Discussion thread. You're welcome to share all ideas and screenshots here, but please don't submit public links to files until you've submitted the source to us!
So I see this thread that has a link to an awesomely made page about this really nice sounding compo.
>No staff members allowed to enter
>Only staff members' replies
Sadly, I have pledged not to make anything else but my current project in mmf until it's finished...
No worries Chris - if the others are in the same boat as me, they'll be concentrating on the Console Wars III compo before diverting to the Christmas compo afterwards!
I totally scrapped the HatMan 2 I had been working on. All the sprites in this are brand-new, though I tried to make the style look a lot like the first game (and the level design is intended to preserve a lot of the puzzle elements the game I had been making had lost).
Teaser!
Just the excuse I need to kick myself and start making this game.
If anyone wants to test out the engine, I'd love it, as since it's all from scratch I want to know if you think it's good or if it needs work as I don't have anything from the original to work from (I'm moving and that PC is in storage!)
I made a christmassy palette, if anyone wants to use it:
Plenty of space to add more colors, if you need to
I'm having a lot of fun making this, and making games hasn't been this enjoyable in quite a long time. It's also refreshing to not be doing another platformer!
Anyone else using the Christmas TDC skin, yet? Sure, it's not even past halloween, but I'm keeping in spirit of this competition! I had to put a project page up or else I'd probably be a bit spammy with screenshots in this thread - though I don't have much in terms of finished graphics at the moment.
Do it has to be the full game, cause i dont like to be forced to post the full game of something i dont know will be commercial here in denmark or not.
Its a family game and activity, build up santas city, but to do that u earn money in various games and activities.
Features Original Graphics.
Known Xmas Tunes created by me.
Original Sound Effects
Shop where u buy upgrades, buildings, elf and decos for your city.
Multiple games
Multiple activities
Story about how santa lost his pevious city ^^
It does need to be a full game. I guess what you could do though, if you felt comfortable with it, is to create two versions... maybe a Lite version and the full version to be released at a later date?
well thanks marko. i was in the middle of making this anyways, when tina my big sister, someone that used to be on here, sayd i should start using this site.. Been looking around and it seems great. thanx for a great site´.
It looks great so far Bibin. I kinda wish I hadn't seen that boss fight. It's a clever idea and I'd have enjoyed figuring it out for myself. But anyway..!
If I had to choose one aspect of the first game that I liked most, it's the feeling of familiarity and yet still not knowing what might happen next (especially before a boss fight) that you've achieved through level design, music and presentation. I don't know if you carefully designed it that way or if it's just your natural style. That's something I wanted to aim for with Falafel but I think Hatman does it much better.
err. The boss fight is ripped straight from sonic games (Sonic 2 in particular, but I think there is another similar/reference boss in 3/knuckles or something) and shouldn't take more than 10 milliseconds to figure out .
As for the level design . . . I don't see how you can rate the level design properly without seeing more of the game. The level he showed is about as linear as a level can get. I'm sure he has much more than just this up his sleeve.
Originally Posted by GamesterXIII err. The boss fight is ripped straight from sonic games (Sonic 2 in particular, but I think there is another similar/reference boss in 3/knuckles or something) and shouldn't take more than 10 milliseconds to figure out .
As for the level design . . . I don't see how you can rate the level design properly without seeing more of the game. The level he showed is about as linear as a level can get. I'm sure he has much more than just this up his sleeve.
The retarded tree strikes again! HUZZAH!
I haven't played most Sonic games, but even if the boss fight had been a tile-to-tile rip from Sonic 2, who cares? The fight seemed to fit HM2 just as well anyway.
And about the level design, before you start jumping people - try and actually READ what he wrote.
I'll point it out for you;
"If I had to choose one aspect of the first game that I liked most, it's the feeling of [...] that you've achieved through level design [...]"
Admin Note Not necessary to insult him, hes pointing out criticisms. I saw nothing wrong with what he said :P
Originally Posted by GamesterXIII The boss fight is ripped straight from sonic games
I didn't know that. Interesting, thanks If you can remember where the boss is in Sonic 2, could you point me to a video? Just out of interest, what are the other three Sonic references?
