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Re: r0x
Reply #30 - 26.01.09 at 19:19:59
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Soudns like it is 90% complete  Cool
  

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Re: r0x
Reply #31 - 26.01.09 at 21:35:58
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simonsunnyboy wrote on 26.01.09 at 19:19:59:
Soudns like it is 90% complete  Cool


A word from the wise, Matthias (from http://digitalangelmaster.wordpress.com/page/230/):

Quote:
Quake’s 3-D Engine:  The Big Picture
by Michael Abrash

If you want to be a game programmer, or for that matter any sort of programmer at all, here’s the secret to success in just two words:  Ship it.  Finish the product and get it out the door, and you’ll be a hero.  It sounds simple, but it’s a surprisingly rare skill, and one that’s highly prized by software companies.  Here’s why.

My friend David Stafford, co-founder of the game company Cinematronics, says that shipping software is an unnatural act, and he’s right.  Most of the fun stuff in a software project happens early on, when anything’s possible and there’s a ton of new code to write.  By the end of a project, the design is carved in stone, and most of the work involves fixing bugs, or trying to figure out how to shoehorn in yet another feature that was never planned for in the original design.  All that is a lot less fun than starting a project, and often very hard work–but it has to be done before the project can ship.  As a former manager of mine liked to say, “After you finish the first 90% of a project, you have to finish the other 90%.”  It’s that second 90% that’s the key to success.

This is true for even the most interesting projects.  I spent the last year and a half as one of three programmers writing the game Quake at id Software, doing our best to push the state of the art of multiplayer and 3-D game technology ahead of anything else on the market, working on what was probably the most-anticipated game of all time.  Exciting as it was, we hit the same rough patches toward the end as any other software project.  I am quite serious when I say that a month before shipping, we were sick to death of working on Quake.

A lot of programmers get to that second 90%, get tired and bored and frustrated, and change jobs, or lose focus, or find excuses to procrastinate.  There are a million ways not to finish a project, but there’s only one way to finish:  Put your head down and grind it out until it’s done.  Do that, and I promise you the programming world will be yours.

[....]

Particles and unreliable packet delivery, along with dynamic lighting, which allows explosions and muzzle flashes to light up the world, were among the last additions to the Quake engine; these features made a well-rendered but somewhat sterile world come alive.  These, together with details such as menus, a ton of optimization, and a healthy dose of bug fixing, were the “second 90%” that propelled Quake from being a functional 3-D and multiplayer engine to a technological leap ahead.

Ah, if only we’d had time for a third 90%!
  
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Re: r0x
Reply #32 - 27.01.09 at 08:21:37
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That's so true my friend ggn. Game engine is yet not complete and I already get bored with adding stuffs, over 3100 lines of gfa , I've never made so much ! Anyway as we'll not add any 3D explosions nor tend to make a sterile world living, maybe the next 90% won't be that much, I do hope so Tongue
  
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Re: r0x
Reply #33 - 27.01.09 at 09:47:31
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Hehe, I'll have to try extra hard to keep Tomchi motivated and hold back from asking for extra features!

At least we had a design doc to begin with though - that way we both knew what to expect from the start - it would have been easy to keep on adding to it otherwise.

However, that hasn't stopped Tomchi from adding a few extras though - like the implemented score-grazing/grinding (flying close/touching rocks earns massive points) and he's still insisting on adding a shop!  (Which will mean ripping more gfx! Cheesy)

As a first game, this has been a massive job for Tomchi.  I really hope that it proves to be popular and scores well on pouet on release!

(I'm looking forward to seeing the inevitable trained DBug crack btw!)
  

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Re: r0x
Reply #34 - 27.01.09 at 11:22:29
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simonsunnyboy wrote on 26.01.09 at 19:19:59:
Soudns like it is 90% complete  Cool


Well...

There's still the level variable stats to set for the 10 game stages, the menu system (which may require a complete redesign as C-Rem's intro screen has set the style of the game in a different direction now), the arcade mode (which is basically what we have running at the moment), a shop, scoreboard, an intro/attract sequence explaining the game rules, vocal samples to record, more gfx to do and of course docs to type!

