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DarkBASIC Professional Discussion / What do you think of DBP Streets of Rage?

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Goldeneye Nemesis
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Posted: 5th Mar 2004 12:37
Well everything retro in the gaming world is now cool again, and games didnt come much cooler than the mindless violence of streets of rage. I was toying round with some ideas and wondered about a 3D streets of rage (obviously a bit different to aviod a law suit). It woud have the same punks, simple moves and cool characters, but a hi-tech kind of engine, maybe simple BSP levels, cool explosions and effects, possible even cartoon shading to give it more of a retro feel. A kind of Hi-Tech Retro. I just wondered what people thought. Would this fall flat on its face? what would people like to see in a retro remake like this?
Van B
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Posted: 5th Mar 2004 13:24
Streets of Rage was never one of my favourite beat-em-ups, you'd be better off making a 3D Double Dragon, Final Fight or even Vendetta.

I'm surprised that the side scrolling beat-em-up's never really got translated to 3D. I love that style, it's great for multiplayer too, because you could have 2 players on screen at once, and you get that awesome 'watch my back' gameplay.

For the engine, I reckon a narrow matrice or memblock matrice would make a good floor, then you could have objects for the buildings etc - no need to go mad with redoing it - just emulate the look in 3D using a linear camera.

I'm almost afraid to suggest it, but I reckon the next compo should be another retro one, maybe remake a retro arcade game.


Van-B


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Rage_Matrix
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Posted: 5th Mar 2004 16:18
Strange you should mention that, Van B. I've recently started on a 3D remake of "Robotron: 2084" but with, y'know.....zombies.

I wonder if that would still qualify in a retro remake compo?

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OSX Using Happy Dude
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Posted: 5th Mar 2004 16:21
Probably depend on how old the zombies are supposed to be...


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Van B
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Posted: 5th Mar 2004 16:33
Pretty old I hope, there's nothing creepier than zombi children .

That style of game started out as zombies chasing you, like you'd move in turns trying to avoid the zombies and lure them into pits, this was before Robotron and it's the very roots of videogame AI. I always got a little frustrated with the arcade version, Llamatron by Jeff Minter was always better in my book, those sorts of skill games really benefit when you spend time on little features, like particle effects. I hope you put a lot of humour into the zombies, sounds like a cool game.

I reckon a 3D robotron is plenty retro, Smash TV would be a great game to remake too - that's one seriously hectic shooter once you get into it .

Ohh, there's an X-Box title comming soon with 28 arcade games, like SmashTV, Gauntlet, Paperboy - all the classics .


Van-B


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Posted: 5th Mar 2004 16:38
Yes, Smash TV is a good one...
And if someone could do a 'Mayhem in Monsterland' type game (from the C64) or Turbocharge (C64 again), I would be happy.

Conqueror would be a good conversion (I started that... Got too complicated, so I stopped it. Now I'm doing a much simpler puzzle game - and nearly completed the basics of the main game too!)


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Rage_Matrix
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Posted: 5th Mar 2004 18:17
Van B Wrote:
Quote: "
Pretty old I hope, there's nothing creepier than zombi children .

That style of game started out as zombies chasing you, like you'd move in turns trying to avoid the zombies and lure them into pits, this was before Robotron and it's the very roots of videogame AI. I always got a little frustrated with the arcade version, Llamatron by Jeff Minter was always better in my book, those sorts of skill games really benefit when you spend time on little features, like particle effects. I hope you put a lot of humour into the zombies, sounds like a cool game.
"


Interesting....I didn't know that stuff.

Mmmmm.....zombie children....now theres an idea. Zombie children twins I'm hoping to add nice flashy stuff and particle effects too....I love all that graphical pyrotechnics stuff

I hadn't considered humour for the game, but I'll give it some thought....thanks.

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Lampton Worm
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Posted: 5th Mar 2004 19:13
I've got a good midway pack on PS2 with SmashTV on, pure genius! But not quite in Jeff Minters league. Plus the Atari pack is great... ahh, its weird, I have the 2600 set there yet I'm next to it on the PS2 playing PitFall. Hee hee.

