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r0x
30.09.08 at 08:58:32
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Well, a few people here were probably already aware that I was working on a fast-paced space themed vertical-scrolling avoid-em-up called r0x.  The sprites and main game gfx were all complete (by me) and the design document was coming together nicely, but the coder I was working with suddenly got snowed under with proper paid work and it didn't go anywhere after that.  Shame really - I even found a selection of suitable music (nicked from YM Rockers) and had an ace game complete screen by C-Rem (who gave me his permission to use it).  I designed all the menu screens, wrote a plausible backstory, and put on paper all of the game mechanics and basically put in hours of work - but alas, that's where it stopped.

It was going to be STE enhanced and make use of the blitter, but unless the coder has a sudden window open in his schedule or someone else is willing to help, then it's doomed to remain as a WIP project on my hard drive.  The game itself was simple in concept (on a par with other casual score-attack style games), so if anyone is interested then drop me a line.

I'll post up some random screens later.
« Last Edit: 30.09.08 at 12:58:15 by Heavy Stylus »  

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Re: r0x
Reply #1 - 01.10.08 at 09:47:46
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Here's a couple of gifs - some of the sprites and font...
  

Sprites-16col-Final.gif ( 9 KB | Downloads )
Sprites-16col-Final.gif

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Re: r0x
Reply #2 - 01.10.08 at 09:48:22
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And an in-game mockup...
  

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Re: r0x
Reply #3 - 01.10.08 at 09:53:36
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Finally, more mock-ups and menu screen designs.

Note that these only use 12 colours and are unfinished.
  

Screens.gif ( 136 KB | Downloads )
Screens.gif

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Re: r0x
Reply #4 - 01.10.08 at 10:03:41
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As you can imagine - that lot took a fair while to draw Wink

The reason for the old-school low-colour style?  Well, when I started I was originally planning for r0x to use vector style graphics, but then I changed my mind and decided on traditional sprites.  I was planning on changing the pallete on the menu screens from shades of blue to red to tie them in better, but havent got around to it yet.
  

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Re: r0x
Reply #5 - 01.10.08 at 10:09:34
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Oh, and here's C-Rem's art which was going to be used when you complete the game.  You might recognise this one... Wink
  

C-REM.PNG ( 30 KB | Downloads )
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Re: r0x
Reply #6 - 21.12.08 at 04:19:40
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Very, very nice graphics!
  

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r0x
Reply #7 - 30.12.08 at 11:03:55
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This Topic was moved here from Game development [move by] CJ.
  

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Re: r0x
Reply #8 - 30.12.08 at 15:38:13
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I've been approached by a new coder (http://tomchi.free.fr/) who is interested in creating this using GFA... so GGN, we'll probably need your help sometime soon! Wink
  

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Re: r0x
Reply #9 - 30.12.08 at 15:54:31
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awesome news! that ROX!

(and my post count goes up again...) Tongue
  

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Re: r0x
Reply #10 - 30.12.08 at 16:56:40
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(heehee - I'm sure you instigated this "Stay 50+ posts ahead of HS" game just because you wanted more action in this forum.  I'll have to hold one of my random 'ressurection of old threads' spamathon sessions to catch up now!  Grin)
  

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Re: r0x
Reply #11 - 30.12.08 at 21:09:00
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has to be said those GFX and mocked up screens look good - hope you find a coder be a shame to see this go
  
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Re: r0x
Reply #12 - 30.12.08 at 23:51:26
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Heavy Stylus wrote on 30.12.08 at 15:38:13:
I've been approached by a new coder (http://tomchi.free.fr/) who is interested in creating this using GFA... so GGN, we'll probably need your help sometime soon! Wink


* ggn hides in the corner Smiley
  
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Re: r0x
Reply #13 - 31.12.08 at 11:53:42
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Glad this is going somewhere - I enjoyed getting all those gfx in my mailbox as they came hot off the assembly line Wink
  

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Re: r0x
Reply #14 - 12.01.09 at 10:36:08
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Well, I've received some promising WIP 0.00...01 test builds of r0x so far with a joystick controlled ship and lots of fast sprites to avoid (but no collision detection yet), so some progress is being made.  In fact, at the current rate, r0x might actually see a 2009 release!

