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Program Announcements / mono (Full Game)

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fog
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Location: Newcastle, England
Posted: 4th Jan 2005 03:45 Edited at: 10th May 2005 09:17
Hi all,
here's a quick game knocked up over Christmas week to test our scripting system (Ok we might have had the odd day off as well ). It wasn't initially intended for release but I thought someone might get 5 minutes of fun from it.

It is a full game but don't expect too much variation in the gameplay as that wasn't part of the exercise.....but you do get to paint the screen nice colours as you play.

So not much depth but it is worth reading the instructions as the colours on screen effect the behaviour of the enemies.

For those that can't be bothered with that then it's mouse to move and WASD or cursor keys to rotate.

Probably worth messing with the background setting on the main menu to see what quality you can run at. Medium works fine on my GF2 so most other people will be able to run at a higher setting. Please let me know what your specs are and what setting you can run at without slowdown.

And if nothing else the download will get you another cracking FK'D Reality soundtrack.....this time courtesy of Michael King.

Enjoy....however briefly





http://www.binaryzoo.com/games/mono/index.htm

Dot Merix
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Posted: 4th Jan 2005 04:10
That was damn fun



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.1Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.
French gui
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Posted: 4th Jan 2005 04:14
I'll just say one thing: perfect!!! very professional! The concept is simple but I LOVE it!!!

Sorry for my English...
Baggers
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Posted: 6th Jan 2005 04:53
Yet again a simple concept but a great game, nice and addictive, the background thing is a very nice touch!
David T
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Posted: 6th Jan 2005 05:13
This is an incredible game. The graphical effects are amazing, the powerups inspired and the music great. I remmeber Mike King composing a while ago on rgt - with dance ejay I think

Well done

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
FoxBlitzz
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Posted: 6th Jan 2005 05:54
I only have one thing to say right now:

Make more games!

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If Return to Proxycon were a game, I would die before I saw the door open!
Jess T
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Posted: 6th Jan 2005 09:11
Fog,
Yet again, you have out-done yourself.

Each of your releases to date have been absolutely supurb, and coupled with the awesome music from FK'd, you have commercial quality games each and every time!

Keep up the great work

Jess.


Team EOD :: Programmer/All-Round Nice Guy
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Osiris
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Posted: 6th Jan 2005 09:32
another great game!

BatVink
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Posted: 6th Jan 2005 16:57 Edited at: 6th Jan 2005 17:11
The same old stuff...brilliant, superb, fantastic!!! You obviously have a good game engine there.

Are these coded in DB?

BatVink
fog
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Posted: 7th Jan 2005 01:50
Just a quick post to let everyone know there was a later version uploaded last night with slight modifications based on requests:

-Smallest enemy size now only appears on hardest difficulty level (makes manouvering on the other levels a bt easier and probably more playable)

-Left Mouse Button now pauses firing when in auto-fire mode (makes colouring those difficult edge and corner bits a bit easier)

Any other suggestions then let us know and I'll see if they can be incorporated


I'll reply properly to all your comments after work.....but for now many thanks


http://www.binaryzoo.com/games/mono/index.htm

David T
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Posted: 7th Jan 2005 02:20
This deserves stickyship I think

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
FXTC
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Posted: 7th Jan 2005 05:08
wow nice

AMD 2,4 512MB RAM,2x200GB hdd,GforceFX5700GT128MB
fog
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Posted: 7th Jan 2005 06:31
@David T
Thanks for the sticky. Glad you like the FX....they're certainly enhanced by Michael Kings music. He's come a long way since those ejay days.

@JessTicular
Thankyou. Maybe not commercial quality yet but we're slowly improving. Gameplay in mono might be a bit shallow but it's helped test a lot of the routines we need for our main project.

@BatVink
Much appreciated. Yes it's all DBPro stuff.....images and sprites. What did you think it was?
The engine is slowly taking shape with most things now easily designed and edited using script files.....just as they were in DUOtris. It's speeded up development considerably.

