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> Engine Test 1.5 (Eteled), 'Eteled'
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Mike Shinoda
Posted: Jul 31 2009, 06:29 PM
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This is not a game. It is a engine.

-Next up is Enemies
-Character name is Lasre Vinu (Laws-ray Vyn-oo)

Controls are simple
>>>Regular
A: jumps
S: attacks
Left/Right keys: Move

>>>Mouse Mode
A: Left
D: Right
Left Click: Attack
Right Click/ W: jump

Jump next to wall: Wallkick
Attack after wallkick: Spin Attack

-Alt+C: Mousemode/Regular
-Alt+Z: screen size
-Alt+X: end game

THIS IS AN ENGINE TEST. DO NOT EXPECT ANYTHING NEW. I AM NOT SAYING THAT THIS IS SCRAPPED, BUT I AM TELLING YOU THERE IS A CHANCE IT WILL BE.

Please dont bother saying 'I cant get past this point [IMG]'
I know you cant. It is made like this for limitation reasons.
Version 1.5
Made with Game Maker 7, mentioning for compatibilty reasons.

This is a very early version of the game.
The timer works, but starts counting up after reaching zero. I have not set any action for reaching the end of the time limit yet.

NEW: Level design is the same for now. Smoke removed from Cut cause of Frame Rate Decrease. This is just to rush in the two new features: When you attack, if your hitting something, you can attack faster, and you can now use 'Mouse Mode'. Check controls for this feature.
Download below

This post has been edited by Mike Shinoda on Aug 2 2009, 06:30 PM

Attached File ( Number of downloads: 54 )
Attached File  Delete.exe


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ChaosEmerl
Posted: Jul 31 2009, 06:35 PM
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Will you be able to wall jump?

Cause it just feels like a game where you'd be able to wall jump.


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Fez
Posted: Jul 31 2009, 06:36 PM
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The screen movement around the character (when changing directions, moving, ect.) is really jumpy, and makes it hard to follow the character.


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Mike Shinoda
Posted: Jul 31 2009, 06:36 PM
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QUOTE (ChaosEmerl @ Jul 31 2009, 06:35 PM)
Will you be able to wall jump?

Cause it just feels like a game where you'd be able to wall jump.

Yes. I guess while i say this, i might as well say that there will also be specialized attacks that can only be done during/ after a wall jump. Atleast, i plan on putting that in. no promises. But yes, there will be wall jump.

@Fez: It doesnt seem much of a problem for me. I believe slowing down the camera movement will fix this problem. let me check...

This post has been edited by Mike Shinoda on Jul 31 2009, 06:37 PM


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Joey Apples
Posted: Jul 31 2009, 06:40 PM
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QUOTE (Fez @ Jul 31 2009, 06:36 PM)
The screen movement around the character (when changing directions, moving, ect.) is really jumpy, and makes it hard to follow the character.

I dunno, I didn't find that to be a distraction from the character; actually, I thought it was sort of a neat graphical effect. But that's just my opinion obviously.

Absolutely love how smooth the movement runs, Mike. The framerate's like 9 billion FPS. Well not really, but...

It feels like it. :o
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Mike Shinoda
Posted: Jul 31 2009, 06:42 PM
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QUOTE (Splodin Shroom @ Jul 31 2009, 06:40 PM)
I dunno, I didn't find that to be a distraction from the character; actually, I thought it was sort of a neat graphical effect. But that's just my opinion obviously.

Absolutely love how smooth the movement runs, Mike. The framerate's like 9 billion FPS. Well not really, but...

It feels like it. :o

I think slowing down the camera a litlle bit makes it better for everyone.

Thankyou, ive been experimenting with changing frame rates and movement styles and everything for quite awhile. Good to see my secret efforts didnt go to waste.


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Joey Apples
Posted: Jul 31 2009, 06:47 PM
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Linkin Park?

Didn't even notice at first lol.
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Mike Shinoda
Posted: Jul 31 2009, 09:30 PM
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NEW: Wall Jumping and Air attacking. Press S after wall jumping to Air Attack. Test level expanded.


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Mike Shinoda
Posted: Aug 1 2009, 01:11 AM
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NEW: Attacking added. Some small minor glitched repaired.


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Joey Apples
Posted: Aug 1 2009, 01:45 AM
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Again, I'm impressed. The wall jumping is smooth-as-can-be, and the attack off a wall jump is sick.

It's not bad, but I was hoping the sword animation would be a little more realistic; some actual swinging in different directions, combos, etc. But I'll take what I can get; you've done a great job at polishing this up. :]
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ChaosEmerl
Posted: Aug 1 2009, 02:15 AM
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Took me forever but I finally got up here.


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Really fun though.

And it's just the engine.

Can't imagine what the actual game will be like.


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Shanks
Posted: Aug 1 2009, 02:30 AM
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can't stand that camera
other than that pretty smooth and cool

also the player sprite could use some better shading


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Mike Shinoda
Posted: Aug 1 2009, 10:51 AM
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QUOTE (Splodin Shroom @ Aug 1 2009, 01:45 AM)
Again, I'm impressed. The wall jumping is smooth-as-can-be, and the attack off a wall jump is sick.

