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Old 04 July 2010, 02:23   #61
Dastardly
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Just finished playing through an early version of PTT and its looking awesome! Another top notch level design with some nice puzzles, even at this stage. I'm starting to learn how TCD's mind works with these levels now hah!

This could even potentially beat 'Rocking Woods'
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Old 04 July 2010, 02:28   #62
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Quote:
Originally Posted by TheCyberDruid View Post
Thought I share this :
Quote:
* TCD just designed a nasty teleporter 'riddle'
<Belgarath> the sort where you end up going round and round in circles cos you cant figure out wtf you're meant to be doing and then you scream and hurl the joystick towards the telly?
<TCD> Exactly like that
<Belgarath> will you pay for a new joystick and tv if i break both then?
<TCD> I should add 'use at your own risk' somewhere methinks
<Belgarath> the author takes no responsibility for loss of hair or sanity whilst playing this game
<TCD> Aye
Sounds like a good one to avoid when you've had a few drinks.
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Old 04 July 2010, 02:37   #63
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Originally Posted by Dastardly View Post
Just finished playing through an early version of PTT and its looking awesome! Another top notch level design with some nice puzzles, even at this stage. I'm starting to learn how TCD's mind works with these levels now hah!

This could even potentially beat 'Rocking Woods'
I actually paid Dast to write that
Nah, of course he paid me to play the WIP version

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Sounds like a good one to avoid when you've had a few drinks.
Probably yes You might end up with a 'beer-stuck-in-monitor' sculpture, but I'm not sure these sell well

Just to give you an idea (and not spoiling too much) :


Last edited by TCD; 04 July 2010 at 02:50.
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Old 06 July 2010, 00:12   #64
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Work is progressing rather nicely Mid July might mean that the beta is ready next weekend actually...

Anyway, another teaser shot I thought that looks decent enough to show (and to remember everyone how great the editor is ) :

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Old 06 July 2010, 02:16   #65
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Plus some images from a level I'm working on.

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Old 06 July 2010, 02:22   #66
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/me mumbles something about adding fancy effects to his next teaser...
Looks great Exl
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Old 06 July 2010, 08:45   #67
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erm I asked this before but no answer. Can the gfx be changed?
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Old 06 July 2010, 08:49   #68
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I'm wondering how practical it is to test more than 1 level in a row? I mean, you are supposed to acquire powerups and stuff, so when you test a x.2 or x.3, x.4 level you have to estimate the power the player may have accumulated. Not easy.

My technique would be to temporarily drop powerups/bombs at level start, so you can test the level easily.

Do the editor have an option to increase/decrease monsters energy? Would be cool if you want to make it harder/easier and finetune the whole level set in post-production.
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Old 06 July 2010, 09:17   #69
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erm I asked this before but no answer. Can the gfx be changed?
Look at post #37 bippy. I should have added '@bippy' I guess Basically yes, but it depends how many people actually use the editor. To make it clear : Yes, the gfx can be changed, but if it will be supported in the editor is another question

@jotd
I'd say that doesn't really have anything to do with the editor used, does it? But yeah, I currently have that problem and I solve it by dropping a lot of extras right at the start. The fun stuff starts with CE having multiple exits/starting points you see

Oh and yes, you can give each (not dynamically spawned) monster different health, speed and attack properties
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Old 09 July 2010, 23:21   #70
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Well, PTT reached alpha status. If anyone is interested in testing the level and giving some feedback, feel free to join IRC and grab the alpha

http://wbe01.mibbit.com/?server=irc....ick=PTT_tester
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Old 11 July 2010, 00:15   #71
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Getting very little time to play games at the moment TCD - damn it!!
Will grab this and do some playing and some serious testing next week - looking forward to it!!
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Old 11 July 2010, 00:17   #72
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No worries Peter There might be a surprise later...
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Old 19 July 2010, 00:10   #73
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About "test level" feature, I remember that Exl had developped a simple "remake" with a "wander" mode where you could move your character.

Would that be easy to plug to the editor? At least we could navigate/test heights/starting points from the editor without WinUAE.
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Old 19 July 2010, 18:46   #74
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Would that be easy to plug to the editor? At least we could navigate/test heights/starting points from the editor without WinUAE.
That can certainly be added. After thinking about it though, there is one problem. Just walking around an empty level has only limited use, so you'd need to put in covers and scriptblocks, which rely on actors and triggers to work. At that point I'd call it a remake, and not a test environment I'm not going to code that in Visual Basic, ever, ever. That kind of time and effort is better spent writing a proper remake in a proper language.
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Old 20 July 2010, 16:25   #75
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You can print something like "trigger 12 activated" and that's all. That + a special "cross wall" mode to reach unreachable areas. That would be cheap, but since you already have it that would be a nice addition to the editor.

Remaking Chaos Engine is not in my plans ... yet
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Old 22 July 2010, 09:16   #76
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Slightly OT, but modern game Alien Swarm is now out and free along with it's SDK/tools etc, and looks like it could be a contender for a allowing someone to create a CE remake... or similar game.

Example video - [ Show youtube player ]

Website - http://store.steampowered.com/app/630/

Q;

p.s. Dan M, unpublished work - http://danmalone.deviantart.com/gallery/#/d20v52y

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Old 25 July 2010, 00:14   #77
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Remaking Chaos Engine is not in my plans ... yet
It will always remain a tempting project. There is a question that has to be answered before such a project can be undertaken though; what can be improved in this little gem?
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Old 25 July 2010, 00:31   #78
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There is a question that has to be answered before such a project can be undertaken though; what can be improved in this little gem?
- Three-player support.
- Dynamic screen splitting when the party separates (for 2 player games, or even three if that is possible . Or at least a split screen mode that you can choose at the beginning of the game.
- Making the map power/pickup useful
- Adding a small and puny and easy to kill enemy called gimbal. Oh wait...

Last edited by lilalurl; 25 July 2010 at 00:38.
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Old 25 July 2010, 00:32   #79
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yup. Now that we can edit maps and create new levels and that AGA graphics are good enough, what's the interest?
The only thing I'd see would be to create a C++ version of the game to port it on many platforms like NDS, PSP... or more simply be able to run it from the PC, add some developper stuff to be able to test levels...

Not really worth it.
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Old 25 July 2010, 00:35   #80
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More tiles per set
All pickups in every level (that's tied to the tiles limitation though)
Templates/Covers that are bigger than 3x3 tiles (just a laziness option )
Make some hardcoded stuff (like the spawn actor type the 'hives' in world three) scriptable
etc.

Lots of small bits that could make the game even more fun, while keeping it quite close to the original (just my two cents after designing two levels )

Edit : Dammit! lilalurl types fast
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