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38048 Posts in 1900 Topics- by 456 Members - Latest Member: lee20637

September 02, 2010, 05:13:02 PM
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Author Topic: Dr Who platfom adventure type fing  (Read 3070 times)
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smila

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« Reply #75 on: June 30, 2010, 06:44:53 AM »

we could prolly only use one button for swapping items, i doubt he'd ever have that many that you'd need to scroll through for ages, then use that button for run.
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Ordvana

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« Reply #76 on: June 30, 2010, 07:31:10 AM »

I run up to the dying lad at the second screen, the Doctor stops to talk to him; I try to speed up the waffle (unintentionally, honest!) and press 'C' or 'X' - and the Doctor starts running at one place.
I'd say this exercising thing is, well, quite impolite, since the poor guy can't move and is about to die and all. )

The message 'Nothing useful here' is too generous with l's: 'usefull.'

Switching to the game's window isn't enough to be able to control the character. I have to click inside the window as well. That's my laziness speaking.
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Mr_Staypuft

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« Reply #77 on: June 30, 2010, 08:38:58 AM »

Smila,

I'm going to be fussy, because... well, I know you're up to it.

Your run animation is..  well, it's just a walk animation moving faster!
The Dr's legs need to move differently when running (besides the speed).

Oh, and as I said over at Ovine...
1. Popup instructions when new 'moves' are needed
2. Skippable conversations with skip key 'shown'.

:-)
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smila

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« Reply #78 on: June 30, 2010, 08:58:43 AM »

Smila,

I'm going to be fussy, because... well, I know you're up to it.

Your run animation is..  well, it's just a walk animation moving faster!
The Dr's legs need to move differently when running (besides the speed).

Oh, and as I said over at Ovine...
1. Popup instructions when new 'moves' are needed
2. Skippable conversations with skip key 'shown'.

:-)

* you can skip conversation quicker using the action button.
* the run animation is different to the walk anim, its a run, check it again
* there's only a few moves so i dont think we need to hold the players hand that much, the first 5 screens will use every move in the full game.
* we will add something that tells the player what he's holding tho.
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Tam Toucan

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« Reply #79 on: June 30, 2010, 10:17:48 AM »

Very nice. Couple of (minor) things I noticed. If you press x or c when talking to the first guy then the doctor stands running on the spot. I entered the minar gathering fields, it started the flying bird effect and then I left to get the disruptor. When I came back it was stopped, but when I got to the top of the rock it says "Look at..."

The run didn't bother me that much, but I think a "hold key to run" would work better.

Any plans how big this is going to be?
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smila

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« Reply #80 on: June 30, 2010, 10:24:15 AM »

nice 1 , yeah a few people have had the running on the spot so should be easy for stu to fix.
minar gathering fields - we'll look into that one ta.
i think i agree about having a run key too, just makes it easier.

got no idea how big its going to be but weve got plenty of ideas so it should be a fair size.
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smila

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« Reply #81 on: June 30, 2010, 10:41:08 AM »

so what we got so far then

1) - give run a button
2) - fix run on spot bug
3) - look at particles not working bug
4) - tell player what object they are holding - maybe
5) - start minars when speech bubble appears when you reach the top of the mound.

thats it so far i think.
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Minion

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« Reply #82 on: June 30, 2010, 10:59:49 AM »

so what we got so far then

1) - give run a button
2) - fix run on spot bug
3) - look at particles not working bug
4) - tell player what object they are holding - maybe
5) - start minars when speech bubble appears when you reach the top of the mound.

thats it so far i think.

6) - Lots more Daleks !
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smila

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« Reply #83 on: June 30, 2010, 11:00:56 AM »

oh dont worry about that , when the game continues theres lots more.
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RobF

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« Reply #84 on: June 30, 2010, 11:56:44 AM »

Love it so far!

Rest in peace not rest in piece though, unless you're punning Cheesy

Also, totally needs a Dalek sample on that last bit.
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« Reply #85 on: June 30, 2010, 01:36:25 PM »

so what we got so far then

1) - give run a button
2) - fix run on spot bug
3) - look at particles not working bug
4) - tell player what object they are holding - maybe
5) - start minars when speech bubble appears when you reach the top of the mound.

thats it so far i think.

I'm hurt that my suggestion is the only one marked 'maybe'. I don't think you love me anymore. *sniffle* Wink
...at least the game running a big slowly here and there (on my ancient rig) is nothing compared to this forum's sluggishness.  Sad

I need a laugh...think about including Morbius. Cheesy
...or at least the Sontarans or the Judoon. Smiley
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« Reply #86 on: June 30, 2010, 02:03:46 PM »

Yeah, we've got a bit of a thing at the moment where "I post news and for 2 days we get linkbacked to fuck".

Probably best I don't post news often ;D
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« Reply #87 on: June 30, 2010, 03:27:54 PM »

It's just that...the Interwebs loves ya, Bob. Cheesy

The sluggishness is okay - it not at all times after all...
...just as long as you promise to make a backup of the site once in a while. Wink
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smila

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« Reply #88 on: June 30, 2010, 07:49:22 PM »

Love it so far!

Rest in peace not rest in piece though, unless you're punning Cheesy

Also, totally needs a Dalek sample on that last bit.

we had samples and were gunna use them there but decided against it cos there's no more speech in the game. guess we could try it tho.
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Cymon

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« Reply #89 on: July 08, 2010, 10:30:17 AM »

we had samples and were gunna use them there but decided against it cos there's no more speech in the game. guess we could try it tho.
Could do something like I did with the GlaDOS sound in ASCIIpOrtal. Think the adults in peanuts, but a daleky one.
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smila

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« Reply #90 on: July 11, 2010, 04:15:35 PM »

 Cheesy
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ceti331
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« Reply #91 on: July 20, 2010, 10:48:42 AM »

Nice to see the silhouettes are of REAL daleks and not the 2010 abominations.
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