Also, fyi, the gfx posted here are all out of date - but I can't seem to modify or delete my posts anymore!  Shocked
  

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Re: r0x
Reply #35 - 27.01.09 at 17:06:09
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Ptoing has donated his robots to us as shopkeepers...and here's a quick and dirty conversion to our (now old) palette, done in good old microsoft paint!

Will need a bit more work, but they still look ace!
« Last Edit: 28.01.09 at 10:48:38 by Heavy Stylus »  

new_robots.GIF ( 13 KB | Downloads )
new_robots.GIF

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Re: r0x
Reply #36 - 27.01.09 at 20:17:17
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Heavy Stylus wrote on 27.01.09 at 15:53:58:
Right, this forum is fucked.  That picture didn't insert at all.


Thanks for the subtle bug report James. Forum bug fixed.....
  
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Re: r0x
Reply #37 - 30.01.09 at 19:34:41
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Apologies for the strong words GGN my friend!  Just frustration at not being able to edit my posts... all good now though!  Wink

Tomchi has instructed me not to leak any further secrets, but lets just say that over the past few weeks development has come on in leaps and bounds, and certain elements of this once-simple game have changed dramatically...

In other news, the development team size has doubled!  Will this new atari game-dev super-group prove themselves to be as impressive as the mighty Reservoir Gods?  Maybe not, but who knows?!  Grin
  

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Re: r0x
Reply #38 - 17.02.09 at 19:16:17
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How goes things here? I like the sound of this game, and I agree it would be nice to meet something that isn't another puzzler  Cool
  
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Re: r0x
Reply #39 - 19.02.09 at 17:27:18
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Tomchi hopes to have the game finished in the next month or so, with an additional 2 months for fixes and playtesting.  But apart from that, I am sworn to secrecy!
  

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Re: r0x
Reply #40 - 19.02.09 at 22:07:13
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Thanks for that.

I'm not going to be badgering you constantly, but it is nice to know some sort of rough timescale.

It would be very nice to see at least a preview at Outline (hint!)
  
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Re: r0x
Reply #41 - 20.02.09 at 10:57:09
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If things go as planned, you *might* indeed see something at Outline this year - who knows?  As for a playable preview, heh, well *we* already have one of those, but it's just not publicly available!

The main hold up with development is waiting for the new gfx and msx.  Mine are currently being used as placeholders, but the release date of the final version will really depend on when these are ready.

Tomchi will be there, but sadly I lack the money to attend this year Sad

I have to say that Tomchi has really amazed me with his GFA coding ability - I don't mean to blow my own trumpet, but r0x is already shaping up to be the best Atari game release for at least 3 or 4 years!  Every idea we come up with seems, no matter how complicated, seems to make it into the game without much trouble, and by re-optimising his code we seem to be gaining a little free cpu time with every build instead of losing it!
  

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Re: r0x
Reply #42 - 20.02.09 at 17:22:47
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Heavy Stylus wrote on 20.02.09 at 10:57:09:
I have to say that Tomchi has really amazed me with his GFA coding ability - I don't mean to blow my own trumpet, but r0x is already shaping up to be the best Atari game release for at least 3 or 4 years!


Not wanting to blow my own trumpet either, but I do think that this prize is held by menu #195 - Encounter's in there \o/
  
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Re: r0x
Reply #43 - 20.02.09 at 19:58:26
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There is usually a games competition at Outline, I think this could do rather well in it.  Smiley
  
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Re: r0x
Reply #44 - 21.02.09 at 12:08:20
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ggn wrote on 20.02.09 at 17:22:47:
Heavy Stylus wrote on 20.02.09 at 10:57:09:
I have to say that Tomchi has really amazed me with his GFA coding ability - I don't mean to blow my own trumpet, but r0x is already shaping up to be the best Atari game release for at least 3 or 4 years!


Not wanting to blow my own trumpet either, but I do think that this prize is held by menu #195 - Encounter's in there \o/


Haha - as neither of us want to blow our own trumpets, how about we blow each others?  Shocked  Cheesy Toot toot!
  

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Re: r0x
Reply #45 - 21.02.09 at 13:26:06
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Wat?



