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Work in Progress / Ring Worm (temp dev name) - Snake remake for TGC compo

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robo cat
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Posted: 10th Aug 2004 19:38 Edited at: 12th Aug 2004 07:55
I have been working on a Snake remake for this years TGC compo.

Although this is an early demo I have included the gameplay element of the game.

The demo features 3 levels.

The concept is simple:
- Control your snake with the mouse
- Avoid the other snakes
- Eat food to grow bigger
- Eat enough food to break through the floor to the next level in the tower
- If you run out of health you will go back to the first floor of the tower
- Health is carried over to the next level of the tower

The frame rate is locked at 30fps and it would be helpful to know if you reach it.

Graphics are fairly simple and will be enhanced later, but gameplay is finished (unless I think of something new).

Also, could a moderator tell me if this game is similar enough to snake or if I have deviated too much.

Download the game here:

[edit] Download has moved to my site at http://www.freewebs.com/robocatgames/


Have fun!

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BatVink
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Posted: 10th Aug 2004 20:02
Any screenies?

BatVink
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robo cat
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Posted: 10th Aug 2004 20:03
I'll put some up tonight when the guy who does the website is back.

Until then, you've got the playable demo
AluminumPork
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Posted: 11th Aug 2004 02:46
Well I downloaded it and played, I must say it plays very smoothly. The transitions between levels are smooth and the music kind of sets a mood. Is the gameplay final? I mean is there a point to the growing size of your worm?

Anyways, the game feels good, maybe spiffy up the gameplay a bit' though

P4 2.4Ghz HT, 512MB RAM, ATI Radeon 9600 128MB, 19" Samsung SyncMaster 997DF, 80GB HD

robo cat
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Posted: 11th Aug 2004 04:04
Thanks for the reply.

Yes the basic gameplay is done but I have a few new features that I'll probably include such as conveyor belts, teleports and the ability to curl up smaller(but by doing so you can't move).

Also going to add some bonus effects for certain levels such as enemies always being full size or reversed controls etc.

There is a point of growing your snake.
The point is that you grow large and heavy enough to shatter through the floor to the next level, but I have yet to add the shatterable floor graphically.

Going to make a lot of other graphical enhancements aswell. Still got a while till the game has to be finished
robo cat
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Posted: 11th Aug 2004 04:41 Edited at: 12th Aug 2004 07:56
Here's a screen shot:

[edit] Screen shots are now at my new site http://www.freewebs.com/robocatgames/

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mezron
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Posted: 11th Aug 2004 07:14
Played your game it was fun the only thing I didn't really like was the fact the enemies can go through the walls and barriers although you can't. The snakes look the same should have the same abilites. Just a suggestion.

Clyde
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Posted: 11th Aug 2004 07:21 Edited at: 11th Aug 2004 07:22
Looking cool so far dude.

Is this a new spin of Snake, as in the original when the snake is travelling a trail is left behind depending on the length from the amount of gems it's eaten. It's a neat game, and all the best with the competition

Cheers.
Clyde

robo cat
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Posted: 11th Aug 2004 08:04
Thanks for the replies

@mezron The snakes will look different in the final version. They will be red and spinning in the opposite direction to you. Your snake will be green and gradually turn red as you get poisoned by the other snakes thus acting as a health bar.
robo cat
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Posted: 11th Aug 2004 19:47
Made a lot of progress.

I've UV mapped the Snakes.

The enemies are Red and you are Green. Both Snakes currently have eyes mapped on.

You now point and spin in the opposite direction to the enemies.

I've managed to get your snake acting as a health bar but this has created some frame rate issues, so as soon as I've sorted this out I'll post another screen shot and update the demo

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Richard Davey
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Posted: 11th Aug 2004 20:35
Looking nice! Finally someone seems to have grasped what we meant by "base a game on..." Keep up the good work!

"I am not young enough to know everything."
- Oscar Wilde
robo cat
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Posted: 11th Aug 2004 20:39
Thanks for replying so quickly.

I'm glad I've not diversified too much as I was really worried that I might not be able to enter it.

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robo cat
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Posted: 12th Aug 2004 07:53 Edited at: 12th Aug 2004 07:56
Got a new demo and screen shot up.

You can find them on my web site:

http://www.freewebs.com/robocatgames/

Hope you enjoy it!

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Powersoft
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Posted: 12th Aug 2004 21:44
wow Rich is here in da house!!!


Good Work


Create or Play? You choose!
robo cat
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Posted: 12th Aug 2004 21:53
Thanks Powersoft.

