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Author Topic: SuperMelee Clone (Beta II In-Progress)  (Read 44546 times)
xenoclone
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #120 on: January 05, 2009, 07:55:13 pm »

Here's a pre-alpha youtube video: http://www.youtube.com/watch?v=yLbVU-XIs-k
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Lachie Dazdarian
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #121 on: January 05, 2009, 09:46:46 pm »

This looks really cool.

It seems to be very similar in engine physics to my project. Then again, I didn't notice much rigid body phicics interation in the last video, as it was visible from earlier ones. You dropped that aspect?

BTW, how did you draw the background? Curious.
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xenoclone
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #122 on: January 06, 2009, 06:32:36 pm »

Rigid body physics are indeed still in place. I've actually put in mass / inertia factors into the current version as well. As a result, the little yellow bullets won't knock a big ship back very far. But something like a big blade will knock back a little ship pretty good.

The backgrounds are all done by my wife, who used Photoshop.

Excellent progress is being made... I'm feeling good about getting something up and playable soon. Smiley

Standalone ship tutorial prompt, shown below.
« Last Edit: January 09, 2009, 12:09:49 am by xenoclone » Logged

xenoclone
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #123 on: January 23, 2009, 08:14:25 pm »

As promised, something playable this month. Go to: alpha.xenoversus.com to download the game. As a thank you, if you fill out the form on the site letting me know your thoughts, you can pick a free game key to receive for any of my released games. There are still some obvious bugs in this version, but I really wanted to get a copy out there for folks to try out. Thoughts are obviously welcome in this thread as well. Smiley

Note that if you want two players on a local machine, you'll have to plug in a game pad. Torque appears to dislike having too many keys pressed at once. So as a precaution, for the time being, I've limited the keyboard to only one player.

Thanks!
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jaychant
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #124 on: January 23, 2009, 08:46:25 pm »

Not bad. The AI murders you with the black one.
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Dragon
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #125 on: January 24, 2009, 09:36:06 am »

I like it - except for one gamepad control gripe.  Would be possible to have the rotate and thrust controls for the gamepad like the keyboard?  With the current control setup I assume that the direction I'm pressing is the direction I'll accelerate in (whereas - obviously - it's the direction the ship is facing).
« Last Edit: January 25, 2009, 09:14:49 am by Dragon » Logged
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #126 on: January 25, 2009, 04:30:09 am »

It's definitely an alpha version, but the game seems fun enough. Will the final version be playable over the net? That's kind of a make-or-break for me.
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xenoclone
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #127 on: January 26, 2009, 05:37:43 pm »

@Dragon. Yup, that's easy to make an option. Right now the D-Pad works that way.

@Shiver: I don't think there will be net play. I'm *slowly* building up what my games can do. Maybe next one!

Hopefully more people can check it out and let me know their thoughts. I've had a decent traffic surge, but not much input....

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Bigryan
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #128 on: February 14, 2009, 11:09:35 pm »

looks awesome  based o the youtube vid... I'd love to try this.
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xenoclone
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #129 on: February 18, 2009, 12:25:50 am »

You can absolutely try it. I've got an alpha version up for anyone to try here: http://xenoclone.com/project_xenoversus.htmlGrin

I'd love to get your thoughts on it. Smiley

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Angelfish
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #130 on: September 22, 2009, 03:08:41 pm »

hmm, gotta check this out when I get home Wink
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xenoclone
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Re: SuperMelee Clone (Beta II In-Progress)
« Reply #131 on: October 20, 2009, 06:27:09 pm »

I'm hoping to do a 2nd reboot of this project at some point... there's a new version of Torque2D on the horizon that will support true real-time networking. I'm thinking about holding out until that is released.

Definitely some ideas still floating around in my head... this project is like my Duke Nukem 3D. I keep releasing other games but I'm never sure what to do with this one!
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