@Everyone else
At the risk of repeating myself again....thanks

BatVink
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Posted: 7th Jan 2005 06:56
Fog, I find the speed very impressive, and far in excess of what I thought DB Pro was capable of. For example, you have a full-screen bitmap that constantly changes and interacts with the gameplay. You must reach a couple of thousand fast-moving sprites at points,especially with the rapid fire, bullet and player-trails, and explosions.

It's damn good stuff, that's what I'm trying to say!

BatVink
indi
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Posted: 7th Jan 2005 13:21 Edited at: 7th Jan 2005 13:42
very astheticly pleasing to the eye, the concept as well produces a great impression visually.

Unfortunately I cant try it until I get home, but its registered up in the grey matter to do so.
From other impressions its sounds like its very well crafted.
I cant wait to try it.

edit: holy cow that was a lot of fun 63% on my first go, the tiny yellow bullets became hard basket

I ran it on a PIII667 192ram 32 meg tnt2m64 and it ran smooth, 1/3 of the bottom of the screen was not refreshing while the top 2/3rds had a nice pastel of colours with cloud like patterns.

the patterns you get for the bullets are a lot of fun
great game, i forgot i was assessing a DBP game and started playing the game which is a good thing.

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself
fog
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Posted: 8th Jan 2005 02:39
@BatVink,
Yeah as I've said before DBPro's sprites are very under-rated. The Max FX option in DUO virtually filled the screen with sprites with no speed problems for most people. Unfortunatley there was so much on screen it was pretty unplayable but it did prove that DBPro would be capable of handling just about any 2D game you could think of.

TBH doing several thousand collision checks every loop soon becomes as much of an issue as the graphics.

The background is an image manipulated using memblocks. This isn't that fast so to keep the speed up I only update the image every 1/2 second from the memblock (keep that to yourself )......but with so much going on you don't notice.


@indi
Thankyou. I'm glad someone appreciates the bullet patterns as coming up with 20 different weapons wasn't as easy as it sounds. The sooner I write those editors in BlueGUI the better.

When you say "1/3 of the bottom of the screen was not refreshing" I assume it's not a bug and you just meant you hadn't coloured it in? If that's the case then you do realise you can rotate using WASD or the cursor keys right?

David T
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Posted: 8th Jan 2005 03:28
I appreciate the bullet patterns too I especially love the ones that rebound off the sides. When they bounce off, it looks like some sort of particle emitter.

Is it real physics or a curvevalue botch job?

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Jess T
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Posted: 8th Jan 2005 10:57
Fog,
Now that someone else has posted about it, I get the same problem...

Here's a screeny;


Jess.


Team EOD :: Programmer/All-Round Nice Guy
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fog
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Posted: 8th Jan 2005 16:20 Edited at: 8th Jan 2005 16:21
Woah now that's what I call a bug! Thanks for the screenie Jess. If you've tried either DUO or DUOtris did they have similar issues? Might help me track the problem. If not then it's certainly to do with memblocks.

I'm still using U5.2 (ironically I've never hit a bug yet so never had need to upgrade) Does anyone know if that had issues with certain graphics cards? I don't think it's a widespread problem but I guess I might have to finally update to see if it cures this.

@David T
Real physics? You must be imagining things At the speed this runs I don't suppose you'd notice if I did. The "particle" effect is our own system and does a lot more than we've shown off so far but IMO these simple effects suited the game better.

indi
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Posted: 8th Jan 2005 18:16
Jessticular hit the error on the head mate, exactly what i see.
Piii 667 WinXP 192ram 32megTnT2m64 powercolor dx9
this machine has no DBC or DBP as its a friends old machine

I like to shoot either straight up or shoot things against the wall for more bullet area spray for smaller objects that spawn from larger ones

the bullet shapes tho dictate your attack style ive found, eg theres a massive amount streaming from the front and back at one point so your attacking to maximise that.

the shorter bullet pattern that curls out from the ship in four short directions are cool, like mini partial shields, except for those pesky yellow bullets

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself
Essence
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Posted: 8th Jan 2005 18:34
OMG.. this game is soooo much fun to play


First DifNiX -> now EvaX.
Jess T
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Posted: 8th Jan 2005 20:00
Fog,

I've played both ( and loved both, btw ), and didn't get this kind of issue with either.