Originally Posted by GamesterXIII As for the level design . . . I don't see how you can rate the level design properly without seeing more of the game.
But I also disagree that the video above is "about as linear as a level can get". Perhaps you'll think it's negligible but I enjoyed the simple navigation problems to find treasure and the use of the floor switches to open doors in Hatman. I know we're not seeing earth-shattering innovation but there's certainly a lot of room for a level to be more linear than that.
Didn't realize you said first game. I even read the post a few times to make sure I didn't miss something, but some how, stupidly, managed to miss that part multiple times.
Anyway, the level is linear, treasure or not. I'm not judging the full game based off of a single level alone.
Originally Posted by GamesterXIII Didn't realize you said first game. I even read the post a few times to make sure I didn't miss something, but some how, stupidly, managed to miss that part multiple times.
Anyway, the level is linear, treasure or not. I'm not judging the full game based off of a single level alone.
Ha ha, well no one asked you to!
Anyway, just for your sake, I'll point out to you that all levels of SMB1 (except the maze) are more linear, since they don't let you scroll backward. HUZZAH!
Originally Posted by GamesterXIII Anyway, the level is linear
I agree! By definition any level that scrolls from left to right is linear. No one can argue with you there!
Just to clarify, that's not what you said before, and it was your comment "about as linear as a level can get" that I was arguing.
(By the way, if you play the first game there's a boss that very closely based on Donkey Kong. Featuring bosses from other games is nothing new for Hatman. It's one of the relatively few games that is worth downloading here so if you don't download much here, I recommend it )
Yeah I know, I actually liked the hat engine, but never played much more than that. I think I played an early hatman or hatman 2 or something and didn't like it though. Felt like a door/key game, but with switches instead.
Originally Posted by GamesterXIII The boss fight is ripped straight from sonic games
I didn't know that. Interesting, thanks If you can remember where the boss is in Sonic 2, could you point me to a video? Just out of interest, what are the other three Sonic references?
Originally Posted by GamesterXIII As for the level design . . . I don't see how you can rate the level design properly without seeing more of the game.
But I also disagree that the video above is "about as linear as a level can get". Perhaps you'll think it's negligible but I enjoyed the simple navigation problems to find treasure and the use of the floor switches to open doors in Hatman. I know we're not seeing earth-shattering innovation but there's certainly a lot of room for a level to be more linear than that.
Wow, calm down children!
It's quite similar to the boss he's referring to - I believe it's from Wing Fortress - but that boss involved simply dodging a laser while jumping up to attack the laser on moving platforms.
Sonic 3&K has a similar one in Flying Battery Zone where you just dodge a laser, which shoots the ship and destroys it regardless - no element of jamming up some sort of mirror and convincing it to shoot at you into its own supports.
Inspired, sure, but I wouldn't go so far as to say it's lifted or ripped.
The first level is going to be pretty linear :/ If you want to get all the secrets anyway, you'll have to be doing a lot more going back than I did.
Also, yes, there was a different HatMan 2 alpha I started making but it wasn't fun at all so I stopped and started over to try to capture the feel of the first.
I've been keeping things hidden on my end because I haven't really decided whether or not I want to participate. Today I decided that I might as well keep going. That prize money is very tempting considering my current living conditions.
Anyway, here's a peek:
Because I don't have the time to make it a full-fledged adventure, I'm going to settle with making two or three open-ended levels with multiple goals in them, a la Super Mario 64.
Looks like I may not be able to get my game finished for this, got a project that needs to be done by January (contract! :S). Shame, because I really want to get this Christmas game done! I think I'll get it done anyway and release it even if it's after Christmas, because so far I'm pretty proud of how it's going. I could also adapt it to be non-Christmas themed, since I don't have many set graphics in there.
Originally Posted by GamesterXIII Does your senior project have to be something you have supposedly never done before? lol
What's so "lol" with that? O_o
Nada.
I was just wondering because I did game design for my senior project, but we were supposed to do something we didn't have any experience in so I got a lower grade - which is bullshit.
