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FPSC Classic Work In Progress / The Principality of Mars part 2

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small fish
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Posted: 24th Dec 2008 23:06
wow you liked the first game thanks I am hopeing this one will be much better.
Actually this will be the first game i have made where you fight on the first level this time your put straight into the action as the bullet fired from London in the first game lands in a cave that leads to some bunkers and trenches left over from the first Martian war but soon after you get attack by a Martian patrol but I hope to have some nice impressive areas where the fighting slows down and you get to taking in scenery

the world is complicated only people are simple
Darth Kiwi
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Posted: 25th Dec 2008 01:13
Yeah - I think one of the best things about Part 1 was the setting, and the way you managed to bring it to life with little details like the planes in the sky.
This episode is also much freer from the script: whereas Part 1 was very script-heavy (because we needed to introduce setting and characters and plot), Part 2 doesn't need to worry so much about explaining things so we'll have more play-time and less talk-time.

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small fish
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Posted: 27th Dec 2008 00:08
Thanks kiwi i always thought of part 1 as a bit of a failure an ok game but with some bad level design and uneven combat but I'm glad you thought it was good because your script was great with some really fantastic ideas like the giant bullet and Walsingham house with any luck (cross fingers) we can really make this one great and I can get that BOB I always wanted

the world is complicated only people are simple
Mazz426
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Posted: 27th Dec 2008 12:26
is this mars conoly going to be confined and have lots of small spaces because i thought it would be cool to have a sort of street fight where normal civilians are running fratically for cover and what not

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small fish
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Posted: 27th Dec 2008 12:36
hmm nice idea I have just got to retexture some civilian characters to make them more Victorian give them the coward script and that would be great

the world is complicated only people are simple
Butter fingers
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Posted: 27th Dec 2008 13:49
Excellent!
Love the new gun!
Do you have a story for this new chapter?
With regards to the museum, what about a domed observatory?
Good luck with this, I'm glad you're really pushing the steam punk thing. Lots of respect.
Drop me an email, I'd love to do you some music...
best
John

small fish
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Posted: 27th Dec 2008 15:48
glad you like the gun butters I was thinking of using one of your weaponed as well the double caingun you made.
as for the story yes kiwi wrote a script for the whole story in fact one of the many complaints the last game got was that it was to plot heavy in fact one of the cutsceans was a five minute seminar about the history of the anglo mars war Did you ever play the last game? what was your opinion.
Also like the dome observatory I should ask here everythime i get stuck for ideas

the world is complicated only people are simple
Darth Kiwi
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Posted: 29th Dec 2008 20:44
Quote: "Do you have a story for this new chapter?"

As small fish said, I've written a script which is a complete story in 4 parts. This Part is much less story-heavy, though: whereas I had to introduce a lot of stuff in Part 1 (and did it in a manner which was a bit too artsy and not gameplay oriented enough), Part 2 already has most of this established so it'll have more shooting and less lectures

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Robert F
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Posted: 30th Dec 2008 01:37
Quote: "thanks everyone it's nice to know there are fans here is the gun textured and Robert the gun is supposed to look a bit silly that's steampunk"


lol alright, but have you ever seen that martian gun on bugs bunny? I uploaded a picture of the gun I was thinking of..

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small fish
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Posted: 30th Dec 2008 11:11
HA HA I suppose it does look a little Martin the Martian but I like that look well here is a picture of the Atlas statue for the museum

the world is complicated only people are simple

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Darth Kiwi
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Posted: 30th Dec 2008 14:04
Woah, that's fantastic! You've got just the right level of rust-coloured grunge going, I think.

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Butt monkey
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Posted: 30th Dec 2008 16:14
I like it alot, although perhaps the wall texture could be something a little plainer as the busy texture makes me look at the wall instead of the statue.
darimc
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Posted: 30th Dec 2008 16:40
I love Greek mythology, good on ya for making that.



small fish
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Posted: 1st Jan 2009 16:25
I just made a game executable to check everything works it seems to the only problem was I couldn't save my progress in game I made the it with ver 1.06 could you make saves in that version of fpsc?

the world is complicated only people are simple
small fish
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Posted: 15th Jan 2009 16:56
right time for another screenshot I have been trying to keep the amount of in game pics I show to a minimum because I don't want everyone to see all the areas in game before thay play it so the pics will mostly be of weapons or entities well here is my new weapon the TNT sticks

the world is complicated only people are simple

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Mazz426
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Posted: 15th Jan 2009 17:11
the wires could use some work but other than that its really nice looking forward to seeing more screens