There's also the possibility of dropping the side panel and using the full screen (err, not the borders though!), which will make the game work much better with the menu colour-scheme without me having to tediously replace all those shades of blue in the pallete.

I've also added some new sprites and actually typed up a proper 5 page design doc from my scribbled notes... I'll attach both to this post tonight.

This will basically be an 'open source'-style production, as such that WIP builds and data will be posted here for D-Bug forumites to test and give feedback.
  

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Re: r0x
Reply #15 - 12.01.09 at 11:28:51
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Sounds interesting Smiley

At least it's not another bloody puzzle game! Tongue
  

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Re: r0x
Reply #16 - 12.01.09 at 13:41:02
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The gfx look lovely, and I know that Tomchi is very skilled (and he almost didn't learn anything from me, yay!), so this is going to be good Smiley
« Last Edit: 12.01.09 at 13:41:16 by ggn »  
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Re: r0x
Reply #17 - 12.01.09 at 20:02:22
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Here we go then - first up are the updated sprites...
« Last Edit: 13.01.09 at 00:04:47 by Heavy Stylus »  

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Re: r0x
Reply #18 - 12.01.09 at 20:08:22
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...and here's a full-screen mock-up and the WIP design document.
« Last Edit: 12.01.09 at 23:42:13 by Heavy Stylus »  

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Re: r0x
Reply #19 - 12.01.09 at 21:10:29
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ggn wrote on 12.01.09 at 13:41:02:
The gfx look lovely, and I know that Tomchi is very skilled (and he almost didn't learn anything from me, yay!), so this is going to be good Smiley


Thank you Mista Teacha !  Tongue
Anyway, hope this project will go fine Smiley
  
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Re: r0x
Reply #20 - 12.01.09 at 22:24:10
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Another little teaser just for fun Smiley
  

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Re: r0x
Reply #21 - 13.01.09 at 01:50:51
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Looks good! And it's not another puzzle game. Late 2008 - 2009 is very promising!
  
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Re: r0x
Reply #22 - 13.01.09 at 09:32:39
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BTW, if you guys want, we can chip in with an intro or title screen or hiscore screen or whatever Smiley
  
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Re: r0x
Reply #23 - 13.01.09 at 09:34:59
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ggn wrote on 13.01.09 at 09:32:39:
BTW, if you guys want, we can chip in with an intro or title screen or hiscore screen or whatever Smiley



Well, it's not like we need them for our game Tongue  no gfx=no game
  

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Re: r0x
Reply #24 - 13.01.09 at 09:45:55
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Heh - I told you guys before - advertise on wayofthepixel.net asking for artists.

Most of the guys there LOVE working with limited palettes and old hardware, and if you big up your project, explaining it's features and why it's so good, people will apply to help out.  Artists like seeing their work used!

I would help myself, but all my sprite gfx are basically based on sprites from other games - and I think a DBug game deserves something better than that!

How many tilesets do you need? How many enemy sprites?  Etc. Etc. - If people know exactly what's required and how complete the game currently is (without gfx) then it'll be more appealling for people to help out... no-one wants to sink hours of pixel time into a game that will never be finished, so all that info is helpful.