I too have a TNT2.

Jess.

PS. See? Aren't you glad that you released this? Now you have found and can squish a bug that may have been unsquishable later on


Team EOD :: Programmer/All-Round Nice Guy
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fog
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Posted: 8th Jan 2005 21:32
@EvaX
Thankyou.....fun is what we're after

@ indi & JessTicular.
Thanks for the info guys. Looks like it's a TNT2 issue then. I've u/l a new version compiled in U5.7. If one of you would be kind enough to try it and see if that solves the problem I'd appreciate it

Exe only so just replace your old version (1Mb):
http://www.binaryzoo.com/misc/mono.rar

.....here's hoping

Rob K
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Posted: 8th Jan 2005 21:49
Excellent Fog! - For something which is only meant to "test our scripting system", this game is pure Magic.

mono is so simple to play, and yet has enough nuances and little extras to make it far too addictive.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
Turoid
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Posted: 9th Jan 2005 05:38
Wow!! awesome !! I like the effects.

Jess T
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Posted: 9th Jan 2005 12:21
Unfortunatly, it still yeilds the same results.

It also happens in the menu too, with the 'cut-off' section coming up to between the last and second last buttons. However, it doesn't effect the buttons in anyway.

In the game itself, when the screen shakes, where the corners come down, you can see the same effect ( screen not updating ) in the corners.

Jess.


Team EOD :: Programmer/All-Round Nice Guy
Aust. Convention!
Jeku
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Posted: 9th Jan 2005 18:41 Edited at: 9th Jan 2005 18:41
@Fog - This is a great game! And people say that 2D is dead

This seems like a cross between Asteroids and Robotron! Good job!


--[GameBasic - Coming Soon]-- ^^^ banner generously designed by TheBigBabou
fog
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Posted: 9th Jan 2005 20:15
@Rob K
Thanks Rob.
Still got the 2 biggest things to add to the scripting system (maps and enemy definitions) Then BlueGUI is gonna be a godsend as I write editors for everything

@Jopie dopie
Thankyou

@JessTicular
Oh well thanks for giving it a go anyway. Not a lot else I can thing to try really. I could stop using memblocks for the background but without the colours it would be pretty pointless.

Good job you and indi pointed it out though as I'm about to release DUO v2 and was gonna use that technique to put a fancy background in.....I wont bother now

Jeku
Hi Jeku. I still haven't forgiven you for creating that addictive Wordtris and slowing my game development

Yeah it starts off like Asteroids but finishes like Robotron due to the way the background colours you create effect enemy behaviour as they travel over them. For anyone that hasn't realised yet (I know not everyone reads instructions ) these are:
Red - More likely to fire at you
Green - speed up
Blue - Turn to home in on player

dj chainz
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Posted: 10th Jan 2005 00:17
I get the same problem as Jessticular, on a GeForce 2MX 400...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
fog
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Posted: 10th Jan 2005 01:20
@dj chainz
lol. Same card as me and obviously it works fine here.....hmm .

It's either the image created from memblocks or the background movement (done by altering the texture UV's) that's causing the problem. I cant really remove the memblock routine otherwise you can't colour the background but I could try adding an option to disable the background movement Wouldn't look as good but it might solve it.

Just out of curiosity is it the same when you change the background quality from the main menu?

Thanks.

ESC_
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Posted: 10th Jan 2005 02:53
I wonder if the problem has anything to do with desktop resolution?

---
fog
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Posted: 10th Jan 2005 03:52
Hi ESC

Quote: "
I wonder if the problem has anything to do with desktop resolution?
"

Well it's compiled in FSE mode so it shouldn't be. I'll try messing with some stuff after DUO v2 is released and see what I can do. Pretty difficult when I can't recreate the problem though.

pizzaman
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Posted: 10th Jan 2005 06:42
Hi Fog

You've got an extremely addicting (and hard) game here - and this is only a demo!