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Butt monkey
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Posted: 15th Jan 2009 17:18
Darken the wires and the red dynamite right down.
Darth Kiwi
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Posted: 16th Jan 2009 10:57
Haha, fantastic, I love the clock face! But could you possibly mirror the clock in the texture file? Because at the moment it starts from "IIX"

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small fish
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Posted: 16th Jan 2009 12:22
opps right will mirror the clock face and darken texture

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small fish
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Posted: 27th Jan 2009 23:23
hello everyone the game starting to come together now I just have to record the voice acting and make the cut scenes and text documents you finds though out the game.
well as I said in my last post I don't want to show to much of the game levels so here is a picture of 2 retextured guns I can't think of a cool name for them so if anyone has got any ideas?

the world is complicated only people are simple

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small fish
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Posted: 27th Jan 2009 23:51
I just remembered I am making a melee weapon does anyone know if there is a way to reduce the range of the weapon in the gun script?

the world is complicated only people are simple
darimc
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Posted: 28th Jan 2009 00:01
There should be something that says gun range or something in the gunspec.

Darth Kiwi
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Posted: 28th Jan 2009 10:47
Hm, the gun on the left looks like it works on air pressure (due to the dials and cylinders) - something like the Pressure Cutter, Steam torch, Internal Furnace gun, or Automatic pressure weapon?

The one on the right looks more bulky and metallic, and perhaps there could be highly charged particles held in the drum magazine or something? (Doesn't have to make *complete* sense - this is steampunk!) So maybe the Brownian scattergun, chaos projectile weapon, Direct Force or maybe something more brutal like the Scythe, Scatter, Anvil, or something with a historical tinge to it like Waterloo, Agincourt, Trafalgar, or Gettysburg? (Assuming that the British won Gettysburg in this alternate universe.)

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small fish
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Posted: 28th Jan 2009 14:58
thank you kiwi
hmm now back to the gun script I can't seem to find a range command only thing like it is accuracy am I missing something?

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Butt monkey
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Posted: 28th Jan 2009 17:36
I don't like the retexture of the assault rifle. I don't think it is up to scratch with your other guns.

For the second gun how about "The Scatter-shot Chug Cannon"?
small fish
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Posted: 28th Jan 2009 21:52
strange that was my favorite ow well can't please everyone
nice name but I already choose the Brownian scattergun it sounded both big and nasty and steampunk.
time for one more screen shot this is a picture of a infomatic screen they are littered thought out the game just like in pom part1

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Darth Kiwi
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Posted: 29th Jan 2009 15:37
Heehee, it's always cool to see my writing in-game

The new HUD display boxes are nice too - not too different from last time, but they give it the feeling of it being a new episode in the series.

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Mazz426
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Posted: 29th Jan 2009 21:50
loving what im seeing wanted to know if you are going to use that ray gun you made and also if this one will be longer than the last one

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small fish
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Posted: 31st Jan 2009 21:24 Edited at: 31st Jan 2009 21:32
yes the ray gun will appear in the game and the game will be 8 levels long but will be a much longer play because the levels will be larger
anyway I have been thinking about changing the version of fpsc I am using which version does everyone think is the most stable?

the world is complicated only people are simple
CoffeeGrunt
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Posted: 31st Jan 2009 21:47
There's a little bit of text that bleeds out of the TV frame...

Looks good anyway...

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Darth Kiwi
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Posted: 5th Feb 2009 18:18
We need a voice-actor to play Whistler, an unpleasantly sarcastic American who serves as the player's guide via Pneu-speak while on Mars. So, uh, roll up roll up! Or something.

Here's the thread:

http://forum.thegamecreators.com/?m=forum_view&t=144681&b=21

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small fish
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Posted: 6th Feb 2009 15:01
don't worry we got someone Conjured Entertainment has been kind enough to do the voice work
right well here is another picture it's the cover art for the new game unfortunately my sister was to busy to paint the cover as she usually does for my games so instead I photoshoped this hope you like I will post a proper cd case cover soon

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small fish
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Posted: 15th Feb 2009 13:39
hi everyone well theres good news and bad news first the good new the game is FINISHED!!!! now the bad news the game comes in 3 exes and isn't perfect you see I just upgraded fpsc to ver1.09 and it really messed up fpsc now levels won't load in the editor and some enemies don't have any ai and it's going to take forever to make things anywhere near working order again the game I am going to send to kiwi to upload is the last version of the game I made with ver1.06 before I updated I'm am going to try to make a version in one exe but not for a few months I have been working non stop on this game in my spare time for the last few mounths and truth be told I feel like a break so if everyone could play this version tell me what thay think should be changed and I will try to make a directors cut version later in the year also I have made some POM models of the plastic kit variety that I thought people might like to see first is an Martian officer here is a picture of his front

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small fish
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Posted: 15th Feb 2009 13:45
here is what he looks like from behind

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small fish
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Posted: 15th Feb 2009 13:49
and here is a walking tank

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small fish
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Posted: 15th Feb 2009 13:51
and it is aboult time for a new game pic

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Dr Parsnips
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Posted: 15th Feb 2009 14:17
Looks amazing! Honestly! Really good! I will give the version a go! Hope you get it sorted mate!