I like Streets of Rage 2, side scrolling beat em ups are cool, Golden Axe being one of the greats - the only translation to 3d that sort of worked was Fighting Force... but the camera was a bit of a pain. Good idea for a remake though. The SOR games had great music, especially at the time.
Goldeneye Nemesis
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Posted: 6th Mar 2004 13:28
Well I think it will make a good remake. Main thing is to keep it simple, three buttons plus arrow keys like the original, pure beat ‘em up fun. I once saw a concept video for a Dreamcast version which was pure 3D and it looked great! It's gonna be hard to get the right feel as with any retro remake, but it will also be a lot of fun to make.

On a side note, I absolutely suck at character modelling, and this game is gonna require a few, anyone here know any good character modellers? Anyone wanna make a model?
Mr Anderson
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Posted: 7th Mar 2004 00:45
Oh smash tv was cool I loved cooperative mode...

It would be cool to play it across a network... and you can have more than two players...

Another game that would be fun like that would be Gaunlet. You can have the cast systems each charcter having special abilities that can impact on missions...

In a new smash TV many players fighting off large bosses... and various foot soldures.. ah.. sounds cool. And a third person perspective... with special mode to do fp sniper shots.

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Kangaroo2 BETA2
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Posted: 8th Mar 2004 17:26
A Streets of rage style game has been done in DBPro quite well, called Retro Fighter, I'm sure the download is in the Retro competition section somewhere still.

Streets of Rage was cool, but Final Fight and the Punisher were my favourites.

Probably the closest things to 3d 'recent' versions of a scrolling beat-em-up are Fighting Force for Playstation and DieHardArcade in the Arcade and on Saturn. The latter was updated for Dreamcast in Dynamite Cop but was unfortunately not as good as the 32bit incarnation.

The New Buffy and Turtles games are Scrolling Beat-em-ups, slightly modernised but similar ideas and strategies.

As for wether you should do one in DBPro, go ahead, I'd love to see one Just make sure at least 2player cooperative is included

Cheers, K2

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Goldeneye Nemesis
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Posted: 8th Mar 2004 20:57 Edited at: 3rd Jun 2004 17:13
Well I made a start, and the resuults are quite amazing. Its got entity placement and interaction, working HUD, cool intro, sounds/music etc... Here's a screeny.



It has to be seen to be believed really. So here's the build.
Keys:
Arrow Keys= Move
X=eat/pickup object
C=Jump
h=(debug) hurt yourself
s=(debug) increase score)
http://www.enigmatekuk.com/SOR4/build1.zip
ReD_eYe
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Posted: 8th Mar 2004 22:10
its a good start i think the hardest part will be getting some good animated models

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Goldeneye Nemesis
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Posted: 8th Mar 2004 22:18
You're right there. I’m making an axel model to replace the 'blob' right now, but I am terrible at character modelling. That’s why I'm keen to get some help. I have everything else planned out, from AI to explosions but character modelling is the snag. I've even got a sprite list of all the moves needed, and all the different enemies, just need someone so try and make some nice models, or give me some bare models which I can texture.

Anyone know any places I can download basic characters to get an idea?
Goldeneye Nemesis
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Posted: 9th Mar 2004 02:04
http://www.enigmatekuk.com/SOR4/build2.zip

Hey people,
I got a bit bored so here's the latest build. I’ve added a function to place and handle destructible objects, and dying objects (this fades broken objects out using alpha mapping). So go up to any of the three new destructible objects and hit 'x'.

I hit a snag a little earlier on - I can’t get gamma to work. I want a quick fade from black after the title screen. All the functions are there, but it won’t seem to work? Any Ideas?
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Posted: 9th Mar 2004 12:23
SET GAMMA wont on some machines, and wont if your either in FSEX or window mode (cant remember which now).


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Van B
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Posted: 9th Mar 2004 12:48
Looking cool so far, but I think you'll have to move the buildings closer. If you get it so half the screen is playing area and the other half is buildings, that should be fine.


Van-B


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Goldeneye Nemesis
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Posted: 10th Mar 2004 01:14 Edited at: 3rd Jun 2004 17:15
I think you're right about the buildings Van B, but that will all be sorted when I sort out the BSP levelling (waiting on U6), but for now this test level will do.

Well, another day, another build:
http://www.enigmatekuk.com/SOR4/build3.zip

This one is smaller due to me pruning out all the rubbish. I’ve added enemy placement and control routines - although all you guys will be able to see is the enemy placement and health bars etc...