Originally Posted by GamesterXIII Does your senior project have to be something you have supposedly never done before? lol
T
No, that'd be stupid. Your senior project was stupid.
I chose to make a game because the teacher said there's no way any of us are capable of processing the logic required to do it
I started porting hatman but I didn't want to bother with making collision arrays and by the time I actually DID scrolling broke.
Don't pull it! Keep on going, although these look good graphics aren't the be all and end all. Good coding techniques, originality, Christmassiness, also all factor in.
Hey circy. When you say the games are rated on coding, is it based on not having bugs, or also readability?
I'm a paranoid retard so I'm a bit weird about submitting open-source mfas (like it matters, right?). I only get to work on the game on non-busy work days due to lack of computer at home etc atm so my coding isn't as efficient as it should be, but the bugs aren't there .
Originally Posted by Søren Jensen Gesh. Im gonna pull my project, it doesnt stand a chance as being a kids game, with all those gorgeous platformers.
Who says platformers always get the glory? From what I can tell, your simulation game is turning out to be pretty impressive. Ultimately it's up to you, but I think the competition could benefit from having lots of different genres in it.
Anyway, Gamester's comment reminds me of something I forgot to ask. Will the games be rated on how organized the source code is? I really hope not, because the end product won't be open sourced unless the creator wants it to, so rating code organization wouldn't make sense.
Also, how many people will be checking over the source code? Just the judges?
well heres what i got so far ( a bit more than shown just some quick videos) but with 20 days left Im not sure Ill get this away in time but still its fun to make it. making sprites and so forth, got the whole engine complete with no bugs as far as I know . so a matter of level designing , and different tasks to do each time, more locations.
Youll get to know every single one of your 200 little helpers by name, useful mischievous chaps, u try being santa see if u can do a better job at making sure christmas runs smoothly for everyone.
round up the elfs, stuff them stockings , load up sleighs collect the bonuses. harness the candy power , master time and space, fly your sleigh visit the whole world. feed the strays keep the children happy, try to remain out of sight It'll save time, anyway like I said a lot to do.
Originally Posted by Søren Jensen Gesh. Im gonna pull my project, it doesnt stand a chance as being a kids game, with all those gorgeous platformers.
Dont pull out . Cos you never know yours might be the only entry submitted in time ie completed.
The "Coding" section will not factor in the organisation of the coding so don't worry about that. What "Coding" means, more or less, is if there are any bugs, how good the engine is, the features of the engine, that kind of thing.
At the end of the day these are the factors that are most important. Behind the scenes, nobody will see the technogubbins apart from the creators and the judges so code organisation is nothing to worry about
Only the judges will see the source code and we will not distribute it out to anybody else
I'm planning to submit a game that I built with the MMF Flash exporter that uses Mochi High scores. Should I submit it with Mochi ads removed, or are they OK?
And dang, there's only a little over two weeks left and I only have two missions in the first level complete, as well as the intro cutscene. =/ I wanted four levels with three missions each, so I might have to cut down a little in order to make the deadline. Gaah.
Bleh I don't even have a level complete. This wouldn't be a problem but I can only work on the game while I'm at work (weird I know). There is actually a LOT of the game finished . . .my friend and I just need to pull everything together.
I also do side work AND I just moved so I'm back and forth between two houses, don't have a good computer setup at either, and no internet or computer at mine so the amount of time I have is unpredictable .
Oh wait... in regards to the Mochi ads question, I just realised what you mean.
I don't believe any of the judges actually have the Flash runtime, so don't think they'd be able to view the Mochi extentions and henceforth wouldn't be able to view the source code for your game.
If you could send us a version of the MFA that doesn't use ANY Mochi extentions this would be appreciated. Your final .swf file can still contain the Mochi High Scores though.
Originally Posted by OldManClayton If that wasn't sarcasm...
TDC admins.
And put the ex-admins (Muz, Robert Rule, and DavidN) in hidden areas so that they can give you hints on how to beat the admins (or beat them more easily.)