Darth Kiwi
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Posted: 15th Feb 2009 14:27
Heehee, that new screen is fantastic! You have a great sense of level design, I think.

Unfortunately the disc for the "beta" version, so to speak, hasn't yet arrived in the post but I'll be sure to host it somewhere as soon as it arrives.

Does anyone have any sites they can recommend? I was just going to use filefront but if anyone has a better idea then I'm all ears.

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Mazz426
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Posted: 15th Feb 2009 15:15
no filefront is good because it doesnt make you have an accoubt to achieve full download speed

only thing make sure the hyperlink is correct because ive been directed to the wrong page hundreds of times

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Darth Kiwi
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Posted: 16th Feb 2009 18:47 Edited at: 16th Feb 2009 18:49
Okay, the files are now uploaded onto filefront. Download and play them in this order:

Levels 1-4

Levels 5-7

Level 8

I found that the opening video was upside-down for some reason; however, you can watch it right-way-up by looking in the "Movies" folder. (It's an .avi file so you'll need a codec if you're using windows media player.)

I'll comment on it at some point, but right now I have to go and read a *lot* about the English Civil War. In fact, I haven't even played all the way through yet: you guys may beat me to it!

Also, this is kind of a beta-version: small fish is planning on re-doing this (hopefully as one .exe) with an improved version of FPSC, so comments will be used to improve the finished product. (But let him have a bit of a rest for now, eh, folks?)

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Krowsnest
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Posted: 16th Feb 2009 20:57
just played lvls 1-4 and i gotta say that was the best fpsc game i've ever played. The lvl design and length of the levels were great. The framerate was stable throughout as well.

Really this is easily BOTB material, and i've still got 5-8 to play!

The Cake is a Lie!!!!
darimc
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Posted: 17th Feb 2009 00:24
I just played the first four and I agree with Krowsnest. You must make this BOTB. Also, I think you should make a model pack, those doors and window models were awesome.

Disturbing 13
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Posted: 17th Feb 2009 00:39
I just finished and wow BOTB all the way. Level design was top notch, atmosphere and story were excellent! I hope you get the single exe working. Bravo, I can't wait for the next installment! Major props to both small fish and Darth Kiwi for bringing this world to life.

Don't just say No it can't be done. Think outside the box.
Darth Kiwi
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Posted: 17th Feb 2009 01:09
Heehee, it's incredibly pleasing to see something that I envisaged actually being *there*! The final level, in particular, is absolutely brilliant and spot-on, even though not very much happens. (Plus it resembles stereotypical images of the Pearly Gates, which brings the whole thing into a new light.) And, although I wasn't sure whether or not the idea of CONSUL would work, being brought into the plot halfway through, I think you handled it fantastically. The level design, as always, was top notch: although I generally shy away from jumping puzzles, the few that were there were simple and easy, and broke the flow nicely. The way you managed to twist and turn the levels so they weren't just "go through this room and this room and this room and shoot this guy!" was also very impressive (especially in FPSC), and reminiscent of Half-Life. And the whole thing, from beginning to end, was unmistakably Steampunk: the way you've retextured all the guns and all the walls and doors (especially the little crowns on the circular doors!) and so on really makes it feel like you've used FPSC to its full potential. The whole thing feels very much like a kind of alternate-world-war-two world spliced with the Thief series, which is, of course, the very core of awesomeness.

I'll try to play through again later and note down everything I really liked and everything that I think could be improved for the "director's cut" (if we're to call it that).

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Butt monkey
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Posted: 17th Feb 2009 11:53 Edited at: 17th Feb 2009 15:09
It was definetally better than the first one. It was very well designed and for once levels in an FPSC game were nice and long.

I won't go through the levels individually and describe my experiences in them (mabye later) but I will give you a list of things that I thought needed work.

From the start we get a conversation with the American. If he has a name I didn't catch it as the voice overs were so quiet. I found myself having to turn my volume up and down to catch each part of the dialogue. It got to the point where I just got bored of it and decided to move on, ignoring it completely. You need to get louder VO with better quality and in shorter bursts next time.

Guns in general were pretty nice, I enjoyed them although again, the TNT texture seemed very out of place. Also the laser gun you got later in the game (can't recall the name) really needed some animations, even just the default assault rifle ones would have worked. It also seemed a little out of place as I think I came across it once and that was it.