Just been working on the level editor and its finally finished. With it I've added another level in which looks like the triforce in the Zelda games. Thanks to the level editor and level scripting language I can create and add a new level to the game in a couple of minutes.
Aiming to have 100 levels in the finished game, 10 levels in a tower and 10 towers. I'll update the download tonight with a few more levels.

Cats will once again rule the world. The robo cat is armed and aiming to blow up the moon.
Dgamer
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Posted: 12th Aug 2004 23:52
This is looking great. Any chance you might allow us to change mouse sensitivity in the future?

This sig has been dullified!
robo cat
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Posted: 13th Aug 2004 00:50
Yeah, when I do the menus and options screen that will be something that I will include.

Thanks for the reply.

Cats will once again rule the world. The robo cat is armed and aiming to blow up the moon.
robo cat
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Posted: 13th Aug 2004 07:58 Edited at: 13th Aug 2004 08:00
There is a new download available!

This download has 8 levels, all thanks to the new level editor!

Download and screen shots can be found on my site, as usual, by following this link:
http://freewebs.com/robocatgames

See if you can beat all 8 levels!

Have fun!


Hahaha! Tremble in terror at the sight of my pulse cannons!
Manticore Night
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Posted: 13th Aug 2004 09:10
Kinda, well, not snake. You have a totaly different game play there.

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robo cat
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Posted: 13th Aug 2004 17:48
Yeah, I was worried about that at first but Rich said that its ok (see 9 posts above). Its got the basic thing of eating food and growing bigger in a maze.


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robo cat
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Posted: 14th Aug 2004 09:39
Those of you who have played the game may have noticed a rounding error in the enemy movement resulting in them ending up moving either horizontaly or verticaly after a few bounces.

You'll be happy to know that I have redone the enemy movement from scratch and this bug has been completely fixed. Won't be able to update the download today but I'll post when I have updated it.

Also, the new enemy system allows completely different types of enemies all together - coming soon.


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Dot Merix
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Posted: 15th Aug 2004 10:38
Works great, feels great.. good concept.. Runs solidly at 33fps.

Good job.

- Merix

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robo cat
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Posted: 15th Aug 2004 21:24
Thanks.

I've written some explosion functions allowing me to make a floor out of triangular objects and then exploding it realistically. Looks nice at the moment but I've got to do some speed enhancing before I release a new demo.


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robo cat
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Posted: 16th Aug 2004 08:16 Edited at: 16th Aug 2004 19:28
Speed enhancing has been finished and the shattering floor has been completed.

The shattering floor is one of my favorite bits of the game and I think it looks quite impressive. The realistic shattering effect is all created by my code in Dark Basic.

My website has a new screenshot showing the shattering effect of the floor and of course the new demo including 8 levels, enhanced graphics and the shattering floor.

Any feedback is greatly appreciated and it would be especially helpful to know if you hit the 30fps limit with your system spec.

Have fun and enjoy!


Hahaha! Tremble in terror at the sight of my pulse cannons!
robo cat
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Posted: 16th Aug 2004 19:47 Edited at: 16th Aug 2004 19:52
Just letting you know that I am working on the textures now, as the current ones are pretty annoying. Going to take a while though as lining up textures on the triangle objects is pretty difficult and will involve a lot of calculations.

Any feedback is greatly appreciated, especially involving frame rates.

Download can be found on my website (in the nav bar there is a link):

http://freewebs.com/robocatgames

Have fun!


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Peter H
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Posted: 16th Aug 2004 21:51
cool! can't wait to see this finished

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medwayman
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Posted: 17th Aug 2004 03:27 Edited at: 17th Aug 2004 03:37
Nice idea. The collapsing floor looks good, as does the whole game. It will be interesting to see how this develops.

I get 30-33 fps on 650 Duron, Radeon 720064mb, 386mb

Good luck in the comp.


EDIT Forgot gfx card modle number

Based on Amiga PD game Squigs. Early shots: http://www.custardsoft.pwp.blueyonder.co.uk/images/03.png

robo cat
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Posted: 17th Aug 2004 03:31
Thanks for the replies.


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robo cat
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Posted: 17th Aug 2004 08:10 Edited at: 17th Aug 2004 08:13
Been a bit stuck trying to rotate the textures, required to line up the textures on the different angled triangles, so progress has been slow on enhancing the texturing method.

Luckily, I think I have solved the problem so I should hopefully finish enhancing the texturing method by tomorrow.

If it lives up to my expectations it should improve the visuals of the game by a huge amount.


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Izzy545
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Posted: 17th Aug 2004 08:24
You're doing great! Nice progress and keep up the good work!
robo cat
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Posted: 17th Aug 2004 19:54
Thanks!

Been finding it difficult making my code UV map the textures so that they line up between objects, but I think I'm almost there.

