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fog
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« Reply #945 on: April 26, 2010, 06:05:23 PM »

How about using Sfx, ( voice samples ) as a means to inform the player.  Instead of or to cut back on the Hud display.
Yeah I've already done some tests with voice synthesis.  Fruity Loops does some nice old school voices. (ie. they sound crap Smiley )


Sell a serial port peripheral with LEDs to mount below the monitor to display the information. Obscure peripherals that make or break the game and are priced too highly would ruin your game - and that's /really/ 80s, so is a must for 1982.
lol.  Great idea.  Along with a keyboard overlay and a code sheet that had to be input to prove you have the original game.
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SiN
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« Reply #946 on: April 26, 2010, 06:32:27 PM »

a keyboard overlay
I really want to make a game that comes with a keyboard overlay. And not a simulation game either, this would be an action game of sorts with needlessly complicated controls. How badass would that be?! Smiley

Mo
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binary zoo mobile developer | 32x32 . duotrix . geomex . smiley's shooty adventure . by caffeine monster software | my blog
fog
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« Reply #947 on: April 26, 2010, 09:51:06 PM »

Do it Smiley

I've done a keyboard overlay for 1982 to help PC users with the complicated controls.



* overlay.png (3.54 KB, 800x340 - viewed 565 times.)
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TheKhakinator
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« Reply #948 on: April 27, 2010, 02:44:16 AM »

a keyboard overlay
I really want to make a game that comes with a keyboard overlay. And not a simulation game either, this would be an action game of sorts with needlessly complicated controls. How badass would that be?! Smiley

Mo
A beat-em-up where every different move had its own key...
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T_M_C
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« Reply #949 on: April 27, 2010, 09:49:33 AM »

Now thats funny.   Grin

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fog
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« Reply #950 on: April 27, 2010, 01:53:30 PM »

a keyboard overlay
I really want to make a game that comes with a keyboard overlay. And not a simulation game either, this would be an action game of sorts with needlessly complicated controls. How badass would that be?! Smiley

Mo
A beat-em-up where every different move had its own key...
How about an extreme version of that in a beat-em-up where you have to type the name of every move?  "punch", "kick", "block", "roundhouse"?  Yeah I'd be utterly shit at that.  Tongue
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TheKhakinator
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« Reply #951 on: April 28, 2010, 03:05:52 AM »

a keyboard overlay
I really want to make a game that comes with a keyboard overlay. And not a simulation game either, this would be an action game of sorts with needlessly complicated controls. How badass would that be?! Smiley

Mo
A beat-em-up where every different move had its own key...
How about an extreme version of that in a beat-em-up where you have to type the name of every move?  "punch", "kick", "block", "roundhouse"?  Yeah I'd be utterly shit at that.  Tongue
...and imagine they keyboard overlay. You'd need to include the entire alphabet! Oh, wait...
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fog
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« Reply #952 on: April 28, 2010, 08:48:48 PM »

Heh Smiley

You know the hardest part of shmup development is?  that's right, it's deciding how many points each enemy should be worth.  Many a sleepless night I tell you.  So in 1982 the points system will be as follows:

Saucer = 1 pt
Invader = 1 pt
Everything Else = 1 pt

Hopefully that's not too confusing and one less task for me to worry about.

And while I still haven't made my mind up what to do about background graphics or indeed whether to have any at all, I think I'll test out a few hills with some very 80's parallax scrolling.
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JDog053
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« Reply #953 on: April 28, 2010, 11:05:20 PM »

hmmm, parralax, why the devil not i'd say! and 1pt per kill sounds fun. I miss the old days where you really did have to work for your highscores Wink
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fog
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« Reply #954 on: April 29, 2010, 11:09:38 AM »

hmmm, parralax, why the devil not i'd say! and 1pt per kill sounds fun. I miss the old days where you really did have to work for your highscores Wink
lol yeah work for that score.   IIRC my highscore in E4 is in the trillions...so high that it's effectively meaningless  Tongue

The 1 point system really just puts more emphasis on building up your multiplier and in 1982 that will hopefully mean players try to save any humans being abducted.  That's an important part of the gameplay so I'm trying to encourage players to do it Smiley
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JDog053
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« Reply #955 on: April 29, 2010, 06:57:24 PM »

lol, well i have  afeeling it'll work quite well  Cool
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fog
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« Reply #956 on: May 02, 2010, 11:32:11 AM »

Parallax scrolling mountains in the background are in and look suitably 80's.  I may need to tweak the colours a touch though as I don't want them distracting from the foreground enemies and bullets.

I've also replaced the Zoot medals, Button icons, menu graphics etc with new versions to maintain the chunky pixelated look throughout the whole game.

Next I really need to get that proper HUD sorted and then we can start some playtesting.
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JDog053
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« Reply #957 on: May 02, 2010, 11:55:05 AM »

I do love a bit of playtesting Wink also keeping the look of the game consistent is as important as gameplay IMO, ok maybe not as important lol.
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Prime_8
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« Reply #958 on: May 03, 2010, 09:08:11 AM »

play & testing ... fun
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fog
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« Reply #959 on: May 03, 2010, 12:00:04 PM »

I should have both the 360 and PC versions ready for playtesting at the same time.....just don't expect any PC specific options for supporting different resolutions or controllers  Tongue

Next up to decide how much damage each enemy or bullet does when hitting the player...
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