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RN
Jul 11, 2007 13:06:31 GMT -5
Post by brickman on Jul 11, 2007 13:06:31 GMT -5
I don't need your help!
Nah. Really, though, bleed to death wouldn't be as fun, since the surprise is gone. Also, if you happened to pull off a kill just in time (the enemy explodes just before you do--it happened once or twice, as did the other way around) you'd still die because the one heart wouldn't get you back to full health if you were bleeding out. Mostly, though, it doesn't matter at all, because if you get hit, you die, and if you're trying to play it any other way you'll lose. Might help someone who likes using health restore items though, but I never touch the things on principle.
edit: Also, I don't have any recording software. Unless you know of something free I can use, it'll just be the honor system or at most a screenshot of the final boss dying and my assurance that I did have revenge mode on.
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RN
Jul 11, 2007 14:55:12 GMT -5
Post by Wade Monroe / MaelstormM on Jul 11, 2007 14:55:12 GMT -5
Wouldn't really call it help since bleeding to death means even if you use/get a life up item, unless you do it immediately you still die. Don't know of any free screen recorders off the top of my head, though www.download.com may have something. Maybe I could change the lifebar's to reflect the fact the code is active.... hrmmmm. And while doing that Ring bomber thing from UN Squadron, learned the niftiest trick everz to get the explosion to move in a circle pattern, though it's nothing new math wise, it was fun to figure it out for game mechanics... Shot X = (Player X) + Math.sin(Shot Position Timer)*Shot Range; Shot Y = (Player Y) + Math.cos(Shot Position Timer)*Shot Range; And Updated bandwidth leeching v2.0, though sadly the screen shots don't do the backgrounds justice without the scrolling effects.
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RN
Jul 16, 2007 9:42:53 GMT -5
Post by Wade Monroe / MaelstormM on Jul 16, 2007 9:42:53 GMT -5
Update 7/16 10:36am ============================ - Stinger Beat has it's first round of polish done and playable. 3 stage sections & 15 lil enemies similar to the ones found in Stinger (aka: Twinbee 2) and Twinbee 3. You can also take a look at the first stage section for Arrow Flash. - Playtesters (*cough* Brickman *cough*) can use the standard character switch keys to change between the 6. Also you can press [ ENTER ] to get full heal and to fast forward through the current stage section. - Updated pause screen to show a pic of the parodied game cart's box art and the ? symbol has attack info for the current character.
<<< BEAT >>> BEAT BUSTER (Press Attack) Beat fires a quick single shot. Hold to charge it to a terribly powerful shot that can cut through enemies. BEAT DIVE (Press Special) Beat flies out to slam into any object in his path doing massive damage, be careful though since you can still be hurt by colliding with enemies or their shots. BEAT BARRIER (Press Aux) Beat becomes temporarily immune to regular damage.
<<< WINBEE >>> BEE GUN (Press Attack) Winbee fires off a round of her handgun. BELL BOMB (Press Special) Winbee tosses a arcing bell that does decent damage and is also able to travel through fallen foes. STINGER WHIP (Press Aux) This is a melee attack that starts from behind before lashing out at targets in front of her.
<<< WOR >>> ANGEL SHOT (Press Attack) Wor fires off a dual shot at foes in front of him. DIVINE SHIELD (Press Special) A barrier of holy magic surrounds Wor making him immune to regular damage for a moment. FIRE BLAST (Press Aux) Wor fires out two spinning waves of fire at diagonals in front.
<<< 2ND LT NAZAL >>> SPACE RIFLE (Press Attack) 2nd Lt. Nazal rapid fires his rifle at targets in front of him. PLASMA LASER (Press Special) This is a very narrow laser beam that travels quick, capable of rapid fire and can cut through enemies. SATELLITE BARRIER (Press Aux) This ability creates 4 orbiting satellites that absorb regular enemy shots and also deals damage to any foe that collides with Nazal.
<<< CRUSADER >>> WAVE MACHINE GUN (Press Attack) The Crusader's primary weapon rapid fires waves of ammo at targets in front. RING BOMBER (Press Special) This attack creates 3 explosions that spiral outwards from the ship. RAIL CANNON (Press Aux) The Crusader fires a massive cannon shell at targets in front of it. It cuts through fallen foes and can rapid fire.
<<< M308 >>> WAVE RIFLE (Press Attack) The M308's primary weapon rapid fires energy waves at targets in front of it. FLAME JUMP (Press Special & Up or Down) This ability makes you temporarily invincible and damages foes in your path up or down. You can still steer while using this. GRAVITY BLAST (Press Aux) The M308 creates a gravity rift that explodes after a moment doing damage to all foes in the vincinity. It has a rapid fire ability and can be used during Flame Jumps.