One minor problem I found was if I put some music in the My Music folder and play, all the music plays then just stops; I think it should loop all the music again.

I was also thinking maybe you could put in some super weapons - to make it a bit easier. For example as soon as you collect the weapon (use a different icon), maybe rows of rows of bullets are unleashed and go across the whole screen. Just an idea.

Keep up the good work - can't wait to see your big project.

pizzaman

PS. Are you originally from geordie land or just moved there; I'm on the other side of the river - Gateshead
fog
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Posted: 10th Jan 2005 07:18
Hi pizzaman,
Thanks for the feedback. Very helpful.

Yeah it's hard but it's meant to be a "have a quick blast when you have 5 minutes spare" kinda game. The easy setting shouldn't be too difficult though.....or maybe I've just played it too much.

The music problem's an interesting one I haven't come across before although I probably haven't played long enough for all my music to be played. I'll look into it.

I intend replacing the current system with a proper in-game mp3 player (with playlists etc) that we can drop into all our projects when I get the time.....unless I can persuade las6 to write it. Hmm now there's an idea

The weapons suggestion is great....really useful. Our current system wouldn't cater for a power-up like that so I'll put it on the todo list. Hopefully the system, when complete, will allow for just about anything you can think of so the more ideas we get the better

ps. Toon born and bred...100% Geordie

Jess T
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Posted: 10th Jan 2005 18:01
Alrighty fog, it's a shame that you can't pin-point what the problem is

Can't wait for DUO 2 ( maybe, QUAD? lol )

Jess.


Team EOD :: Programmer/All-Round Nice Guy
Aust. Convention!
Ermes
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Posted: 11th Jan 2005 00:53
great game, i play it just a little, but i think is one of the best of db production.



awwn...why i can't have a topic game sticky?

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dark coder
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Posted: 11th Jan 2005 01:01
well im waiting for 'octo' myself, anyways yeh it is a cool game although i found using the arrow keys for pointing seemed a lil senseless with the weapon upgrades maybe make the angle of the player based on which way you turn to, ie if you move the mouse right you face right, basically the way your moving,

i like the idea with the background being written to makes thigs harder to see and more disorienting when you get further in the game ^^.

i believe you should add more possibilities for the non demo verion ie moving objects that you can hide behind to avoid the bullets or maybe more game types.

Overall the game ran very smoothly nice menu effects everything with the trails and fading texts etc etc, a well thought out game youve truly brought asteroids to the 20th century.

good luck on this and quad, pento whatever youll call your next game


fog
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Posted: 11th Jan 2005 03:45 Edited at: 11th Jan 2005 03:45
@ Jessticular
Quote: "Can't wait for DUO 2 ( maybe, QUAD? lol )"

I've a feeling you might have a long. We're about to release DUO version 2 which is not really a proper sequel. Same gameplay but looks and speed wise it's improved quite a bit. Plus it has las6 onnline highscore system added.


@Ermes
Thanks. I love the Sunday series of games.....looking forward to the next one.


@dark coder
Quote: "....yeh it is a cool game although i found using the arrow keys for pointing seemed a lil senseless with the weapon upgrades maybe make the angle of the player based on which way you turn to, ie if you move the mouse right you face right, basically the way your moving,"

That's the way I had the control system originally (with the added ability to lock your direction). However when it gets a bit frantic on screen it doesn't really work as you spend most of your time running away from the enemies and therefore firing away from them as well. I do like that method though and will no doubt use it somewhere.

Quote: "i believe you should add more possibilities for the non demo verion ie moving objects that you can hide behind to avoid the bullets or maybe more game types."

There really wont be a non demo version of this game. As I've already mentioned it was written to test a few systems and on that score it has served it's purpose.

