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#21 chuckie egg

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Posted 04 December 2010 - 09:51 PM

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this is a very loose demake of mdickie's terrible prison game. so far you can throw bins at a man.
glorious salty future

#22 Dragol

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Posted 05 December 2010 - 08:34 PM

It is Ground Floor of fortress and many soldiers is out of. A lamp is placed on the wall.

Then could you place them higher and closer to the wall?
And is this a fountain inside the fortress? What for? O_o
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#23 15312

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Posted 06 December 2010 - 06:45 PM

Hmmm good Question.
Answer:
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#24 Killer Wolf

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Posted 07 December 2010 - 01:54 AM

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Various cast members, past and present, have a party to celebrate the fact that the sitting and drinking systems now work without randomly glitching the player into walls or putting his animations into an infinite loop...
Vagrancy - Be careful who you wake up in a twenty four hour parking lot.

His name was Not Johnny -  A young man becomes a sort of superhero after a crippling injury. He

#25 15312

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Posted 07 December 2010 - 04:39 PM

@Killer Wolf: The pianist should sit at the piano instead of standing.
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#26 Dragol

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Posted 08 December 2010 - 06:46 PM

@15312: this is a lot of better, now we have a reason for this lamps there :3
...
@Killer Wolf: Characters are too stand-like XD
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#27 Killer Wolf

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Posted 09 December 2010 - 01:50 AM

With two exceptions, they are all standing. The piano player is filler right now (he's actually just a regular townie doing his "I surrender, don't shoot" animation) because I'm beating my head against a wall trying to get the actual pianist's animations to sync up with the midi I'm using...
Vagrancy - Be careful who you wake up in a twenty four hour parking lot.

His name was Not Johnny -  A young man becomes a sort of superhero after a crippling injury. He

#28 skarik

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Posted 09 December 2010 - 07:46 PM

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#29 tuxedo marx

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Posted 09 December 2010 - 07:52 PM

I'm beating my head against a wall trying to get the actual pianist's animations to sync up with the midi I'm using...

if it's rpg maker you can set the MIDI ticks to a variable and work with that in terms of synching. you'd need to find out the PPQ and the tempo of the MIDI first though

#30 Dr. Ears

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Posted 10 December 2010 - 04:04 AM

Skarik that is looking stupidly good. Great work man.
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#31 The Dude

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Posted 11 December 2010 - 11:48 AM

Been chipping away at this game during the few moments I have for game making.
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#32 Montai

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Posted 11 December 2010 - 03:09 PM

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First boss battle in the game. It's a war bot. This one just happens to be on duty, when you break in a masion, to steal something.

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- Fried Codes -
brawl: 1848-1345-8316
wii: 5904-3233-6495-7865


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#33 Vellfire

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Posted 11 December 2010 - 03:37 PM

Been chipping away at this game during the few moments I have for game making.


this is pretty as fuck

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#34 tuxedo marx

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Posted 11 December 2010 - 04:22 PM

montai that art style is interesting, it reminds me of something but i can't think what

#35 dada

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Posted 11 December 2010 - 05:10 PM

Been chipping away at this game during the few moments I have for game making.

Very nice, love the style.


#36 Anathema

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Posted 11 December 2010 - 06:08 PM

Is that the resolution on the game, Montai? (please say no because that looks pretty and I'd like to see it in a bigger size)

#37 Killer Wolf

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Posted 12 December 2010 - 06:10 AM

if it's rpg maker you can set the MIDI ticks to a variable and work with that in terms of synching. you'd need to find out the PPQ and the tempo of the MIDI first though


That's what I was doing, but I have subsequently reverted to using a canned animation sequence. When I started working on the second page of piano player variations, I realized I was putting entirely too much work into a character that, depending on how the game is played, might only be onscreen for a maximum of three minutes.
Vagrancy - Be careful who you wake up in a twenty four hour parking lot.

His name was Not Johnny -  A young man becomes a sort of superhero after a crippling injury. He

#38 Gulp

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Posted 14 December 2010 - 02:41 PM

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did you make this in rpg maker????

#39 swordofkings128

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Posted 18 December 2010 - 05:37 AM

actual real-time gameplay of a shreck fangame in progress (sfig)

if you see the video you'll know is an action battle system video computer video game for your home entertainment/ computer system. simple now, I just have a black box that appears infront of you if you attack that detects if it's overlapping with the enemy. if it is, then the enemy takes damage. though, if your overlapping with the enemy you take damage. i'm using ags.

heres a couple cool things about ags! It has built in pixel movement with diaganols, built in path finding, hot spots make stuff cool, scripting is kind of okay, etc... it just doesn't have that sweet map editor rm2k3 has. oh well, can't have everything!

#40 15312

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Posted 24 December 2010 - 03:43 PM

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