1 Bar Design - Updates and Discussion - NEW SITE + PW
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion
Good news, everyone!Me and Lizard also got to sit down and chat about how we want the main gamemode to work last night (or more, very very early this morning), which cleared up a few things in my mind, namely about squad customisation, ordering extra units and unit classes. Unfortunately, alpha Stage One isn't going to have any of those fancy shmancy things anyway, it's just light dummy units vs light scrapbot units, but it's still fast paced and has explosions, so 'tevs.
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Sat Nov 20, 2010 1:06 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: 1 Bar Design - Development Updates and Discussion
Three questions.
!. Lizard is now officially cooping this with you now? 2. When are we gonna get our demo? This looks awesome! 3. What's happed to prelude? Has it been Backburner'd or canceled?
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Sat Nov 20, 2010 1:19 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion
! (lol). Lizard is doing most of the pixelling/asset production for this (from my concepts or his brain where none exist) and I'm coding. It's mostly my brainchild but like all cooperative ventures he's definitely got some weight into the design. 2. Read the link, bro: Release likely within 24 hours. 3. Why the hell would I cancel Prelude? I'm going to get the highscore charts up over the next week or so once the pressure is off from RvR. The biggest barrier to them was text input (which is a bit annoying to handle with Flixel, but not bad once you've figured it out) anyway, so you'll soon enough be able to associate a nickname with your save and submit scores upon dying.
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Sat Nov 20, 2010 2:12 am |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: 1 Bar Design - Development Updates and Discussion
One question on more of a technical side.
What method did you use to make those health bars appear on top of the characters? A scaled FlxSprite?
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Sat Nov 20, 2010 2:18 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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 Re: 1 Bar Design - Development Updates and Discussion
Dammit Max your site just doesn't work. With some effort, I can read the devlog (using a nifty google translator glitch involving non-ASCII characters), but loading the games themselves is just beyond my capabilities.
This is frankly infuriating (Not to mention RAAAEEEG-inducing).
On a sidenote: boy oh boy, the screenshots do look nice. You have my respect for being able to draw so much with such tiny clusters of pixels.
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Sat Nov 20, 2010 2:46 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: 1 Bar Design - Development Updates and Discussion
Uh, no problems here.
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Sat Nov 20, 2010 3:20 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion
The prettiness there is mostly lizard's doing.  As a note, what browser are you using? Where are you located? I've had no trouble with it, honestly, I can access it from home, school, and my friends mobile.. What errors are you getting? More info than "damnit this doesn't work" would be great FoiL wrote: What method did you use to make those health bars appear on top of the characters? A scaled FlxSprite? An extended FlxGroup that reads the actor's health, and it's held gun's ammo, maximum ammo, cooldown etc and scales assorted FlxSprites over a "background" FlxSprite (the black part). Easy 
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Sat Nov 20, 2010 3:21 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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 Re: 1 Bar Design - Development Updates and Discussion
Well, the error is pretty nondescript like that. Either the site goes on loading indefinitely with a blank screen, or it just pops a generic "can't access webpage" message. I've tried with IE8, Chrome and Firefox on at least four computers and different ISPs. Extremely occasionally and for no apparent reason, the site might decide to work, but normally just for a few minutes.
Oh, and I'm located in Brazil, South America, but I hardly think that can be the source of an intermittent problem.
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Sat Nov 20, 2010 12:55 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion
@areku: That's a real shame.. I know someone from the middle east was having some trouble too, but that sorted itself out  no idea, sorry.. oh yeah. *clears throat* READ ABOUT IT HERE OR JUST PLAY IT NOW NOW NOWuh, "alpha stage one release".
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Sat Nov 20, 2010 1:46 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
I can't seem to access the site either. I'm where I always was.
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Sat Nov 20, 2010 2:20 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
The jetpack doesn't seem to work with the dummies.
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Sat Nov 20, 2010 2:26 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Just press space then hold W for as logn as you need the jetpack to work.
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Sat Nov 20, 2010 2:27 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
The scrap bots are too overpowered. I can get an 8/1 K/D ratio really easily but it is really hard to do well when playing as the dummies. The Scrap Bots scattergun is too powerfull.
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Sat Nov 20, 2010 3:32 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Yeah What major said, the only easy way to take out people with dummies is to be in a narrow corridor.
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Sat Nov 20, 2010 7:12 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Well, it's an interesting turnaround from a day or so ago when the complaint was "that shotgun is too weak"  I'll make some more attempts at balancing it over the next while, it'd be nice to get more targeted feedback on what's "wrong" with it, too much damage, higher hit accuracy... "Overpowered" can mean anything that gives an advantage. That said, I'm sure the balance of things will be thrown into disarray again when heavy units or more guns come into the equation. However, I'm planning on having to make a "Stage One-point-Five" release regardless, so comments like this are helpful. FoiL wrote: The jetpack doesn't seem to work with the dummies. As Lizard said, it's a different type of jetpack to the scrapbot's one. It isn't intended for flying with but more gliding over large horizontal distances and softening your fall. 411570N3 wrote: I can't seem to access the site either. I'm where I always was. Wow, that's weird. From now or since forever? Cause I know of people in Victoria who've been able to access the site fine :/
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Sat Nov 20, 2010 8:50 pm |
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