Anyway, to get back on topic, I'm pretty sure that r0x will r0x Smiley
  
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Re: r0x
Reply #46 - 14.03.09 at 11:24:11
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Hi,

Eagerly awaiting r0x!

Will you be making the source code available once complete?

Thanks

Snoopy
  
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Re: r0x
Reply #47 - 13.05.09 at 14:59:19
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Source code?  Well, that's up to TomChi really.

We've had a big rethink regarding this project, and a lot has been dropped in favour of other features.  It's also had a complete graphical overhaul and looks nothing like it did originally.

Instead of stretching the concept needlessly with shops and so on, r0x will now be a simple yet stylish arcade game.  It is our first release, so don't expect too much!

We're hoping it will be ready for Outline 09.
  

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Re: r0x
Reply #48 - 13.05.09 at 18:46:21
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Screenshot of new version please  Smiley
  
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Re: r0x
Reply #49 - 15.05.09 at 09:51:25
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If it ISN'T released at Outline, then I'll ask TomChi if we can post up some screens here.

We were up until early this morning trying to get the sampled sound format right (creating samples on a PC and transferring them to the STE format has proved to be really difficult), and I don't know if the issue has been resolved yet.  TomChi is offline until Monday, so this (and other complications) may prohibit an Outline release.  However, I've got my fingers crossed that somehow we'll manage to get it done in time...

Anyway, ALL of the gfx have been finished now, and the final design is more or less set in stone.  The font needs to be recoloured, but apart from that I've done everything I can, so it's up to TomChi to do the hard stuff now...

One week left until Outline!  Cheesy
  

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Re: r0x
Reply #50 - 19.05.09 at 14:37:19
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hehe - we're nearly there now!  TomChi and I were playing this last night and comparing scores STOT style Wink

Just finished typing the r0x d0x - I've got a few hidden screens to do, and then it's over to TomChi for the final coding marathon.

I'm not allowed to share any screen shots, but I don't see any harm in posting the B-movie plot here...

+----------------------------[ 1. INTRODUCTION ]----------------------------+

Commander Perez was not a happy man.  He sat alone in the cold empty bridge of the TTA Military Frigate 'Irata', gravely contemplating his current situation. Up until now the mission had run smoothly - his platoon had all but wiped out the renegade death squads of Proxima Centauri in an intense ground battle and they'd reclaimed a previously captured warship in the process. It had looked as though it would be medals and cigars all across the board for his surviving troops on their return to Sol - but not any more...

From assessing the ship's log it appeared that one of the mechanics had left a 3D skin-flick playing in the training holo-deck whilst Perez and his crew were stored in suspended animation on the long trip home. Unfortunately, playing the movie repeatedly over several millennia had completely drained the ships primary battery banks dry. As a result of this, the ship's computer had followed emergency protocol and cut life support down to a minimum and jettisoned all expendable personnel - basically everyone except Perez himself. Somewhere out in the cold vacuum drifted his entire crew, floating in their survival suits, catatonic and completely oblivious to the danger they were in.

To make matters even worse, the ship's navigation system had apparently failed during the crew-dump procedure. Perez had been awoken deep in uncharted space.

"Computer!" Perez barked, "Where are we? Give me a nav report!"

There was no reply. Perez leaned out from his chair and swivelled the navigator's VDU round to face him. The screen was blank, empty except for a row of 8 bombs and what appeared to be a cursor in the shape of a bumble bee. Unfortunately, as part of a military cost-cutting exercise the majority of the Irata's previously cutting-edge computer hardware had been replaced by vintage (but serviceable) 68000-based systems. Perez had in fact signed the authorisation papers permitting the changeover in return for an extra week's paid R&R.

"What the frakk is this?!" Perez roared. He furiously stabbed at the buttons on his terminal and bought up a mid-range radar up on the bridge's main display. The top of the screen was a chaotic blur of echoes and the ship was flying on a direct collision course.

"What the frakk IS THIS?!" Perez roared (again). He pulled a lever and the ship launched a probe out into the cosmos ahead. It survived about 50 seconds before impact, but not before it had relayed a short burst of video information.

"Computer! Give me full manual control and initiate evasive protocol Delta-Nine-Zero. Lock down all external apparatus and raise shields NOW!"

