OK, finally I have finished my first game, so I thought it'll be a good idea to release it to the public. It is a versus game featuring a combat-based main game and several non-combat-based mini games. Try it out.
By the way, it is an AllegroGL game.
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http://www.allegro.cc/files/attachment/597429
http://www.allegro.cc/files/attachment/597430
I make no comment on the game, as my laptop isn't able to run the program. But I hate rapidshit, so I am offering an alternative http://www.timorg.net/as/mmgf.zip.
]]>Huh, your laptop cant run it? You using linux? I develop this game on my laptop with the following spec:
Intel Centrino Pentium M 1.7GHz
512MB RAM
ATI Mobility X700 128MB RAM
so any computer with a better spec should be able to run it without any hitch. I've try to run it on my bro's pc and it seems fine too.
About the rapidshare thing, yeah I dont feel too comfortable with it neither but I have no other options at the moment.:P
]]>You had to ask that question.
To be exact I have a...
Mobile Intel(R) Pentium(R)
III CPU - M 933MHz
529 MHz, 240 MB of RAM
Trident Video Accelerator CyberBlade XP Ai1 v6.4022-016L.22ICD
It can browse the web and basic stuff, running a few games, but OpenGL is pretty much out of the question, your lappy pretty much kills mine in every respect.
('Heroes of Might & Magic III', 'Ports of Call' and ZZT are the height of gaming. )
]]>But my lappy breaks down halfway during the development of this game.:'( That leaves me no choice but to continue the development using my dad's older lappy. It is a P4 1.7GHz, 256MB RAM, and ATI 32MB video RAM lappy. It is a bit slow so I'm unsure what the actual speed will be like when run on others pc.
]]>Looks good! But I'm currently on a Mac so I can't play it right now.
]]>Ok, it's flawed
First, FOR THE LOVE OF ALL THAT'S GOOD AND HOLY, please let me skip the "logo" screen. It's annoying to have to watch it every time. Also, the fade in/out takes way too long.
The characters should move faster, since it's pretty much boring the way it is. Also, there's a bug you might want to fix:
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Shoot someone in the back and they'll slide towards you, instead of away from you. This really needs fixing.
Haven't actually played it extensively, or any of said minigames (wasn't even aware of them until I read the readme file, you might want to make them stand out more... then again, I only played a couple of minutes).
]]>The characters should move faster, since it's pretty much boring the way it is.
Huh? What do you mean by that? I thought it is already fast enough? Maybe your pc runs it slower?
Shoot someone in the back and they'll slide towards you, instead of away from you.
I know this since from the very begining. I deliberately leave it as it is since I want to make the escape attempt a bit harder. Is it really a big deal?
UPDATE: Ok, try run the character from the left edge of the screen to the right edge of the screen. It should take roughly around 4 secs to reach the rightmost of the screen, or a bit more. If it takes more than 5 secs to reach the corner then defintely yours isnt running it at the right speed.
]]>Huh? What do u mean by that? I thought it is already fast enough? Maybe your pc runs it slower?
Considering I have 2.0GHz, 1024GB DDR2 and a MSI Ge-Force 8600GTS, I'd rather think it's an issue with the timers or the code That, or it's a matter of perspective
I know this since from the very begining. I deliberately leave it as it is since I want to make the escape attempt a bit harder. Is it really a big deal?
It's very unrealistic. Typically, shooting someone in the back would still fling him away from you, it definitely shouldn't be relative to one's current facing.
]]>Ya, unrealistic as it seems to be, but which game is realistic(humans have super power etc)? Errr lets just say...I make it so to be different from others. When you realize you cant dodge the attack from behind then you need to face the opponent quickly in order to be flung away instead of being drag closer to them. The emphasis here is the skills. But I'll look into that anyway and might changes it if I get motivated.8-)
]]>Maybe make it so that an attack from behind paralyzes or knocks the character out for a couple of seconds?