I really wanna enter this stuff as I really wanna participate in something on the daily click , but my problem is that I dont find a good theme, graphic designer,and music maker, but I'm good at programming.
I'll post screenshots of what I'll do soon,
oh, I think I found an Idea, the games that I am working on and unfinished, I will transform them into christmas games
good luck everyone!
I finally overcame a really big hurdle in the development of my project, but with just 12 days left (10-11 if I want to allow time for playtesting), it's still going to be a tight fit.
Anyway, I has another question: Are we allowed to lock event groups when we send you guys the source, or does it all have to be unlocked?
Originally Posted by ASN95 I really wanna enter this stuff as I really wanna participate in something on the daily click , but my problem is that I dont find a good theme, graphic designer,and music maker, but I'm good at programming.
I'll post screenshots of what I'll do soon,
oh, I think I found an Idea, the games that I am working on and unfinished, I will transform them into christmas games
good luck everyone!
Originally Posted by -Adam- I wouldn't worry about rushing it in time for the deadline If it's work you're pleased with, take your time and release it after
I could... but then again, my post was moreorless idle complaining. I don't intend to give up until it's obvious I stand no chance of finishing in time.
I'm not very good at finishing projects in general, so like Super Ecksdee Panic, this would be a way of forcing myself to make realistic goals and come out with something that exemplifies my passion for game design. It's tough, and I'm worried I might not make it, but I won't let that train of thought stop me from trying my absolute best. And I kinda hope that everyone else does too so that we have an awesome lineup of games that'll make the judges scratch their heads with indecisiveness.
Strife: The event groups would need to be unlocked. But don't worry, we will not distribute sources to anybody. Only the judges will see the source code and once the competition entrants have been rated, the source files will be deleted.
Ugh, I know, right? I still have four missions and two bosses to complete, and that's not counting the music that still needs to be done. Hang in there, guys.
A few tips for cutting corners:
- Recycle graphics in the later stages, but recolor or resize them to distinguish them from earlier stages.
- When making new enemies, try mixing pieces of earlier enemies together, or make recolors with slightly more pronounced features (i.e. horned elves, jetpack elves, etc.)
- If your game has a story and you can't figure out what to do next, go with a completely unexpected plot twist. If you can't think of an ending, remember that it's the season of giving, so maybe have your protagonist make peace with the enemy.
I had to create a game for my Game Design course so I figured I'd make it christmas themed and do 2 birds with 1 stone
I've got it completed and all that fancy pants stuff now, so consider it submitted or whatnot
Originally Posted by Strife Ugh, I know, right? I still have four missions and two bosses to complete, and that's not counting the music that still needs to be done. Hang in there, guys.
A few tips for cutting corners:
- Recycle graphics in the later stages, but recolor or resize them to distinguish them from earlier stages.
- When making new enemies, try mixing pieces of earlier enemies together, or make recolors with slightly more pronounced features (i.e. horned elves, jetpack elves, etc.)
- If your game has a story and you can't figure out what to do next, go with a completely unexpected plot twist. If you can't think of an ending, remember that it's the season of giving, so maybe have your protagonist make peace with the enemy.
3 Bosses, 10-15 enemies, and like 6+ levels to go here . Most of the stuff is already drawn and/or animated.
Making excellent progress though and I work very well under deadlines so . . . :>
If anyone wants to bug test before I submit the game, definitely let me know. This might be a good opportunity to check out the competition for the competition, haha. I worked like a dog on this one, and good luck to everyone else.
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That Really Hot Chick
now on the Xbox Live Marketplace!
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That Really Hot Chick
now on the Xbox Live Marketplace!
FFFFFF Gonna be a tight squeeze. Really really hoping to finish the second boss fight today. Should give me a solid week to wrap everything up in the third stage.
Also, is it required to use originally composed music, or can we borrow music from other games if necessary? I'm not entirely sure that I can compose enough decent Christmassy songs in time.
Originally Posted by GamesterXIII So all we get to see is graphics and no gameplay? What the hell is this?
Why did you blur all the graphics, it makes them ugly.