Likewise, I doubt r0x would ever got off the drawing board if it wasn't for the fact that I'd drawn up most of the gfx and worked out the basic design concept beforehand!
« Last Edit: 13.01.09 at 09:54:37 by Heavy Stylus »  

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Re: r0x
Reply #25 - 17.01.09 at 16:24:38
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A WIP RGCD intro logo by Ptoing Smiley
« Last Edit: 17.01.09 at 16:26:33 by Heavy Stylus »  

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Re: r0x
Reply #26 - 22.01.09 at 12:54:15
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OK, and here is no mock-up but an ingame screenshot Tongue
  

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Re: r0x
Reply #27 - 22.01.09 at 15:12:48
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I can't work out what kind of puzzle game this is Tongue
  

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Re: r0x
Reply #28 - 22.01.09 at 18:26:24
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Ooooh!  Is it Tetris?  I LOVE Tetris!!  Cheesy
  

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Re: r0x
Reply #29 - 26.01.09 at 09:34:54
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Tomchi now has working:

score bar
starfield
player ship x and y movement and collision detection
seven random sprites appearing on screen and moving (very fast) with x and y vectors
player ship explosion animation
and music and samples and an intro pic from c-rem!

Smiley
« Last Edit: 28.01.09 at 10:49:30 by Heavy Stylus »  

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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 »  

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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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Re: r0x
Reply #60 - 26.05.09 at 19:28:00
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Heavy Stylus wrote on 26.05.09 at 06:46:05:
ssb: attackwave looked like fun too Smiley

You kept that one quiet Wink


I always do because I do not like to announce things which might never be finished at all.
  

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Re: r0x
Reply #61 - 26.05.09 at 23:15:29
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OMG, i love it! Itīs just another game like "OK, just one more time!" like Superfly.
I canīt stop playing, itīs really addicting!
Thank you very very much again for this great release!
My best score today was 259893 Points.
I am really looking forward for the 1.0 release, as this Version messed up the Score table. Instead of my name (DOC) there is !"<- written there. And the next rank is messed up as well with ->() instead of ROX...
I know, there will be bug fixes, but i just wanted to tell you if you didnīt know already! Smiley
  

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Re: r0x
Reply #62 - 26.05.09 at 23:53:28
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We're aware of the hi-score bug.  TomChi has fixed it, but not uploaded the new version yet.

However, in the meantime a slightly better version can now be found here: http://www.rgcd.co.uk/r0x/

Still some work to do, but this quick fix addresses a few nasty bugs.  There are some more to squash, but we're killing them off Smiley
  

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Re: r0x
Reply #63 - 27.05.09 at 00:15:47
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Saviour wrote on 26.05.09 at 23:15:29:
My best score today was 259893 Points.


My best so far is 410000(ish), wave 5, but Xerus holds the record at 800000!

However, the scoring system is next on the list of things to revise, so that will all change in the near future...  At the moment certain pickups are worth big bonuses.  Keep an eye on the score when you collect things to see if you can work out what pays off best Wink
  

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Re: r0x
Reply #64 - 27.05.09 at 06:10:46
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Saviour wrote on 26.05.09 at 23:15:29:
OMG, i love it! Itīs just another game like "OK, just one more time!" like Superfly.
I canīt stop playing, itīs really addicting!
Thank you very very much again for this great release!
My best score today was 259893 Points.
I am really looking forward for the 1.0 release, as this Version messed up the Score table. Instead of my name (DOC) there is !"<- written there. And the next rank is messed up as well with ->() instead of ROX...
I know, there will be bug fixes, but i just wanted to tell you if you didnīt know already! Smiley



Thank you saviour, really pleased someone plays r0x and enjoy it !!
Btw, hi score bug in OL version only occurs when you rank 8th, forgot an "r" in the name variable, if you go below 200000 or  over 300000, you can have your initials displayed correctly, so keep playing Wink

Anyway, we're changing point values atm to get a good gameplay so that every bonus is worth to be picked.

I encourage you to download updated version, and keep telling us your feelings about the game and the bugs you might find, once again thx for testing !

cheers.
  
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Re: r0x
Reply #65 - 27.05.09 at 10:16:10
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I will keep playing and i will try harder next time!