]]>Maybe make it so that an attack from behind paralyzes or knocks the character out for a couple of seconds?
Hmmm...let me think. I guess the "paralyze" isnt a good idea from the design POV since if the character is immobilzed for a while he/she will be attacked rapidly by the opponent except if the invinsibility mode is on for a while like the jumping one does. At least dynamic movement might be able to free the character from the continuos attack. Try cornered the opponent and hold down the attack button and you'll know what I mean. The opponent wouldnt be able to move except if he/she hold down the jump button to escape the continuos attack.
]]>A gunshot flinging anyone at all would be unrealistic, whether towards or away from the attacker.
]]>If you want an attack that drags the enemy toward you, you could always use some kind of hook/harpoon based move.
"GET OVER HERE!"
]]>Well, yeah, but it's not a gunshot I guess we could safely assume that a giant ball of energy would have some kickback
]]>It would have to provide a greater kickback force to the attacker than to the attackee if it were realistic.
]]>Well, quasi-realistic is still better than "GET OVER HERE!" with a fireball IMO
]]>...is still better than "GET OVER HERE!" with a fireball IMO
Well I actually laugh when I saw this statement. As seeing this is my first game the code is actually messy and unefficiently long, so making modification or addition to it somehow need me to crack my head. Most likely I wouldn't make any changes to it. Instead, I might brush up my programming skill first before I proceed to develop the next game(maybe RPG game).8-)
]]>What do u mean by that?
When u realize u cant dodge the attack from behind then u need to face the opponent quickly in order to be flung away instead of being drag closer to them.
The word is you. This isn't a chat goddammit!
]]>The word is you. This isn't a chat goddammit!
Fixed.
]]>Them teleporters are hard to use. I really hate how you use it and it seems like nothing happened (but you just teleported to the porter you just used)
Also, that mini game with the making of the flowers, seems impossible to get to the top.
]]>Also, that mini game with the making of the flowers, seems impossible to get to the top.
Really? I dont have much problem reaching the top. Just that you need to react fast. Also, here's a hint: after you shot a lotus seed, the next lotus seed will appear based on your position, not based from the previous lotus seed you shot. So it is advisable to get as near as possible to the lotus seed before you shot it.
]]>the graphics of the characters are beautiful.
did you do a course or something ?
]]>No. I'm just an average joe. This is my second attempt on digital colouring. The difference is still like day and night if compare to real artist's work.
]]>Your graphic skills are what lured all us unsuspecting clients into trying your game: very professional
I believe player 1's and 2's controls are different: weirdious.
BTW Desktop AMD Athlon 900MHz + Geforce 440MX-SE (64MB?) with 512MB RAM on win XP runs fine.
There is a memory leaking issue bugging this game, so it is advisable to exit and restart the game after each round of match.
The game can be continue from the character select screen but the OS might eventually run low on virtual memory.
WELL WTF U SOB Tell that before, please!
As seeing this is my first game the code is actually messy and unefficiently long, so making modification or addition to it somehow need me to crack my head.
Don't fall to the dark-side. Especially with your first game. I got to hand it to you, you must be persistent to make all the super-attacks and items as "hacks". I don't know whether a RPG would be game #2. But don't stop dreaming. I did
]]>Yes, don't give up.
When I first wrote NetHulk, the code was a horrible, horrible mess. I've been slowly but surely refactoring and bringing things under control at the same time I've been adding new features. Now the code is only a horrible mess. (See, I got rid of one horrible!)
I'd suggest the first thing to do is try to put duplicated code into function calls. If this would result in a horrible parameter list, see if the scope for some of those variables can't be tightened, or they could be put into a class/struct or even (gasp!) made global.
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]]>Pretty cool for a first game.
I like when people make something different from crappy pong or tetris clone.
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]]>Now you have seen one of the reasons of my hatred for RapidShit, hence my alternative link.
]]>Oh I see it now, thanks!
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