You haven't shown anything from your super powered project yet, which I'm actually very interested to see. Maybe he just wants the game play to be a surprise.
Blur's don't necessarily make things ugly, it all depends on how it moves and fits with the rest of the game, stop judging a book by it's cover.
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That Really Hot Chick
now on the Xbox Live Marketplace!
I don't think Im gonna finish this in the time left, which is a shame really but hey Im happy with this project and will continue working on it as I find it really fun to play and make.
Good Luck to the rest of you .
Originally Posted by GamesterXIII So all we get to see is graphics and no gameplay? What the hell is this?
Why did you blur all the graphics, it makes them ugly.
You haven't shown anything from your super powered project yet, which I'm actually very interested to see. Maybe he just wants the game play to be a surprise.
Blur's don't necessarily make things ugly, it all depends on how it moves and fits with the rest of the game, stop judging a book by it's cover.
I know that in my case, I don't want to show anything else because I don't want to discourage any of the participants. Soren dropped out shortly after I posted my first batch of screenshots. =/ (I'm not quite sure if that was the reason, but he did mention not being able to compete or something.)
Rest assured, I'll post plenty of material after the deadline is up, assuming I make it.
Originally Posted by GamesterXIII So all we get to see is graphics and no gameplay? What the hell is this?
Why did you blur all the graphics, it makes them ugly.
You haven't shown anything from your super powered project yet, which I'm actually very interested to see. Maybe he just wants the game play to be a surprise.
Blur's don't necessarily make things ugly, it all depends on how it moves and fits with the rest of the game, stop judging a book by it's cover.
Mr. Goku is like my best friend I was just messing around . We are actually partners on this project (and have started far too many projects over the past ~10 years o_o ), and the sprites won't be blurred in-game. I don't know why he decided to blur them here.
I actually wish we had a little more time to get things right, but progress is still being made.
Originally Posted by GamesterXIII So all we get to see is graphics and no gameplay? What the hell is this?
Why did you blur all the graphics, it makes them ugly.
You haven't shown anything from your super powered project yet, which I'm actually very interested to see. Maybe he just wants the game play to be a surprise.
Blur's don't necessarily make things ugly, it all depends on how it moves and fits with the rest of the game, stop judging a book by it's cover.
Mr. Goku is like my best friend I was just messing around . We are actually partners on this project (and have started far too many projects over the past ~10 years o_o ), and the sprites won't be blurred in-game. I don't know why he decided to blur them here.
I actually wish we had a little more time to get things right, but progress is still being made.
That makes sense. Sorry if I sounded like a douche, I wasn't trying to be. Good luck anyways.
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That Really Hot Chick
now on the Xbox Live Marketplace!
Originally Posted by GamesterXIII So all we get to see is graphics and no gameplay? What the hell is this?
Why did you blur all the graphics, it makes them ugly.
You haven't shown anything from your super powered project yet, which I'm actually very interested to see. Maybe he just wants the game play to be a surprise.
Blur's don't necessarily make things ugly, it all depends on how it moves and fits with the rest of the game, stop judging a book by it's cover.
Mr. Goku is like my best friend I was just messing around . We are actually partners on this project (and have started far too many projects over the past ~10 years o_o ), and the sprites won't be blurred in-game. I don't know why he decided to blur them here.
I actually wish we had a little more time to get things right, but progress is still being made.
That makes sense. Sorry if I sounded like a douche, I wasn't trying to be. Good luck anyways.
Not at all man, its not like you could have known . Thanks .
Originally Posted by Marko I've been keeping an eye on this thread as i'm interested in the outcome (i.e. the games). Kidney stones must suck, good luck with that man!
Yeah. . . last time I had one it didn't last long (few days?), but the first time I had them it lasted a week or two x_x. Pissing blood is cool and all, right?
I worked a show a few years back, and my opponent insisted I do a sunset bomb to the outside of the ring into the audience (basically I flip over him and toss him on the ground on his back, except in this case instead of in the nice padded ring, he'd go onto a stack of chairs with the nice comfortable padding of dirt underneath). Instead of him going straight into the chairs and pushing them down, he landed straight on top of the chairs, one of them smacked right into his kidney. He was pissing blood for a couple of months. It's alright, because a few nights before the show he shaved off one of my eyebrows when I was passed out, at least his bloody urine doesn't have to be mentioned/seen in public.
