006, 06:45 AM
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Location: UK
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Re: Drukman and Shooter Unearthed!
Wooha! Go Fyron!
A suggested feature:
- Have it pick up shipsets from SE4's races folder and include them in the game.
- It could even read the AI files for the shipset and adjust the ships' behaviours accordingly (organic races get green weapons, races with high defense dodge around more, races with propulsion experts move quicker etc)
Of course, coding this kind of thing is easy when you're asking someone else to do it...
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September 26th, 2006, 01:34 PM
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Re: Drukman and Shooter Unearthed!
Randall:
Yeah, the version I sent you just had a test loop for level 3. It is fully implemented now.  Also, I made weaponry move a little faster in general.
About mines: They are cloaked, you know. You want to see some real insanity? Try hitting 6 from the menu screen to go to the level 6 test bed (not on the keypad, the other 6).
Dogscoff:
You, good sir, are nuts! Heh.
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September 27th, 2006, 01:14 AM
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Re: Drukman and Shooter Unearthed!
I can't get past level 3 dammit.
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September 27th, 2006, 10:41 AM
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Re: Drukman and Shooter Unearthed!
OK, played it a bit more. Sorry Fyron, i confess I posted my suggestions without actually playing it, so i didn't realise you'd already used several different races with their own abilities.
I do have another suggestion though: The game plays well enough using the num-pad for up/down/left/right and space for fire, but how about implementing the numpad diagonals as well, for extra killability? Would make it much more controllable.
Oh, and what do the little cargo bay powerups do?
Oh, and what does "Gauntlet" mean?
I like playing as the terran fighter: fast reload and high speed is *everything* in a game of this nature.
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September 27th, 2006, 02:53 PM
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Re: Drukman and Shooter Unearthed!
I tried the diagonals, but the vertical movement speed was doubled if you pushed both up-left and up, for example. I could not find a way to prevent this. You can move diagonally by pushing two direction keys at once.
Cargo bays give you 50 points.
Click on Gauntlet and see.  It is a game mode similar to Ed Marshall's shooter, where the game consists of ever-increasing numbers of enemy ships and the goal is to survive as long as you can.
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September 27th, 2006, 05:45 PM
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Re: Drukman and Shooter Unearthed!
Um, can't you use boolean conditions to prevent that problem?
Code:
if (keyPressed(NUMPAD_7))
{
// exclusive or
if (keyPressed(NUMPAD_8) ^^ !keyPressed(NUMPAD_4))
{
vx = -sqrt(2);
vy = -sqrt(2);
}
else if (keyPressed(NUMPAD_8))
{
vx = 0;
vy = -1;
}
else if (keyPressed(NUMPAD_4))
{
vx = -1;
vy = 0;
}
}
...
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September 28th, 2006, 01:26 AM
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Shrapnel Fanatic
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Re: Drukman and Shooter Unearthed!
The problem is that I don't know how to apply it to Game Maker.
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May 1st, 2007, 10:36 PM
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Re: Drukman and Shooter Unearthed!
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