Beta Feedback
#31
Posted 09 November 2004 - 09:51 PM
#32
Posted 10 November 2004 - 08:11 PM
Bug: If you place the ball (or other items that need to be used from the left) on the far left of the screen the monster will walk towards it, but won't be able to use it. The monster will however walk on the spot next to the ball indefinatly untill the object is moved, taken away.
Fix: allow objects to be used from either side, not just the left.
Bug: If debug mode is activated and then you go to inventory, you can't disable debug mode until after the inventory is left.
Hiya, thanks - didnt spot either of them. allowing items to be used from any angle will make it far harder to animate, each item has its own cords where the monster has to stand and use it, and also specifies what animation the monster should go into. so eventually the monster will react to everything much better, and new items which are downloaded can add new animations for the monsters etc etc.
i'll make sure the use spot is within the monsters range when placing items, not sure about the debug/menu thingy, i'll look into that - shouldn't do it anyway.
thanks again
Pirotic
#33
Posted 12 November 2004 - 02:20 PM
Care to help me?
Once it's finished it will be put on a website and people must pay to download the fullversion of it don't worry everybody who help with the project gets their name on the credit and a perentage of the total annual profits in you're local currency.
#34
Posted 13 November 2004 - 04:33 PM
If any of you are good Beta programmers/testers i need you're help in making then debugging an upcoming GP32 game.
Care to help me?
Once it's finished it will be put on a website and people must pay to download the fullversion of it don't worry everybody who help with the project gets their name on the credit and a perentage of the total annual profits in you're local currency.
Hi, the GP32x forum has a beta testing board - please can you use that rather than this one which has been set up specificly for GM. thanks
#35
Posted 13 November 2004 - 07:51 PM
~Octavious
some mod should give him a wraning 24hr suspension or sumtin
#36
Posted 13 November 2004 - 08:38 PM
he sounds like a complete noob but he talks about creating a whole game!
Ca you even code yet Lina_Inverse?
Edited by PofG1, 13 November 2004 - 08:38 PM.
#37
Posted 16 November 2004 - 05:51 PM
at the start of each round, monsters get spawned and head towards the portal, if your monster manages to kill them all before they reach the portal you progresss to the next round.
you gain experiance while fighting, and can issue orders to your monster by making it move to a certain position, or using a certain skill its learnt, the monster can do ok without help but issuing commands will always make it a bit easier (especially if you have a team game).
at the end of each round, you can either take the money and quit, or try to double up the money by going onto the next round - if you die, you get nothing (apart from the EXP gained while fighitng etc) and have to pay medical bills etc.
fighting and AI is still very dodgy, but its coming along - it's going to have different maps, and maybe even some sort of shop where you can buy towers and plonk them down (which act as defence, shooting the enemy) - but i dont want to turn it to much into an RTS so i may limit that somewhat.
anyway, that'll be in the next beta once its done.
#38
Posted 16 November 2004 - 07:35 PM
#39
Posted 16 November 2004 - 07:36 PM
#40
Posted 16 November 2004 - 07:42 PM
#41
Posted 16 November 2004 - 08:38 PM
Keep it up, dude!
#43
Posted 30 November 2004 - 08:54 PM
#44
Posted 01 December 2004 - 07:48 PM
it's the big wait now while i go and make all that feedback into a game, so no beta for a while im afraid.
#45
Posted 18 December 2004 - 10:07 PM