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That Really Hot Chick
now on the Xbox Live Marketplace!
Precisely. I'm working on the third "level" in my game and it's going to have to be the final one. It'll be tricky to wrap up the plot I've created so far, but it's doable.
Most of all the graphics are finished. It's just a matter of putting the puzzle pieces together. heh... Our game is only 4 levels. But each Level has 2 stages except for the Final Level. So in total thats like 7 frames of gameplay . And 4 bosses. Hopefully we'll have time to get it all complete, 3 more days to go! Time to go Super Saiyan 4! > arrrrrrrrrrrrrrrrrrrhhhhhhhhh! *powersup. LOL
Yeah, I'm definitely going to make some improvements to my game after the compo is finished, especially because I've only had time to compose half of the soundtrack. The other half contains music from other games.
I just have the final boss fight to complete now, but drawing the background is a pain in the neck. I really really want to get it done today so that I can spend tomorrow playtesting/bug fixing.
Wow I find it odd that you guys don't bugtest your games as you make them. I've never had problems with bugs.
Theres one bug in our game that I'm aware of, but thats because its a piece that was coded at the very beginning and slapped in recently. It'll probably be fixed in 20 seconds
I bugtest my games as I play 'em. I'm mostly worried about oversights, though, such as the player being transported to the wrong frame or the score being incorrectly calculated. There are a bunch of other nasties that can result from global variables being transferred as well, which are easy to overlook when I just use the Play Frame option instead of playing the whole application.
If you think you've got every bug weeded out, you'd be surprised how often that's not the case, especially with more complex game engines.
I'm really good at debugging my own code though and I can tell if code is going to work/cause bugs/problems in my head before even starting it. I'm pretty good at making efficient code without bugs too . . . I've got a lot of things down to a science . I'm hardcore picky about bugs . . . its like an OCD trigger for me - no matter how minor the bug is. I've remade entire engines from scratch tons of times in order to get things working perfectly.
That's definitely a good quality to have when it comes to game design. I'm pretty good about fixing bugs related to the way I arrange the code in MMF2, but I sometimes struggle with stuff that's beyond basic Event Editor rearranging - such as bugs that cause the runtime to crash even though it should logically work fine. In such cases, if I can't fix it, I usually find a different way to achieve the same thing so that I don't hit a standstill.
Down the road, if I do figure out a fix for it, then I keep it in mind for my next project. I applied what I learned when making Jade Phoenix and Super Ecksdee Panic to my Christmas game.
Do you use extensions? I have never experienced any runtime-crashing problems unless I accidentally run an infinite loop. . . lol. I used TGF for ages as I didn't like MMF 1.5 at all . . . it was really unstable compared to MMF2. The games would often crash for no reason and I noticed that if you used extensions they would crash way more often. Sometimes even your .gam files and lines of code would get corrupted for no reason . I'm sure you probably know, but you couldn't tell when code was corrupted - you just had to guess at it, remake the code from scratch, and hope it worked.
I don't use extensions at all and I've only had MMF2 crash on me a few times in the editor and only when working with the Xmas competition game. =/
I do indeed use extensions for most of my stuff. I'm pretty sure that's where the vast majority of the crashes come from. Thing is, I usually don't know what aspect of the extension causes the crash because they seem so random most of the time. ; I'm having major crash problems with my FableQuest project, and oddly enough, it's only crashing on my testers' computers, not mine.
In any case, I've been better at not using as many extensions these days - mostly because I want to ensure maximum compatibility if I decide to convert stuff to Flash or iPhone.
Just curious - What do you use them for anyway? I understand that they are needed for some things, but with MMF2s new features many of them aren't exactly required. Crashing is the main reason I don't use them, but I also feel better about coding if I don't because I'm dumb :/
To name a few examples, I use the Control X object to grab the numerical value of keys, the Function Loop object to run functions with variables, Move Safely 2 when I don't feel like dealing with stuck-in-walls glitches, Text Blitter to display graphic text, etc. Basically, any extension that makes stuff possible in MMF2 that would be fiendishly difficult to do from scratch.
