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Old 07 February 2013, 21:14   #41
Bamiga2002
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Really cool! I applaud your efforts, go for the kill!
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Old 08 February 2013, 00:24   #42
Graham Humphrey
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Can't wait for this one!
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Old 12 February 2013, 20:20   #43
viddi
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I need some more help:


1. DESTROYABLE BLOCKS

This feature doesn´t work. I defined several destroyable blocks (solid and non-solid)
but they stay indestructible.

Is this another Backbone bug?



2. KEEP DISTANCE (ENEMIES)

I can adjust the distance settings without a problem.
And a temporary compiled game uses these settings.
But after saving my Backbone project, all adjustments are gone.


And yet another bug?





Please help!
Cammy?!?!?
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Old 13 February 2013, 11:10   #44
viddi
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Anyone?

Quote:
Originally Posted by viddi View Post
I need some more help:


1. DESTROYABLE BLOCKS

This feature doesn´t work. I defined several destroyable blocks (solid and non-solid)
but they stay indestructible.

Is this another Backbone bug?



2. KEEP DISTANCE (ENEMIES)

I can adjust the distance settings without a problem.
And a temporary compiled game uses these settings.
But after saving my Backbone project, all adjustments are gone.


And yet another bug?





Please help!
Cammy?!?!?
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Old 14 February 2013, 15:33   #45
viddi
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Mhhh...I guess I have to drop two levels then.
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Old 14 February 2013, 16:19   #46
DDNI
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Don't do that!
I am sure someone has an answer. Did you contact Cammy on FB?
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Old 15 February 2013, 08:11   #47
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Quote:
Originally Posted by DDNI View Post
Don't do that!
I am sure someone has an answer. Did you contact Cammy on FB?

Okay, I´ll contact her via FB...
Let´s see, if we can sort it out.
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Old 16 February 2013, 05:06   #48
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I'm sorry I hadn't replied sooner, some days I get so depressed that it's hard to even type. I had never made a Backbone game in overhead view before, so I had to start one from scratch to test if there was a way around these problems you're getting. Unfortunately I get the same results; "Destroyable" blocks can't be destroyed, no matter how I adjust the weapon settings or solidity of the blocks. It seems this feature may be unusable. The only other overhead game made in Backbone I know of is Statoscuro and I never saw any destroyable blocks in that either.

I also noticed that when I re-open a project, the "Keep distance away" settings from the enemies was gone, so it looks like Backbone doesn't save those settings. That's easy enough to work around, just re-adjust that setting on all the enemies just before you compile the final game. It's annoying, but at least it's not game-breaking.

For the destroyable blocks, perhaps you can redesign the levels with another idea for getting past the point where your destroyable blocks are blocking the way. For example you could have a solid block blocking the way, but you must throw a switch somewhere to remove the block with an event. You might even have an enemy blocking the way behind that block, so even when it's removed by activating the event, you must still kill an enemy to proceed.

I'm sorry I can't tell you what you were hoping.
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Old 16 February 2013, 09:07   #49
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I'm sorry I hadn't replied sooner, some days I get so depressed that it's hard to even type.
Oh, I´m sorry and hope that you can cope with it.
Cheer up!


Quote:
Originally Posted by Cammy View Post
I had never made a Backbone game in overhead view before, so I had to start one from scratch to test if there was a way around these problems you're getting. Unfortunately I get the same results; "Destroyable" blocks can't be destroyed, no matter how I adjust the weapon settings or solidity of the blocks. It seems this feature may be unusable. The only other overhead game made in Backbone I know of is Statoscuro and I never saw any destroyable blocks in that either.
Thank you very much for your efforts, Cammy.
At least you could confirm that the feature isn´t functioning.



Quote:
Originally Posted by Cammy View Post
I also noticed that when I re-open a project, the "Keep distance away" settings from the enemies was gone, so it looks like Backbone doesn't save those settings. That's easy enough to work around, just re-adjust that setting on all the enemies just before you compile the final game. It's annoying, but at least it's not game-breaking.
Great idea!