Been doing a lot of designing aswell. Got a few designs for completely new enemies, which should vary the gameplay a lot more.

Still got to get the textures lining up and then I might be able to add in the new enemy types!


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robo cat
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Posted: 17th Aug 2004 22:45
Bad news!

My advanced texturing code still doesn't solve the problem of making the textures line up. Unfortunately, this means I'm going to have to spend a lot longer trying to solve the whole texture problem!

This also means that I won't be releasing a new demo for a while so the current one, with the cool shattering floor, will be the most recent demo for some time.


Hahaha! Tremble in terror at the sight of my pulse cannons!
robo cat
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Posted: 18th Aug 2004 08:39
FANTASTIC!!!

I've rewritten the code that loads the map. The only changes noticeable to the player is that the graphics now tile smoothly across angled gaps and line up neatly between any other triangle shape.

However, while I was making these changes I also changed the way I store the map, the new version is a more efficient scripting language that uses less memory. This means that my previous maps have become unusable but with the new system and further enhanced level editor system it will take me about 10 minutes tomorrow to get them all back.

Haven't got around to updating my site yet as I've only just this minute got the new system working and tested. So no new downloads and screen shots as of yet but you've still got the old one to play.

So have fun, and as usual any feedback is greatly appreciated.


Hahaha! Tremble in terror at the sight of my pulse cannons!
zircher
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Posted: 18th Aug 2004 12:10
Congrats on solving the problem.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
walaber
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Posted: 18th Aug 2004 14:09
sounds like you're making lots of progress. that's the cool thing about compos, you end up being forced to learn things you might not have even tried on your own

Go Go Gadget DBPRO!

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robo cat
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Posted: 18th Aug 2004 19:19 Edited at: 4th Sep 2004 00:08
Yeah, entering the compo has forced me to add polish graphically to my game and I can never normally be bothered. Also I think having my progress being viewed has helped keep me on track as usually I just end up starting a new project before finishing the old one.

Haven't got around to putting a new demo together yet, but heres a new screen shot:

[edit] Image does not show the game up to date!

Still got the old demo available on my site until I put a new one up, so have fun!


Hahaha! Tremble in terror at the sight of my pulse cannons!
robo cat
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Posted: 20th Aug 2004 08:11 Edited at: 20th Aug 2004 08:12
Unfortunately, I will be away for a week so will be unable to work on Ring Worm during that time.

I have, however, provided the new demo on my website.

Here is a link to my website:
http://freewebs.com/robocatgames

It features 5 new levels, even better (in my opinion) than the old ones. It has the snake health-bar still and has the shattering floor with values slightly tweaked for a more realistic effect. It also has the improved texture mapping for the levels. I have also made the game a bit easier as it was almost impossible to complete before.

As usual any feedback on this forum during my absence will still be greatly appreciated as I will be able to view them as soon as I get back and get back to work on the game.

Have fun with this new demo, and enjoy!


Hahaha! Tremble in terror at the sight of my pulse cannons!
walaber
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Posted: 24th Aug 2004 12:25
finally got around to playing the new demo. very impressive! you've already got a high score for presentation, everything is smooth as silk!

keep working on this one, it could be great by the deadline!

Go Go Gadget DBPRO!

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robo cat
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Posted: 29th Aug 2004 07:33
Thanks!

I've just got back and will be getting straight to work on the game.

Next on my list is adding some fancy 3D menus with an options screen allowing choices of resolution, sound volume, difficulty etc.

Hopefully it shouldn't take me too long!


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robo cat
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Posted: 31st Aug 2004 07:36
Made a lot of progress on the menu system!

Written most of the menu functions and got a simple menu working. Just got to tidy up my code and draw some simple bitmaps and I should hopefully have a new version up soon with fully working menus!


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robo cat
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Posted: 2nd Sep 2004 04:38
Been tidying up my code so its all fully remarked, making it easy for people to learn from it when I post all the source code for the compo.

Got all my menu functions working and the menu currently has a few features:
- Utilises 3D objects to add a sense of depth to the menu
- Ultra-smooth transition from one menu screen to another
- Button images change smoothly when the mouse is over them
- Quit button working
- Play button working, plays the game and then returns to menu
- Options screen has the ability to change the mouse sensitivity
- Changes in mouse sensitivity now have effect in the game itself

There are still many other features yet to be added but that's what I've got so far.

The current bitmaps aren't bad but will be made much nicer in the final thing. A few buttons are missing, they are blank at the moment, and have yet to be added in.

Will post a new demo and screenies after I've polished it a bit more!