I guess in that sense, it's a bit of a trade-off between accessibility and reliability.
I can't seem to set up the text blitter right. It always wants to add all kinds of unnecessary spaces into the equation, I really wish there was a way to set it up where it would crop each frame. It's for that reason alone I'm trying to develop a system that can achieve the effects of the text blitter without an extension. The move Safely object you can do without, even though it is convenient (like the PMO) it will put you in a world of trouble should you be put in a situation where it were no longer valid. I've never used the function loop object, and the control X object, that falls into the category of "things you can not do without", along with the joystick object.
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That Really Hot Chick
now on the Xbox Live Marketplace!
Sent. (Not 100% happy or complete but who is?)
T'was lack of time found to spend working on it that let me down.
Still, This will be an ongoing project where I can complete it at leisure with no deadlines.
can take this really far with all the ideas I want to implement in with it.
NOt making much sense am I but thats what becomes of Sleep-deprived-One-step-away-from-brain-cell-overload-working-to-a-deadline game-maker. Perhaps Ill edit this post after a well deserved nap.
Okay, just submitted. Had to cut it short unfortunately It doesn't help that my hands are so swollen I can barely hit one key at a time. <3 Backspace button and Voice Recognition.
Have you even been far as decided to use even go want to do look more like?
Welcome to the Daily Click, Jacob. Which site do you hail from, if I may ask?
Also, I learned from Circy this morning that even if we submit our game links, we can still update them as needed before the deadline. Good thing too, because I discovered a couple bugs that I want to fix.
You've got the same annoying black thumbnail bug that I've got. Lame. Fantastic job everyone, from the entries I've seen so far. The rest of you that haven't posted your games yet, whataya waiting for?
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That Really Hot Chick
now on the Xbox Live Marketplace!
You got more downloads than me so far. I'm still trying to figure out how to beat the first boss on yours, and I don't want to rate it until I beat it. Maybe I'm just over thinking it, or under. Let's just file me under retarded.
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That Really Hot Chick
now on the Xbox Live Marketplace!
Mines up for downloading now - pending admin check
Didnt finish it in time so last couple of levels may seem hastily thrown together, youll notice that some levels will allow you to select which of santas helpers you wish to use for that level (Santa,Frosty,Elf (more to come in future)) and some will use a preselected character nevertheless try it all out (special bonus moves and power ups.
Discover everything about christmas from santa and the elves,rudolph and the sleigh,to the holly and the ivy, mistletoe ,cheese and wine.
Make like a fat cat and collect your christmas bonuses,
On foot or in the air, you'll find santas little helpers everywhere.(sorry about the rhyme)
Fly high with reindeer or withstand the snow dear(oh dear).
Every individual Elf is .... erm Individual .
Check them out and see for yourself just why everyone is special (200 of them in some levels).
So take good care of your elves. (sorry I'll stop it now).
Enjoy yourselves boys and girls in this 100% christmas game that'll take you around the world (more locations to come and much more things to be added.)
The first level is like an advent calender - you'll need to find the windows to the levels.
(Hover the mouse for a short while on doors ,windows or chimneys in the scenes.)
You can replay levels that you have already completed anytime you feel up to having fun, puzzle solving , ground stomping , snowballing mayhem ..sigh i think i bigged it up too much, and I know its not complete so no moaning and be happy with what i gave ya for christmas ya little brats
keys are customisable but default keys are------
arrows yes they move the character in depicted direction,
(up and right or left to jump)
(shift) fire 1 (used primarily to carry items or sneak)
(ctrl) fire 2 (used primarily for santas magic bell )
(spacebar) fire 3 (to use some items like the candy cane snowballer)(note restock at snowball piles)(You'll need to rebuild these piles when stocks are low , too.)
(enter) fire 4 ( used primarily to drop some items that you dont need to carry anymore)