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 Demo Discussion, Discuss released demos here
Troid92
Posted: Aug 18 2006, 10:43 PM


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You're too used to Zero Mission tongue.gif

Changing the speed would be a matter of changing one variable with the way I have it set up. The physics (collision moreso) are perfectly capable of a 60 mile per hour Samus flying around. But this is going to be more realistic than Zero Mission, so Samus doesn't run nearly that fast.


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REDHALBERD
Posted: Aug 19 2006, 07:42 PM


Splinter
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QUOTE (Troid92 @ Aug 18 2006, 10:43 PM)
You're too used to Zero Mission tongue.gif

Changing the speed would be a matter of changing one variable with the way I have it set up. The physics (collision moreso) are perfectly capable of a 60 mile per hour Samus flying around. But this is going to be more realistic than Zero Mission, so Samus doesn't run nearly that fast.

Actually, it's fuzion im used to, but i see your point. The physics arent slow to the point where it's bad, but i think personally, i prefer unrealistic speeds.
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kraid_is_da_bomb
Posted: Aug 21 2006, 04:50 AM


Chykka Larvae
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QUOTE (Troid92 @ Aug 18 2006, 01:11 PM)
Demo-specific:
Does Samus look like she has correct proportions with the head sticking out so far?
Is the running backwards leg animation in need of improvements?
Are there any positions (other than the "glitch" in the first post) that don't look right?
Do the new movement speed and jump height work well?
Does Samus overall move and look naturally?
How much better is the new Samus compared to the old?

In general:
Did you find any glitches, sequence breaks, or secret worlds?
Other than those, are there any moderate or large problems that need to be changed?
Point out any tiny pet peeves of yours or small details that you think should be changed.
What do you think of the project so far?
Please feel free to leave any other comments here: ...

Does Samus look like she has correct proportions with the head sticking out so far? Yes, Samus looks fine.

Is the running backwards leg animation in need of improvements? I couldn't actually notice the difference between the first physics demo and this one's backward animation.

Are there any positions (other than the "glitch" in the first post) that don't look right? No, all the ones that I could achieve, including all the different directions in mid-air looked fine.

Do the new movement speed and jump height work well? Yes, the speed could do with a minor increase, the jump height is fine now, but wall collision; if you jump into a wall, you just slide down it. I think there needs to be a little bit more recoil from hitting the wall.

Does Samus overall move and look naturally? Yes, now she is almost perfect smile.gif.

How much better is the new Samus compared to the old? I believe that teh new Samus is better than the old one in every way (except wall collision, I actually preffered it when she actually had a collision recoil, but perhaps not so big). Very good job on teh new and improved Samus Troid.




Did you find any glitches, sequence breaks, or secret worlds? Nope nothing, although, I am left wondering how you can sequence break a demo that has no sequence tongue.gif. Seriously, I didn't find anything.

Other than those, are there any moderate or large problems that need to be changed? No, everything seems fine, except for a few minor things.

Point out any tiny pet peeves of yours or small details that you think should be changed.The wall collision for now, and perhaps a slight increase in speed, everything seems fine.

What do you think of the project so far? Just to know that these demos are even coming out is a massive improvement, so I think we are going smoothly and doing excellent.


Please feel free to leave any other comments here: Great job on all of this Troid, everything is perfect except for the wall collision and speed , well done on another excellent demo smile.gif


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Troid92
Posted: Jun 10 2007, 10:38 AM


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The Challenge

See if you can figure out the one major underlying difference between version A and version B. Yes, there are minor differences. Yes, there is a point.

DO NOT tell anybody if you figured it out because you knew already.

Otherwise, if you didn't already know, feel free to post your thoughts.


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REDHALBERD
Posted: Jun 10 2007, 11:22 PM


Splinter
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QUOTE (Troid92 @ Jun 10 2007, 10:38 AM)
The Challenge

See if you can figure out the one major underlying difference between version A and version B. Yes, there are minor differences. Yes, there is a point.

DO NOT tell anybody if you figured it out because you knew already.

Otherwise, if you didn't already know, feel free to post your thoughts.

One looks crisp, since the sprite's are cleaned up as far as rotation. The cursors are different as well. *goes back to play*.

Umm...that's all I noticed.

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JDE
Posted: Jun 11 2007, 12:22 AM


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Yes there is ALOT more detail in both the sprite and the cursor. The're not NEAR as fuzzy looking as in the old one. Good Job Dude! biggrin.gif

I looked at it again and I think I know! One was made in Gamemaker, and the other with C++!


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Troid92
Posted: Jun 11 2007, 04:09 PM


Net Mission Programmer
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QUOTE (JDE @ Jun 11 2007, 12:22 AM)
I looked at it again and I think I know!  One was made in Gamemaker, and the other with C++!

Yep, you got it. biggrin.gif

Now that I've gotten used to programming in it, C++ is great.

But... You got the two versions mixed up. Version A (the fuzzy one) is the one made in C++. That's because I'm having some difficulties with OpenGL texturing at the moment (even textures drawn at full scale are antialiased, and I've tried a bunch of things to fix it).

I'm sure it's a simple fix that I'll figure out sometime during my work on the project, though. Plus, version A uses 0 CPU on the task manager for me and is half the size of version B, which hovers around 10 CPU for me to do the same thing as version A. (just to show you how slow Game Maker games are)

So, now that I've learned all the basics of C++, OpenGL, and the Windows API, I can get back to work on Net Mission. Just in time for summer vacation tongue.gif


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Nova
Posted: Jun 11 2007, 05:00 PM


Chykka Larvae
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QUOTE (Troid92 @ Jun 11 2007, 05:09 PM)
QUOTE (JDE @ Jun 11 2007, 12:22 AM)
I looked at it again and I think I know!  One was made in Gamemaker, and the other with C++!

Yep, you got it. biggrin.gif

Now that I've gotten used to programming in it, C++ is great.

But... You got the two versions mixed up. Version A (the fuzzy one) is the one made in C++. That's because I'm having some difficulties with OpenGL texturing at the moment (even textures drawn at full scale are antialiased, and I've tried a bunch of things to fix it).

I'm sure it's a simple fix that I'll figure out sometime during my work on the project, though. Plus, version A uses 0 CPU on the task manager for me and is half the size of version B, which hovers around 10 CPU for me to do the same thing as version A. (just to show you how slow Game Maker games are)

So, now that I've learned all the basics of C++, OpenGL, and the Windows API, I can get back to work on Net Mission. Just in time for summer vacation tongue.gif

EXCELLENT! laugh.gif

Wow, my summer is going ot be busy...
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JDE
Posted: Jun 11 2007, 11:08 PM


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I guess this means it time for me to finish up the last of my Phazon Fusion sprites. happy.gif


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