07 February 2013, 21:14 | #41 |
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Really cool! I applaud your efforts, go for the kill!
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08 February 2013, 00:24 | #42 |
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Can't wait for this one!
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12 February 2013, 20:20 | #43 |
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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?!?!? |
13 February 2013, 11:10 | #44 | |
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Anyone?
Quote:
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14 February 2013, 15:33 | #45 |
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Mhhh...I guess I have to drop two levels then.
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14 February 2013, 16:19 | #46 |
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Don't do that!
I am sure someone has an answer. Did you contact Cammy on FB? |
15 February 2013, 08:11 | #47 |
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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. |
16 February 2013, 09:07 | #49 | ||||
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Cheer up! Quote:
At least you could confirm that the feature isn´t functioning. Quote:
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(It had to fit the story ) But I will come back to your idea for later levels. Na, you helped me a lot. Thanks again for your inspiration. |
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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) |
17 February 2013, 13:10 | #51 |
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Good news! Glad you have found a way forward!
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17 February 2013, 15:06 | #52 |
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17 February 2013, 15:59 | #53 |
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17 February 2013, 18:02 | #54 |
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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... |
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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18 February 2013, 11:39 | #57 | |
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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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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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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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19 February 2013, 11:26 | #60 | ||
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Quote:
Quote:
Thanks, mates! ___________________________________________ UPDATE 4: ToG teaser online: Teaser removed due to wrong screen size. Will be back online shortly... |
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