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Chris101b
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Default 12-14-2009, 12:51 AM

Oh yeah, and 1 more thing..... 100th post


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Default 12-14-2009, 02:42 AM

Okay, here it is, Version 11. This version is light on the amount (Only 2 changes) but heavy on the substance. I added the ability to quick turn:

E: Turn left
T: Turn right

I also did something that I had to work with for a while at. I made it so that when you take damage, the timer on your shield recharge resets. Here is an example of what I mean:


Say an enemy shoots you and takes out half your shield. In the previous version, if you waited 5 seconds, your shield would recharge. While your shields were in the process of recharging, if the guy shoots you again, it would keep recharging no matter what, it wouldn't stop until it finished recharging.

In the new version, if you are shot and lose half your shield, if your shields start to recharge, you have to make sure the guy doesn't shoot you again. If he does, your shields will stop recharging for another 5 seconds. So all in all, you have 5 seconds from the time you get hit by one bullet to take down the enemy or evade until your shields go back up.

The new version is in the first post, please try and stress test the health system and tell me if you have any problems. I haven't really gotten ANY feedback from you all in a long time, so please try out the health system. Also tell me what you think of the quick turning.


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Last edited by Chris101b; 12-14-2009 at 03:19 AM.
   
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Default 12-14-2009, 11:02 PM

Alright, I like the look of it so far, no bugs in the health bar (but the first three bullets in the bullet display occasionally didn't register that they'd been shot, causing them to stay blue while the rest of the bullets turned gray normally).

I think the control scheme for motion should be changed to be more grouped together. I'm not sure how I'd hold my hands when playing the game, but I know shooitng at different enemies on different sides of me while trying simultanoeusly to dodge their fire would be difficult if the dodge button was so far from the "move away so you can get out of range" button.


(')>

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Default 12-15-2009, 02:42 PM

Yeah I did notice the ammo bar glitch and will try and fix it.

You are supposed to play the game with two hands. Your right hand controls your movements and the left hand does all of the evasive stuff and shooting. You put your left hand on the D,F,G keys and use your thumb to shoot. At least that is how I do it. It is hard to make a game with really solid controls mainly because everyone's computer is different and has keys in different configurations... plus, alice doesn't let you use keys like control, shift, tab, etc. So I have to stick with the letter keys. And the configuration I have now is the best I could think of without spreading everything out like I did in the first game.


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Last edited by Chris101b; 12-15-2009 at 03:40 PM.
   
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Default 12-15-2009, 03:53 PM

Well, I'm sure I'll learn it then.

(I actually had the same problem with RP. There are so many powers to use I was having a hard time finding good places to put their triggers. And don't even get me started on RP4. There's like 12 new powers in that bugger! No way each one can have it's own key!)


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Default 12-15-2009, 11:05 PM

Lol, I know exactly what you mean. And this game is a first person shooter, so all of the things the character can do are going to have to happen in real time. In RP4, you can have the game pause and then choose a power-up, but in mine, you can't pause the game and chose an option to quick turn. That is why this stuff is really hard to accomplish sometimes.


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Default 12-15-2009, 11:39 PM

Okay, I cannot figure out why the bullet ammo counter is doing this. I have looked at the code and everything seems to check out. It must just be a performance error in alice. I will keep looking into a fix though. If I can't fix it though, I don't think it is a really big problem. It doesn't effect the amount that you can shoot, only the graphic for the ammo counter. Still, I will try to fix it if I can... I guarantee that there is a way.

Edit: There was a way SWEET! That small change in a "wait" from 0.9 seconds to 1.1 seconds seems to have fixed all of the problems pertaining to the ammo counter. The fact that it lags behind on occasion, the "doesn't stay depleted sometimes" problem. Everything!! I love bug fixing!

Edit 2: Coming up will most likely be the final update for the engine. After that, it is full steam ahead on production. I think you guys are going to like this one. I hope at least. I am hoping that I can get my idea for AI to work in the game. I am breaking this one into episodes so that they don't get too big for Alice to handle. Other than that, I can't wait to get started.


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Last edited by Chris101b; 12-16-2009 at 12:31 AM.
   
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Default 12-16-2009, 01:24 AM

In short:

YAY!


(')>
   
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Default 12-16-2009, 02:08 AM

Quote:
Originally Posted by x2495iiii View Post
In short:

YAY!
In long:

YAAAAAAAAAAAAAAAAAAAAAAAAAAY!


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Last edited by Chris101b; 12-16-2009 at 04:04 AM.
   
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Default 12-16-2009, 03:58 AM

I spent a little bit of time making a poster for the project using the characters that are going to be a part of it. It turned out
really nicely. Really really nicely. Check it out.

And if you are wondering, yes, the game draws inspiration from Halo's visual style and characters, but the story and events are completely original.

Edit: I just updated the game again with the fix for the ammo bar. Test it to your hearts content. It is... dare I say it perfect. If you find a glitch in it I will stab you in the jaw.
Attached Images
File Type: jpg Infiltration 2 Poster.jpg (44.8 KB, 39 views)


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Last edited by Chris101b; 12-16-2009 at 05:39 AM.
   
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