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RN
Jul 16, 2007 16:28:19 GMT -5
Post by brickman on Jul 16, 2007 16:28:19 GMT -5
Well, all the abilities work as advertised. For the most part they're varied and balanced enough for an unlockable minigame, but both of Winbee's two special attacks are nigh-worthless, and Nazal's aux is too unless you increase its size. The stages seemed a bit longish to have three back-to-back (given the repetitiveness), but that may just be the playtester in me speaking (but it may also actually be too long).
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RN
Jul 16, 2007 23:50:35 GMT -5
Post by Wade Monroe / MaelstormM on Jul 16, 2007 23:50:35 GMT -5
Stages are kinda long since you'll get $$$ per kill (Also listed the CHA as a score for when the feature is turned on) so wanted to give plenty of opportunity, once powerups and bosses are factored into the total CHA gain can tweak the length.
Can make Winbee toss out more bee bombs. Maybe length the whip or so, but if timed & lined up right it can do almost a full hearts worth of damage (about 3 of Beats max busters as they in the minigame).
Nazal's shield is primarily meant to just stop shots, the collision damage is just kinda a perk to kill'm so hopefully they can't hit you again. Can review it too though.
Think I'mma modify the versions some and make'm into their own lil seperate game for Newgrounds or so. Be a shame to let the nifty stuff used in this to grow stale waiting for Bolt Blaster 3 <3
On a diff note, who's the Tyrant Programmer cheat with the poison effect?
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RN
Jul 17, 2007 8:18:21 GMT -5
Post by brickman on Jul 17, 2007 8:18:21 GMT -5
It doesn't matter how much damage the whip does if noone has that much health. I can only think of one enemy in the entire thing who could withstand one of beat's charged shots (those durable shooters from the space level).
And if someone were after CHA they could just replay the level if they didn't have enough.
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RN
Jul 19, 2007 19:16:34 GMT -5
Post by bose on Jul 19, 2007 19:16:34 GMT -5
are the Queen outfits almost or close to being done because i wanted to see the sprite change and it took me forever to get enough money and i bought the queen outfit and no sprite change
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RN
Jul 20, 2007 0:16:39 GMT -5
Post by brickman on Jul 20, 2007 0:16:39 GMT -5
Roll and Jazz have queen outfits. Everyone else just looks normal but still gets the bonuses. I can't believe you actually blew that much time getting them, considering wade said that he intended the main source of that much money being the bonus stages and he hasn't implemented money for them yet (right?).
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RN
Jul 20, 2007 1:20:47 GMT -5
Post by Wade Monroe / MaelstormM on Jul 20, 2007 1:20:47 GMT -5
Currently intended $$$ gains for a normal stage run should net between 300-400 I figure for a normal player, then reduces after you clear the stage.
With the bonus stages I want the net gain to be around 400-500 per play through (which falls back to the previous thing about the length of the shooter stages indirectly) and no decrease in play through value.
Once I fix the last few quirks in the bonus stages, scoring should be able to be turned on (Needles in S&N, lil birdies in WM, CV's difficulty, etc).
Sorry for the delay in the actual graphics for the queen outfit, I just HATE making those graphics though. But I'll get'm in there for ya at some point I promise... maybe I can do a single standing one for the outfit page, or draw the planned look up and color it. Decisions, decisions...
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RN
Aug 26, 2007 16:26:26 GMT -5
Post by wah on Aug 26, 2007 16:26:26 GMT -5
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RN
Aug 26, 2007 16:40:09 GMT -5
Post by Wade Monroe / MaelstormM on Aug 26, 2007 16:40:09 GMT -5
Haveta find the bonus stage for it, then goto stage select page 3 and hit the icon. The rough locations for the bonus stages are in the guide.
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zekk
CITIZEN
Posts: 24
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RN
Sept 26, 2007 14:50:12 GMT -5
Post by zekk on Sept 26, 2007 14:50:12 GMT -5
Have you been working on the game this past month, MaelstormM? or, doing somthing or another?
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RN
Sept 26, 2007 23:42:56 GMT -5
Post by Wade Monroe / MaelstormM on Sept 26, 2007 23:42:56 GMT -5
Noppers. Since I work at a cable company, when the school year starts/ends I get hammered at work for a bit. Even more so this year with a new phone system in the building, supporting television, billing, internet, and VoIP services and mentoring newbies there. So while said hammering continues I don't have it in me to do other things since I'm spent by the time I get home.
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RN
Sept 29, 2008 17:53:16 GMT -5
Post by syythe on Sept 29, 2008 17:53:16 GMT -5
yay. i unlocked all the minigames. im gonna work on cheats. btw mael when is cz cheat gonna be up?