Hahaha! Tremble in terror at the sight of my pulse cannons!
robo cat
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Posted: 2nd Sep 2004 20:37 Edited at: 2nd Sep 2004 21:30
Got a few extra features on my game:
- Can now choose from a selection of screen resolutions
- Selects the best depth for you at the moment
- Can choose from a selection of controller inputs (all affected by the mouse sensitivity)
- Can control the game using the mouse
- Can control the game using the joystick
- Can control the game using the keyboard (arrow keys + shift to move faster)
- Can save your options and then the game will load them the next time you play
- Menu has been enhanced graphically

Demo and screen shots will be coming soon...

[Update]
The game also has 2 game modes working:
- Tower: Play through a selection of levels in order, try to complete them all.
- Endurance: Play through an infinite selection of random levels, try to complete as many as you possibly can before dieing.

Both these are working, but classic mode (the 3rd and final game mode) is coming soon...


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robo cat
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Posted: 4th Sep 2004 00:06
I've added the Classic mode in and although I said that I would put a demo up soon I have decided not to!

This is because I have started attempting something that i think will be very special and I want to get that finished before I release it in the game, not only because I am worried that people may steal the idea for their compo entries but also because I don't want to ruin the surprise.

This new feature will probably take around 2/3 weeks to implement but I think that it will give me a huge score in the graphics and presentation department if I pull it off as intended. Unfortunately, that means the new demo will be up after about 2/3 weeks!

I'm not going to take the old demo off yet so you can still play that if you want to! (it can be found on my website)!


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robo cat
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Posted: 7th Sep 2004 20:54
<<<UPDATE>>>

Progress has been going smoothly on the game. The only problem I encountered was losing most of my code, having not backed it up - woops !

Typed it back out though and its now back to normal!

Doesn't look like you will have to wait 2 / 3 weeks for the demo after all, if you are lucky it may be ready by the end of this week!

Just got to finish modelling the magic island - oops, just gave away a clue as to what I'm doing - and then I can release the new demo. Believe me, the old version is awful to what it looks like now!


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robo cat
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Posted: 9th Sep 2004 01:46
Modelling the magic island is going well!

Also got 5 differently themed towers to choose from, each with their own graphical style.

Also working on a nice font to replace the current one.

A new demo is getting ever closer, current demo is looking older and older by comparison!

Hopefully you will be able to play the new game soon!


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robo cat
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Posted: 21st Sep 2004 03:22
IT'S FINALLY HERE!

After a long wait and a lot of work I've got a new demo of Ring Rage together.

Brief description:
Vastly improved demo. New self-composed music. Fully working 3D unique menus. High scores. Saving and loading. Now falls through a tower. Various modes of control. 3D game world. 5 towers. 3 completely different game modes.

Code is pretty much finished, and textures are all there but will have some even nicer ones later. Got just a few graphic changes to make. Need to add a few levels. Other than that, its pretty much done.

New demo and full description available on my site:

[href]www.freewebs.com/robocatgames[/href]

File is zipped and 18MB when zipped.

There is a fairly long loading time for the menu but I have devised a way to cut that down to barely noticeable.

Have fun and enjoy!

PS. Sorry the demo took such a long time to release, but I think its well worth the wait.


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walaber
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Posted: 23rd Sep 2004 18:22
gave the new demo a quick try... I like it! very professional (as before)... you'll definately get points for presentation!

the gameplay is a little difficult in my opinion, but I've never been good at mouse-driven games

Go Go Gadget DBPRO!

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robo cat
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Posted: 24th Sep 2004 01:42
Thanks for the reply.

Yeah, I agree that its too difficult at the moment. The current levels are just place holders though. When I make the final levels for the game I will sort them into difficulties, making Jungle consist of the easier levels and Volcano consist of the hardest levels. I can change the speeds for each individual enemy, so I can make them slower in the easier Jungle tower. The current levels represent the difficulty of the harder towers and I'll make some easier ones for the easier towers soon!

The code side is pretty much finished, with levels, towers and models being changed externally.

In the next version I should have the 3D menu island complete with each menu screen having its own location.

Noticed a mistake in my demo, the textures for the tower you fall down while playing hasn't been included in my media! So it will appear white at the moment.


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Pricey
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Posted: 25th Sep 2004 16:17
Omg, fantastic. This has inspired me to do more work on my own game

robo cat
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Posted: 25th Sep 2004 23:26
Thanks!

Been working hard on the music for my game. Its been difficult, as I'm not a music composer, but I've finished all 5 songs - 1 for each zone.

I'm now going to start work on a ultra-smooth transition from menu to level and vice versa. Got a few ideas as to how to do this, so it should be done soon.


Hahaha! Tremble in terror at the sight of my pulse cannons!

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