Here's a screenshot to show you the stage this is at:


Next on the To-do list is to finish modelling all the destructible objects (phone box, road block etc) then that part of the game is out of the way. Then I'll have to make a few move animations for axel and the enemies (due to lack of a character modeller), and then work on the AI, then it might resemble a scrolling beat-em-up.

I was thinking, and have a couple of questions for you:
1) What were your favourite streets of rage characters?
2) Should I limit the x-scroll e.g. once you move right, you can’t move left again like in the original.

If you have any suggestions / ideas / questions then let me know.

I'm off now cos I’m rather drunk. do : andy#=andy#+wine# : loop
Hope you like the build.
AJay
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Posted: 10th Mar 2004 01:52 Edited at: 10th Mar 2004 01:53
Your games looking good. This thread made me dust off my old SNES and start to play Streets of Rage. Im really anticipating the realease of your 3D version. Keep up the good work.

P.S. Maybe someone could try to remake one of the old Ninja Turtles games, those games rocked.
Cavex
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Posted: 10th Mar 2004 19:17
I working on game that was meant to be like Stree of rage but turn into more of a platform game. My anmtions and modles our rubbish!! I think it should have good game. Real need a good module!!
Goldeneye Nemesis
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Posted: 10th Mar 2004 22:57 Edited at: 3rd Jun 2004 17:16
I did some more to this project today, got a few bits and pieces done:
1) Models for barrels, roadblocks, square bins
2) Streamlining code here and there
3) Adjusting the camera perspective for a more streets of rage style
4) Adding a backdrop which seems to scroll in a very side scrolly way (it doesn’t though), it looks really good.

I won’t post a build until I do something worth showing off, but here's a screeny.



On the subject of 'modules', I still desperately need some if anyone would like to help?
Fallout
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Posted: 26th Mar 2004 17:50
Your models look decent enough mate. They have that quality retro feel. Whats the problem?

Blowing the shite out of people sinse 1981.
UnderLord
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Posted: 27th Mar 2004 04:10
that is fairly nice =)

The search continues.

Current project - A space game
Goldeneye Nemesis
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Posted: 27th Mar 2004 10:59 Edited at: 3rd Jun 2004 17:17
Well it’s coming along, haven’t had much time since the last post. A lot of things have been implemented. I’m battling with the idea of character moves - I don’t know weather to have one file which has all the animations, or separate files loaded when needed( a bit jumpy).
I have made a way of detecting key combos - it holds a string of the 6 last key presses, which can be scanned for key combos like ABB etc.
I'll keep you posted, but hers another screeny (not much change, most of the coding is invisible.)

Stickyshu
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Posted: 2nd Apr 2004 14:19
SWEEEEEEET. this game looks L33t.
Strees of rage is a great game and ur 3d version looks the shizo.
Goldeneye Nemesis
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Posted: 2nd Apr 2004 17:07
So many complements! thank you. Im not sure what L33t means though. If you like it that much, then feel free to contribute.

Ive just finished making a key combo system.Im gonna work on move coding, so that different moves give different damage etc, then all thats left is the character animations, and im not good at that. That is then one thing that is holding me up at the moment. I dont want to make the main menu until I have some nice character models, cos I need some nice renders for the character select, even though the menu itself will only take about 2 hours to do.

On the subject of characters:
I reckon the line up should be: Axel, Max, Blaze. Im thinking of having a storyline that kills off skate cos...well he sucks. Maybe I'll have Zan or Adam as a stupidly powerful bonus character or somthing.
Let me know what you htink of this. Thanks for everyone's support. Get ready for the new build sometime soon.
AJay
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Posted: 2nd Apr 2004 17:53
l33t means Elite. Game looks good. Keep up the good work.


-AJay-

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Goldeneye Nemesis
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Posted: 2nd Apr 2004 21:50
Ahh cool. I looked on google for more on L33t, but the more I read, the more confused I became. Thanks for clearing that up lol.
AJay
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Posted: 2nd Apr 2004 23:34
l33t sp33k is like a complete language. I don't really understand all the words, but my friends say them all the time, so im catchin on.


-AJay-

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Goldeneye Nemesis
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Posted: 3rd Apr 2004 22:33
Thanks for the tip Ajay, but I think I'll stick to what I know. I’m bound to just end up talking rubbish ...well more than normal.

I've put together a list of moves for the axel character. I’ve just started coding in all the key combinations. I've had to make keyDown() and keyUp() routines to do it, but its there. They will all be finished before the night is over, then I think I'll hand it over to you guys to take a look at. You'll see the new text thing as well - you'll understand when you download it.