One major let down was sound. This game was crying for some atmospheric ambiences and twisted, 20th century music. I was really disappointed at how little sound was used. I loved the little trench parts in the first level but you could have made them epic with the far away churning of motors from the airships, perhaps an echoey voice over a loudspeaker, mabye a little gunfire.

I wouldn't have minded some more enemy types. While the bioshock dudes and guards were cool have you ever considered different classes of guard with different uniforms?

The final level was a disappointment for me. The whole game was leading to this skylift and I was looking forward to seeing how you could implement it. When I first saw it I thought: "Wow! This could be excellent!" Then it just ended. That level was begging for a more epic/dramatic rise in the skylift with sights of the city etc. It would have been tough but it could have been done.

My final point is that nothing much happened. It stuck to a formula of "dialogue/fighting/small puzzle". For a game with 8 levels it really needed some nice scripted events and such.

Finally a glitch: In the 4th level at the start there are turrets with invisible segments around them. From the second level (I climbed up the boxes) I managed to jump onto one of the turrents and from that jump down onto one of the turrets on the first level. I was then trapped because of the invisible segments. I suggest you rethink that part

On the other hand, what AI were you using? You had up to 3 enemies firing at once and they were all responsive. How did you manage that?
Darth Kiwi
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Posted: 17th Feb 2009 20:22
Quote: "One major let down was sound. This game was crying for some atmospheric ambiences and twisted, 20th century music. I was really disappointed at how little sound was used. I loved the little trench parts in the first level but you could have made them epic with the far away churning of motors from the airships, perhaps an echoey voice over a loudspeaker, mabye a little gunfire."

Hmm, a good point - I was thinking about this today and wondering if perhaps small fish didn't use much in-game music in order to make it more realistic. I think it worked (though you can have both music and realism by having music playing over loudspeakers) but some heavy duty industrial sounds would really bring out the Steampunk in it, yes... I can probably cobble together a few things, although I'm not really a sound artist.

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small fish
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Posted: 17th Feb 2009 22:44
Wow I'm glad you all enjoyed it so much it nice to know all those months of work where worth it now I just want to ask WHY
IS THE INTRO UPSIDE DOWN!!!!! I have made a ton of copies on cd and when I play them the video works fine is kiwi the
only one with this problem or are you all experiencing it I have an idea I could use window movie maker to make my copy of the
video upside down then send that to kiwi and see if that would make it play the right way around in his version.

thanks for the constructive criticisms Butt monkey
1) first I am sorry about the voice acting being to quite but I tried to increase the volume on the recording I increased the sound 3 times but I could not increase it anymore without making the static to loud and noticeable maybe if we did the conversation in a cut scene with lots of pictures to keep the player interested.

2) truth be told I never thought to much about the sound effects I was focused mostly on making the game itself I certainly
try to change this in the later versions I am sure kiwi could come up with something nice and atmospheric

3) I put the invisible walls in the artillery range to stop people from getting stuck I didn't think people would get stuck in the
walls themselves I will change that

4) the skylift was the last level I made and I just wanted a pretty room with a lift in it I never thought of a view of the city from high is that possible hmmmmm I suppose it could be done and certainly something I would like to try and make

5) I was just using normal fpsc ai but I made all the enimies not spawn at the start of the level they were all triggered with
markers by the player that really helps fpsc keep the ai working

the world is complicated only people are simple
Mazz426
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Posted: 18th Feb 2009 13:43
i completed it in one go loved it but that big "to be continued" made me feel... sad...
i loved it though

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Dar13
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Posted: 18th Feb 2009 22:03
The game was great. Definitely a candidate for BOTB.
My review...

Graphics:9/10
The retextures of the stock media was fantastic and the custom only made it better. One thing that was glaringly visible was that occasionally a stock scifi entity or segment would pop up and focus me on the unusualness of it instead of the awesome retextures.

Sound:same as buttmonkey

Playability:9/10
had a constant 20-30 fps during the entire game on my 5 yearold comp. very impressive especially with the all the enemies.

Length:7/10
not the longest game I've played but not the shortest either. The levels ended just as I was getting bored with environment and spiced it up with the new locales every level.

Loading screens/times:8/10
Very informative loading screens with good loading times. In fact the loading times seem to have gotten faster as the game progressed!

Overall:9/10
Very good game with environments and retextures on par with Beyond Life(yes i know they are different genres but still) with a good story to boot.


...
Dr Davenport
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Posted: 22nd Feb 2009 21:59
How do you make custom guns? i've been trying to make some for my own steampunk game. What did you use? i've got milkshape, but i don't know how to get textures along with a hud version.

HELP PLEASE

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