Commander Perez began to grind his teeth nervously, his brow beaded with cold sweat. The mother of all meteor storms was heading straight for the Irata.

--------------------------------------------------------------------------------


What happens next?  You and your joystick will decide.  Cool
  

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Re: r0x
Reply #51 - 20.05.09 at 09:21:53
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Quote:
There was no reply. Perez leaned out from his chair and swivelled the navigator's VDU round to face him. The screen was blank, empty except for a row of 8 bombs and what appeared to be a cursor in the shape of a bumble bee. Unfortunately, as part of a military cost-cutting exercise the majority of the Irata's previously cutting-edge computer hardware had been replaced by vintage (but serviceable) 68000-based systems. Perez had in fact signed the authorisation papers permitting the changeover in return for an extra week's paid R&R.


So that must be TOS, the Vista edition then!  Grin

Or one of the flakey pre-release versions perhaps!

Positively my last post before travelling to Outline.
  
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Re: r0x
Reply #52 - 20.05.09 at 11:35:21
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"Who frakked in my frakking coffee?"

Will look forward to seeing this.  Everyone, have fun at Outline, which you undoubtably will.   Cheesy
  
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Re: r0x
Reply #53 - 21.05.09 at 17:08:52
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As TomChi is already at Outline and the game will be released this weekend (as long as he can finish the 2-player code), I see no harm in posting these shots from the preview build now.  You've waited long enough...


(The titlescreen)


(The game menu, with a starfield in a monitor and message displayer with greets for our friends)


(The basic instruction screen.  As if you need it!)


(In-game shot #1)


(In-game shot #2)


(Oh noes)

r0x website coming soon Wink

Will post when it's online.
  

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Re: r0x
Reply #54 - 25.05.09 at 08:19:37
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So we finally managed to make it !!! Smiley
You can download the Outline version of the game on DHS.

That was a really exciting experience. I met a lot of *really* cool and friendly sceners.
About r0x, the 2 player mode wasn't even started one day before Outline, so that was a kind of a rush at the party , we really wanted to contribute .
We didn't get Crazy_Q's tune , so Dma-Sc kindly proposed to make a one night fast compo which is really great, it fits perfectly to the game design and the samples, oldskoolish and ... Well that was great Smiley

To be honest, this OL version is not the definitive one yet, seems like it has some bugs, and i ran out of time to include all the final features like score saving, hidden part in the main menu and a bit more movements in the menu/game over screens. Overmore, we need ggn to fix it for falcon, and seriously test gameplay with Xerus.
Anyway, please test it and send feedback !!! Thx
  
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Re: r0x
Reply #55 - 25.05.09 at 08:46:56
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It's a pretty good game tomch and heavy stylus. I am sure we'll love playing it at STOT once you release it. Great job.
  
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Re: r0x
Reply #56 - 25.05.09 at 17:48:19
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r0x rocked the big screen Smiley

Maybe a reason to buy a new TV set fast to try it on real hw Wink
  

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Re: r0x
Reply #57 - 26.05.09 at 06:46:05
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ssb: attackwave looked like fun too Smiley

You kept that one quiet Wink
  

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Re: r0x
Reply #58 - 26.05.09 at 10:00:46
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Wow, thatīs a great game! My deep respect to the coders/musicians/graphic artists!
I downloaded it yesterday and tried it out today, and was stunned!
I had a lot of fun! It looks awesome, sounds very good (nice and fitting Chiptunes with sampled speech) and plays very fast and fluid on my Atari 1040 STE (4MB)!
Well done! Please, keep on coding! Smiley Smiley
  

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Re: r0x
Reply #59 - 26.05.09 at 10:40:51
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Hehe, thanks for the feedback Saviour!

Despite the fact it says "version 1.00" in the nfo, this is not the final definitive build - it's actually 0.97. The final will be more balanced (esp. the 2-player mode), feature a few small bug fixes and optimised code, highscore saving and a bigger soundtrack (including a new sndh from crazy-q).

For now (to avoid bug action) don't do the following:

(a) quit the game and reload it without a cold reset. (This will royally screw up the game as the quit function isn't clean yet).
(b) play a two player game, then play a single player game. (The higher difficulty settings from the two-player game are carried over to the single player mode)!
  

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