If there are any hardcore streets of rage fans out there, can you take a look at this moves list, and let me know if there are any obvious ones missing (I’m not including throws for now).

http://www.enigmatekUK.com/SOR4/moves.jpg
Tapewormz
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Posted: 3rd Apr 2004 22:49
Wish someone would remake Chiller. That game was grotesque for it's time.

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But it is murder. REVENGE!!!!!!!!!"

Hands down the funniest synopsis for a game ever. All your base are belong to us!
Mincher
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Posted: 4th Apr 2004 05:58
Fantastic! played through build 3 (u really should post an update ) and was way impressed. like the models too, got a real mega-drive-but-3d feel to em. Good Job man!

Mincher.

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Goldeneye Nemesis
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Posted: 4th Apr 2004 23:35 Edited at: 3rd Jun 2004 17:18
Well, long time no build eh, well here's something to keep you going Mincher

I've been doing a lot to this, but most of the stuff you see will be behind the scenes. In fact the only noticeable changes in the new build is a bit of a demo of the moves system (the keys work, it tells you what move you are supposed to be doing, but doesn’t do it yet), you will see the full health system now in all its glory (beat up the square bin to see what I mean), enemies can have up to 4 lives (I figured any more that that was being greedy). You will also see two blue stars by the score - these are the upgrade stars that you earn by not dying (they give you upgraded moves). It’s come a long way since the 'blob' demo.

I've removed the first two builds to make way for the new one - have a play and give me your feedback. I'm dead set on making it 'feel' like a mega-drive game, and it does to some extent (thanks Mincher by the way). So if you think it can be improved upon... let me know how.

Thanks for the (good) feedback, that’s what’s spurring me on, would have lost interest otherwise (like goldeneye).

Here’s a screeny for the 56k users



Here’s the build for the rest (or brave 56k-ers )

http://www.enigmatekuk.com/SOR4/build4.zip
Cavex
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Posted: 5th Apr 2004 00:12
Looking good in if your using same mode of me. I look forward to play it ( we should swap some code some time).
Goldeneye Nemesis
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Posted: 5th Apr 2004 00:30
I dont understand cavex. Whats all this mode business about? So are you making a retro-beat em up? If so then I'd love your input, and If I can help you then I will.
Mnemonix
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Posted: 6th Apr 2004 00:58
That looks totally stylish

Watch this space if you like getting bored...
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Goldeneye Nemesis
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Posted: 6th Apr 2004 01:47 Edited at: 3rd Jun 2004 17:20
Man I've done a lot today. If you think that was stylish, take a look at build 5! Couldnt wait to show you. Feels really authentic. It has screen locking, new objects, full screen fade (no gamma required), some level scripting, a cool GO> thing, and forground objects (fence), Look...nuf said - play test the darn thing!


Here's the build
http://www.enigmatekUK.com/SOR4/build5.zip
walaber
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Posted: 6th Apr 2004 04:42
this game is looking better and better!! I'll give it a try tonight when I get home from work!

it's about time someone made a beat-em-up with DB!

Go Go Gadget DBPRO!

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Cavex
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Posted: 6th Apr 2004 15:26
Well my game it not real a retro-beat more of a platform beat hybrid. The game it closest to is Vieful Joe on the gamecube. I see like me that can fine a good man model so had find one in db cd!!! I used for different things !!!!
Mr Anderson
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Posted: 6th Apr 2004 22:12
What you have so far looks cool. I like the retro stage intro... for a




I was thinking about combos and how I might go about timed button pressing to make the player do different moves with the same button press. Any idea how I can do that?

Like for example... when the play presses <Kick> he gets a normal Kick

But if he presses <Kick> <Kick> <Kick>

he gets a normal kick, followed by a quicker kick, and then maybe a finishing heavy round house. A combo like that.

Or a realworld example.. if you have played GC Star Fox... the combos with the staff is one button.... or on GC Beyond Good Vs Evil.... or many games... that use a single butting to work into a combo.

This is what I was thinking

When a player presses the button, I store how many times in a row it was pressed, and the time inbetween the time currently pressed and the last. Is that a good way to do it?