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RN
Sept 29, 2008 19:41:48 GMT -5
Post by brickman on Sept 29, 2008 19:41:48 GMT -5
I think Wade got bored of this game. He's currently making another. We're STILL waiting on the secret bosses for MMXN, after all.
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RN
Sept 29, 2008 21:04:21 GMT -5
Post by syythe on Sept 29, 2008 21:04:21 GMT -5
ah. that would do it has he ever done like a collab game? it would makesome stress go away and help speed things up
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RN
Sept 29, 2008 23:03:09 GMT -5
Post by Wade Monroe / MaelstormM on Sept 29, 2008 23:03:09 GMT -5
All things in due time. Similar to the MMN remix, I want MMXN and RN to get a remix version of sorts too that iron out most of the kinks their engines had. It'll get there at some point.
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RN
Sept 30, 2008 18:13:35 GMT -5
Post by syythe on Sept 30, 2008 18:13:35 GMT -5
mkay and to steal one of cyan's lines old man
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RN
Mar 1, 2010 4:53:27 GMT -5
Post by Wade Monroe / MaelstormM on Mar 1, 2010 4:53:27 GMT -5
Normal sized RN is back up and running on new site now. Under games section.
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RN
Apr 1, 2017 3:15:38 GMT -5
Post by Wade Monroe / MaelstormM on Apr 1, 2017 3:15:38 GMT -5
Revisted Roll Next after a comment on YouTube and seems the copy on site is grumpy. Taking a detour from MMNR to update RN to run on Actionscript 3. Not trying to reinvent the wheel in it, just a bunch (aka: 1000's) of "SoundFX.start()" becoming "SoundFX.play()", "and" becoming "&&","or" becoming "||" and other fun Actionscript 1 to Actionscript 3 conversions -_-
Given the 10 year old project and how much computers and internet connections have changed, up'ing the sound quality (8kbps to 16kbps) and cutscene pics to a higher quality (370x something to 800x600) and will add the ever so important feature that all my older games could use... Customizable Framerate. Will go from about a 14mb file to a ~30mb file.
Edit ============================== While knee deep in the AS1 to AS3 conversion, got some giggles from Stinger Beat mini game.
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RN
Apr 7, 2017 16:37:11 GMT -5
Post by Wade Monroe / MaelstormM on Apr 7, 2017 16:37:11 GMT -5
Roll Next Link2017-04-07 AS3 build 1 version changes: - Most obvious change is Actionscript 1 to Actionscript 3 behind the scenes. - Up'd the sound quality and cutscene picture quality (filesize thusly up'd) - Fixed the lock to it will load on aggamare.com. - Changed default Framerate to 36 (original was way to fast as usual once on a computer with horsepower). Added Option for adjusting the Framerate a bit: 30, 36, or 42. - Overhauled Playtesting functions. It's now menu driven like MMNR. - Revised Key Customize. - Removed the Cheats Menu, replaced with link to Gallery from Stage Select. Knowing what I do now, I'll never again put in cheats since just leads to immediate pleading. - Removed Continues from game, so now once you run out of lives you just go back to stage select. Have learned no point in making the content if it's unreachable or crazy tedious, just can't serve it on a silver platter. - Added a Exit button to pause menu to leave the stage and go back to stage select. - Removed needing to purchase BGM's for Jukebox. - Gallery function updated. - Revised some of the cutscene dialog. - Reduced the number of bonus stages to 9: Wood Man, Bubble Man, Snakes N Needles, Tsunami Drake, Final Fantasy, Castlevania, Arrow Flash, Stinger Beat, and Volley Bear. Lesson learned, needta temper aspirations a tad. Given game has 9 normal levels guess it was sorta silly in hindsight to have 18 bonus levels. To unlock the bonus stages requires collecting 2 orb things rather than 1 so still 18 all together. All of them need tweaking, but they'll get there in future tweaks as I take breathers from MMNR. - Changed the placement/drawing method to be more like in MMNR to reduce/eliminate the jiggly stage syndrome where objects and backgrounds don't move in sync. There's still some kinks to work out, such as the Crusher icon showing up when it's not ready. I haven't dealt with Shared Objects yet in AS3 so the save/load function is pooched, but since I'm going to need to learn it for MMNR anyhow this will be a prime opportunity. Hope to have that tweaked by next revision of this puppy. Edit ~~~~~ 2017-04-08 AS3 build 2 version changes: - Updated Continue/Save function, "should" work now. - Changed/fixed Crusher Icon for normal stages. - Tweaked Roll, Tami, Kz10 shooting frames. - Added Playtest overlays for Cutscenes and Gallery. Any members playtesting with MMNR and want to go bug sniffing in this 10 year old game from my medium newbie years send me a PM.
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