That said I will probably add in a few ideas people have suggested and will continue to use it to test our own ideas......so there may well be another version at some stage. Plus I really want to solve that one remaining problem if I can

Quote: "good luck on this and quad, pento whatever youll call your next game"

Thanks. There will probably be a couple of other test projects like mono before "quad, pento whatever" is released....but it will be

pizzaman
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Posted: 11th Jan 2005 09:57 Edited at: 11th Jan 2005 09:58
Hey Fog

I thought about this before but since its been kind of mentioned; if the player presses the right mouse button, make the player turn in the direction their moving. Sometimes I've been moving and need to change my direction to the way I'm moving and pressed the wrong key (very annoying).

pizzaman

PS. Thought you might like this - Hawaay the lads, Toon Army - lol
Maleck
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Posted: 11th Jan 2005 14:55
I gave it a try and it ran pretty well. I did not notice much of a slowdown with this running, 5 IE windows, couple explorer windows, and Rhino 3D with a model loaded all running in the background on a Dell C610 (PIII - 1GHz with 512MB and 32MB card).

Hope that helps.
Maleck
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Posted: 12th Jan 2005 00:53
I have run into a strange problem now. Unless i have IE open in the background, I get a bitmap missing error on this machine around line 1168 I think. If I try running it and get the error, all I have to do is launch IE, then try again and it works.

Kind of strnage. Other than that, I know this was just a scripting tech demoi, but it is still really fun.
fog
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Posted: 12th Jan 2005 04:02
@pizzaman
Quote: "I thought about this before but since its been kind of mentioned; if the player presses the right mouse button, make the player turn in the direction their moving."

Well as it appears a couple of people would like it I'll stick it back in.

Might take me a couple of days to get the time but I'll add that and the other requests at the same time

ps. lol.

@Maleck
Thanks. The performance info is useful. Taking acount of your system spec I'm quite happy with that.
I don't see how you recent problem can be a DBPro one though....perhaps a reboot might fix it

TheOneRing
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Posted: 12th Jan 2005 13:47
Ok. Two simple words: hella fun! I enjoyed it greatly. Now all I have to do is get roaring drunk and play it!
Peter H
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Posted: 14th Jan 2005 00:27 Edited at: 14th Jan 2005 00:27
Nice game Fog

though not as complete as DUO or DUOTris

--Peter

"We make the worst games in the universe."

fog
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Posted: 14th Jan 2005 06:36
@TheOneRing
Heh glad you enjoyed it. Don't get too drunk. I know I wouldn't.....much

@Peter
Thanks as ever.
Quote: "though not as complete as DUO or DUOTris "

lol I know what you mean but while it might not be blessed with much (any?) depth it is very much a complete game....but just to make you happier.....

I'll be posting an update tomorrow with a few additions
-Free ship rotation with Right Mouse Button
-Shield power-up added
-Circle of bullets (kinda smart bomb) power-up added
-Plus anything else I think of

fog
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Posted: 15th Jan 2005 05:24
As promised here's an update to include a couple of requested features.

http://www.binaryzoo.com/games/mono/index.htm
v1.02
- Free ship rotation now activated when holding down right mouse button.
- Shield power-up added.
- Ring of bullets power-up added.

Also tweaked the collision routines so things run very slightly faster.....although by all accounts speed thankfully isn't an issue for most people.

Enjoy

Peter H
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Posted: 15th Jan 2005 06:02 Edited at: 15th Jan 2005 06:05
Quote: "it might not be blessed with much (any?) depth "

hehe..i was saying it's not as complete in the sense of lacking depth and defined levels (unless i just never beat level 1 )

[edit] can't wait until you add online highscores to DUO

"We make the worst games in the universe."

fog
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Posted: 15th Jan 2005 06:16
Quote: "hehe..i was saying it's not as complete in the sense of lacking depth and defined levels"

I know

Quote: "can't wait until you add online highscores to DUO"

Tomorrow.....just sorting out the website now

walaber
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Posted: 15th Jan 2005 09:51
georgous game as usual!! I was just going to test it out, and ended up playing for like 25 minutes

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
fog
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Posted: 16th Jan 2005 01:22
Thanks walaber

Looking forward to seeing what you're up to these days now you've moved onto other things. Certainly a big loss to the DB community.

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