Quote:
Originally Posted by Cammy View Post
For the destroyable blocks, perhaps you can redesign the levels with another idea for getting past the point where your destroyable blocks are blocking the way. For example you could have a solid block blocking the way, but you must throw a switch somewhere to remove the block with an event. You might even have an enemy blocking the way behind that block, so even when it's removed by activating the event, you must still kill an enemy to proceed.
I already redesigned the levels in another way.
(It had to fit the story )
But I will come back to your idea for later levels.



Quote:
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I'm sorry I can't tell you what you were hoping.
Na, you helped me a lot. Thanks again for your inspiration.
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Old 17 February 2013, 11:35   #50
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UPDATE 3:

- both "destroyable blocks" levels finished

- working on level 15

- current game size: 6,7 MB

- current playtime: ~ 1 hour (gr.: without knowing where to go / what to do plus reading texts)
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Old 17 February 2013, 13:10   #51
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Good news! Glad you have found a way forward!
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Old 17 February 2013, 15:06   #52
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Quote:
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- current game size: 6,7 MB
Make it floppy only, and force us to remember the good old days of disk swapping
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Old 17 February 2013, 15:59   #53
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Quote:
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Make it floppy only, and force us to remember the good old days of disk swapping
Too bad Backbone doesn´t support floppy disk compiling.
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Old 17 February 2013, 18:02   #54
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Good news! Glad you have found a way forward!
Indeed!
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Old 18 February 2013, 09:58   #55
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I checked ToG on an A1200 020 / 2MB + 8MB Fast:

It´s still playable and the controls are very responsive.
The game slows down several times, though.

Some sections containing big objects are very slow.


So it will be a 68030+ game...
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Old 18 February 2013, 11:28   #56
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With my Backbone games, I like to include a few different executables for different CPUs, so anyone can enjoy the game. I compile the game with a different screen size and then rename the executable to indicate the target CPU. Then you can include two or more executables inside the game directory, you don't need to save a whole copy of the game with all the additional files each time. Just playtest the game on the smallest and largest screen sizes you would use to make sure everything is going to fit and work properly first. This way you can include a version of the game running in 320x224+panel for owners of faster hardware to enjoy the game in full screen, but also let those poor 000/020 owners have a go too, with the reduced screen size.
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Old 18 February 2013, 11:39   #57
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Quote:
Originally Posted by Cammy View Post
With my Backbone games, I like to include a few different executables for different CPUs, so anyone can enjoy the game. I compile the game with a different screen size and then rename the executable to indicate the target CPU. Then you can include two or more executables inside the game directory, you don't need to save a whole copy of the game with all the additional files each time. Just playtest the game on the smallest and largest screen sizes you would use to make sure everything is going to fit and work properly first. This way you can include a version of the game running in 320x224+panel for owners of faster hardware to enjoy the game in full screen, but also let those poor 000/020 owners have a go too, with the reduced screen size.

Thanks again for your input.
I´ll consider including 020 executables.
It will be a lot harder to keep track of the level layout, though.
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Old 18 February 2013, 14:42   #58
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The game sounds great. We are fortunate to have great coders like viddi and cammy working for our pleasure!
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Old 18 February 2013, 15:07   #59
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Sooo, how about that ToG... Sure is working out to be a nice game.
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Old 19 February 2013, 11:26   #60
viddi
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Quote:
Originally Posted by DDNI View Post
The game sounds great. We are fortunate to have great coders like viddi and cammy working for our pleasure!
Quote:
Originally Posted by Lord Aga View Post
Sooo, how about that ToG... Sure is working out to be a nice game.

Thanks, mates!


___________________________________________


UPDATE 4:


ToG teaser online:

Teaser removed due to wrong screen size.
Will be back online shortly...
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