410000(ish) is to beat now. 800000 is next! Cheesy Cheesy
  

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Re: r0x
Reply #66 - 29.05.09 at 07:13:55
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Already the 0.98 version online is horribly out of date Wink

The version I have on my HD has completely new sound effects, more balanced scoring (and more of a focus on rox grazing), a finished (and bug fixed) two player mode, and some other neat-o effects Smiley

However, this 0.98-0.99 build has only been sent out to our resident tester Xerus.  TomChi has requested that I don't upload again until we reach 1.00 - which is probably only a week away Smiley

The game has moved on again since the outline version - I think you'll like it Smiley
  

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Re: r0x
Reply #67 - 29.05.09 at 16:45:03
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Any chance for Jagpad support?
If you just need some routines, I have an (unused) routine around which reads both pads and is easy to interface from GFA.

@Tomchi: If you want it, just contact me.
  

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Re: r0x
Reply #68 - 29.05.09 at 20:53:17
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Hi mister SimonSunnyboy,

When we can see our last game Attackwave ?

  

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Re: r0x
Reply #69 - 29.05.09 at 20:54:56
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r0x rocks Wink
  

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Re: r0x
Reply #70 - 29.05.09 at 22:50:31
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I've only had a little play but like what I see.

I hope you can develop the game engine into something that allows a bit of shooty-death if you do a sequel  Cool
  
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Re: r0x
Reply #71 - 30.05.09 at 07:47:27
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@SSB: Well erm ... Tho the sprite routine is as  efficient as I could make it, the whole prog is a real mess . First game for me , i didn't know where i was going and so added stuffs all around this main routine during the whole developement. That means that the source now exceed 10'000 lines, that's lame  Tongue But also involves that every single change in the game is now a real pain in the arse for me to do !
We, for now, only focus on a proper release to be done as soon as possible and we're almost there, so i'll stick on what is left to do.
Anyway, once released, we'll of course post the source code on our beloved gfa forum so that anyone could fix/add/improve whatever he wants Wink

Edit: Too bad you talked about that, i'm now sure Heavy Stylus ' gonna nag me till the end of time to add that Sad

@CiH: Was glad to meet you personnaly at OL even if I was a bit "high" when talking to you  Embarrassed
As for a shoot'em up, I don't know, we already have in mind another project , but then , inbetween , use that engine to do a sequel that would relate "commander perez" missions before he got lost in space, ain't a bad idea Wink
« Last Edit: 30.05.09 at 08:07:20 by TomChi »  
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Re: r0x
Reply #72 - 30.05.09 at 17:57:33
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Heheh - TomChi, can we have jag pad support? Tongue

Only kidding!  Lets wrap up what we need to finish the game and get it out there on teh intarwebz for the rom kiddies.

btw, I've finally managed to get the 'embedded' steem version working for lame PC users - just a simple double click in windows and play Smiley

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Re: r0x
Reply #73 - 31.05.09 at 17:12:54
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OK, i have downloaded Version 0.98 and played it today. My best score is now 455190. Smiley
One thing i encountered is that if you just listen to the Music in the Main Menu, the black background turns white and you get 2 bombs if you just wait long enough.

But itīs an excellent game, can hardly wait for Version 1.0 Smiley
  

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Re: r0x
Reply #74 - 01.06.09 at 11:01:21
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Saviour; I've seen that bug once before, but thanks for the report anyway.

The reason I haven't reported it to TomChi is that I've left the newer (unreleased) version playing overnight and couldn't get it to reoccur.  I'll ask TomChi if I can email you the newer build to test tonight.

CIH; Regarding another game featuring Perez on an earlier mission, yeah, I'd be up for that too!
  

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Re: r0x
Reply #75 - 05.06.09 at 11:44:25
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Hows about:
The rocks changing colour? cycling or level increment?

Good game good game

Snoopy
  
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Re: r0x
Reply #76 - 12.06.09 at 15:44:20
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Unless latest build I sent him is still bugged, Heavy Stylus should not be long before including the official final version on its webpage . Pfew !

you can have a look at the "far too long, not that optimized " messy gfa code here .
  