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Goldeneye Nemesis
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Posted: 6th Apr 2004 23:55
Your way sounds good, but I'll tell you how I did it:

I had a running string of recently pressed keys:

Every time a key is pressed it does this:
KeyString$(0)=KeyString$(0)+key$+"," (where key$=up, Kick, punch, towards, away etc)

Then it does:
keytime#(1)=timer()

Then a nifty little piece of code clears the keystring$ if the timer () half a second greater then the stored keytime#(1) or more.

Then you just scan along the line and do something like
If key$="kick,"
-> kick 1
If key$="kick,kick,"
->kick 2
Etc.....

If you really want I will post some code but it will be major boring stuff.

I’m off to get the next build ready - check back in 10 mins. It now has level 2 after you complete level one. Did I hear someone say BBBBBBEEEEAAAAACCCHHHH?????????? - Oh it was me! Level 2 here we come!
Mr Anderson
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Posted: 7th Apr 2004 00:08
Ah, that's cool. Thats the buffered way. hmm...

So after you press the key sequece will the attack begin or while?

Code is never boring to me I'm a programmer

my nickname is "code" ... uhm litterally


If I had it I would try to remake that X-men game. Sigh...

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Goldeneye Nemesis
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Posted: 7th Apr 2004 00:36 Edited at: 3rd Jun 2004 17:21
Man, I've done more today that yesterday! You will like this. A new level - beach, it follows on from the first perfectly. Just kill all the punks (remember 'x' is punch), and you will advance a level. Check out the cool waves.

This topic is fast approaching hot status! Way cool. Hope it makes it, will be my first hot topic! Check out this build and give me your feedback.

If anyone out there can help me with the modelling / texture / level designs then please get in touch. I need the help, and the lack of character models is holding me up.

Build6:
http://www.enigmatekuk.com/SOR4/build6.zip

Screen:


For tonight / tomorrow I have the main menu scheduled. Should be fun!
Mr Anderson
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Posted: 7th Apr 2004 03:08
Cool. You just made me get all nastagic... I found my Genesis and started playing.

The Ocean is cool. The charter moves pretty fast though.

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Goldeneye Nemesis
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Posted: 7th Apr 2004 17:09 Edited at: 3rd Jun 2004 17:22
Well I said I would look at the menu system, and I think I've made a decent job of it. This is probably the best thing I've done. You really have to check this out, its got keymapping, options (saved to disk). Its great!

Please let me know what you think, cos I need feedback on this one. I'm trying to keep it retro, but I dont know if I've gone overboard on the eye candy. As always, screenshot with download link at the bottom.
Screenshot:



Menu Build:
http://www.enigmatekuk.com/SOR4/menubuild1.zip
Peter H
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Posted: 7th Apr 2004 19:44
i like that menu

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Mr Anderson
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Posted: 7th Apr 2004 22:34
The menu is cool. It gives toy the feel of retrospect and showing the new. cool

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CattleRustler
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Posted: 7th Apr 2004 23:05
now I see why this thread won't die - very impressive!!


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Goldeneye Nemesis
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Posted: 8th Apr 2004 02:47
DarkWing Duck, now I don’t know what it is with you and Tapewormz, but you have to explain the signature, is it another "all your bases..."?

Thanks for the positive comments Cattle Rustler and Mr Anderson, - they really helped. Was hoping it wasn’t OTT. Did you try the controller config screen in options? That is the best looking bit.

Well I have to admit it...I’m kinda stuck. The coding side of the game I would say is 75% done. Only enemy AI and some shine left. I cant realistically go any further without a character modeller / animator. SO I have two choices:
1) Appeal to you lot for help (again)
Or
2) Learn to do it myself

Well its settled then, PLEASE PLEASE BLOODY PLEASE WILL SOME SOR ENTHUSIAST HELP ME OUT WITH CHARACTERS!

Hehe. Also, anyone ideas for the story line? I really wanna kill skate off - the annoyin’ little brat, but gimme some ideas on what happened to mr X and our main characters.

P.S. Cattle Rustler, this thread will never die until the game is finished I just hope you don’t find it annoying
CattleRustler
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Posted: 8th Apr 2004 03:39
Quote: "P.S. Cattle Rustler, this thread will never die until the game is finished I just hope you don’t find it annoying"


no no, thats great. This thread has been around a while and I never looked in until today. When I read thru and saw the screenies and all I was very impressed at A)the game you are making and B)the fact that someone is making a game - and it's progressing well. towards completion.

Keep up the great work.


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