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Re: r0x
Reply #77 - 13.06.09 at 20:01:03
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Just waiting for a few small (tiny) fixes from Tomchi and the compiled d0x.prg from SHW Smiley

Game will be released on Wednesday next week.
  

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Re: r0x
Reply #78 - 13.06.09 at 21:45:06
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Heavy Stylus wrote on 13.06.09 at 20:01:03:
compiled d0x.prg from SHW

Heavy Stylus wrote on 13.06.09 at 20:01:03:
Game will be released on Wednesday next week.


Are you quite sure about that? Tongue
  
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Re: r0x
Reply #79 - 20.06.09 at 05:37:36
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Heavy Stylus wrote on 13.06.09 at 20:01:03:
Game will be released on Wednesday next year.


Roll Eyes
  
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Re: r0x
Reply #80 - 22.06.09 at 07:33:10
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Hi there,

To be fair, SHW produced the doc prg within hours of that post, but I sent him an out of date text file so I'll have to send it over again...!

The reason for the hold-up is due to a few last minute changes and a bug fix.  All done now though Smiley
  

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Re: r0x
Reply #81 - 22.06.09 at 07:59:33
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Well I'll be at Glastonbury from Wednesday.. so send it over soon! Smiley

Shw
  
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Re: r0x
Reply #82 - 22.06.09 at 10:01:29
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@shw: will mail over tonight at about 6pm - and have a good one at glasto!

Is the doc prg falcon fixed?
  

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Re: r0x
Reply #83 - 23.06.09 at 18:54:25
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Just realised that the doc viewer (a) doesn't play Crazy Q's track properly and (b) hates falcons so I'm going to stick with the original txt format.

Releasing the game in a few hours...
  

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Re: r0x
Reply #84 - 23.06.09 at 20:09:46
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http://www.rgcd.co.uk/r0x/

The final version is out Smiley
  

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Re: r0x
Reply #85 - 24.06.09 at 09:38:36
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Smiley
  
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Re: r0x
Reply #86 - 24.06.09 at 10:35:40
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\o/
  
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Re: r0x
Reply #87 - 24.06.09 at 19:25:23
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Yay!!  Cool
  
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Re: r0x
Reply #88 - 25.06.09 at 00:47:54
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YAY!!! Cheesy
I like the new Intro and the new chiptunes, well done! Smiley
  

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Re: r0x
Reply #89 - 28.06.09 at 19:59:38
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A select few people will be receiving these boxed versions complete with an OST audio CD containing an additional data track with the game source and all the assets used to create the game Wink





  

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Re: r0x
Reply #90 - 28.06.09 at 21:58:06
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Cry
  

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Re: r0x
Reply #91 - 14.08.09 at 10:29:50
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I changed some code to play r0x with jagpads.
Seems no prob on real STE ( I only own one jagpad so it's hard to test 2 players mode )

Trying with steem, it appears that moving 1st player ship makes 2nd player ship move too ... Don't have that on my STE and some guy tested with his STE with 2 jagpads and didn't have the bug...

The question is, is steem not that accurate with jagpads or ( and that's more likely to be that) did I miss something in the code like maybe masking bits 0-3 (jagpad0) when reading bits 4-7 (jagpad1 yeah ! )??

thx in advance for any hint Smiley
  
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Re: r0x
Reply #92 - 14.08.09 at 11:54:28
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Okay, I must admit I don't have any experience on the matter.

OTOH... Since 99.9999999999999999% of people will try it on steem only using joystick emulation, and since it works on the real deal, I think you shouldn't even bother Smiley
  
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Re: r0x
Reply #93 - 15.08.09 at 11:36:40
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Well if people would rather play with a cludgy unresponsive crappy Jagpad instead of a nice clicky microswitched joystick then get everything they deserve Smiley
  

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