It's not bad, but I was hoping the sword animation would be a little more realistic; some actual swinging in different directions, combos, etc. But I'll take what I can get; you've done a great job at polishing this up. :]

Not sure if I'll be willing to put in the attacks for different directions, but i can assure you that combo attacks will be in. But i plan on only allowing the player to use combo attacks if they are actually hitting something you can do damage to.

Wait, for different directions, do you mean that regular attacks just have different directions rather than being all left and right, or do you mean that holding up while pressing s slashes up?


BTW people the wifi i was stealing off of these past few weeks dissappeared last night. It will probabbly be back, but if not, you'll just have to wait for it to come back. I am currently using my moms computer, which is the only one that can hook up to this cable :C Until then, no signifigant updates for the engine. But i will post what i get done during the time, so you can know what to expect when i finally upload another updated engine.


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Joey Apples
Posted: Aug 1 2009, 10:59 AM
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QUOTE (Mike Shinoda @ Aug 1 2009, 10:51 AM)
Wait, for different directions, do you mean that regular attacks just have different directions rather than being all left and right, or do you mean that holding up while pressing s slashes up?

I meant that maybe the animation for attacking could change depending on the number of times you combo'd, if that makes any sense. So instead of having him just thrust each time, for example, maybe he could slash upward, jab, then thrust, etc, depending on how many times you press the attack button.

Does that even make sense? :o
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Mike Shinoda
Posted: Aug 1 2009, 11:21 AM
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QUOTE (Splodin Shroom @ Aug 1 2009, 10:59 AM)
I meant that maybe the animation for attacking could change depending on the number of times you combo'd, if that makes any sense. So instead of having him just thrust each time, for example, maybe he could slash upward, jab, then thrust, etc, depending on how many times you press the attack button.

Does that even make sense? :o

Not really... Do you mean like Marth's attack in brawl where the attack changes depending on how many times you press the attack button? I think I might know what you mean...


Okay people. It has come to my understanding that some of you like the camera, and some of you dont. I need to know, does it really bother you guys THAT MUCH? Because if it really does make a whole difference, I am willing to implement a camera setting feature, meaning that on the title screen (which i am making now) There will be a menu with settings, and it will alow you to choose between thsi nifty cameffect i created and the regular camera (which will actually be the niftycameffect slowed down to be more calm.) But I need to know, is it really that bothersome? Because implementing this feature will be very difficult to do. VERY difficult.

GOOD NEWS: MY INTERNET HAS RETURNED TO ME!

This post has been edited by Mike Shinoda on Aug 1 2009, 12:02 PM


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Alex
Posted: Aug 1 2009, 12:35 PM
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Very nice, but like I said to Fidu, the sound effect is too light! The jumping sound should be more boom bang than peep peep, AND it shouldn't be as loud as it is right now. Yes, this is a minor thing that is easy to change, but I'm just pointing it out.

As for the engine, my only thing to complain about is that if you jump next to a wall, and when in air you keep attacking with the sword, you can slow down the fall very much.


Good job, I hope that a game will come out of this! It was fun to try!


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Mike Shinoda
Posted: Aug 1 2009, 01:01 PM
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QUOTE (Alex @ Aug 1 2009, 12:35 PM)
Very nice, but like I said to Fidu, the sound effect is too light! The jumping sound should be more boom bang than peep peep, AND it shouldn't be as loud as it is right now. Yes, this is a minor thing that is easy to change, but I'm just pointing it out.

As for the engine, my only thing to complain about is that if you jump next to a wall, and when in air you keep attacking with the sword, you can slow down the fall very much.


Good job, I hope that a game will come out of this! It was fun to try!

Yes, the fall is slowed down, but so is the horizontal movement. If a player thinks they can move father left/right in the air by constantly slashing, they are wrong. After a slash, vertical speed heightens faster than horizontal speed, thus resulting in actually getting less far than a regular jump would do. And yeah, im gonna change the sound. I kinda rushed with that part.


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Mike Shinoda
Posted: Aug 1 2009, 03:19 PM
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NEW: Title Screen Added. A really bizzare Air-spin glitch was fixed by removing a useless piece of code. Slowed Down the camera so its easier to focus on the player.

This post has been edited by Mike Shinoda on Aug 1 2009, 03:25 PM


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Joey Apples
Posted: Aug 2 2009, 06:10 AM
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I don't notice any difference with the camera, to be honest. Not that it matters that much to me 'cuz I didn't see it as a problem in the first place, but...

Also, nifty title screen.

EDIT: Oh jeezum, I just try out 1.3 and you release 1.4 while I'm posting. Meanie. =p

This post has been edited by Splodin Shroom on Aug 2 2009, 06:11 AM
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Mike Shinoda
Posted: Aug 2 2009, 06:17 AM
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Haha sorry shroom ohmy.gif

NEW: Air attacking added, along with damagable blocks. Cutscene implemented, though not finished. 3rd slash can only be preformed when actually damaging something. First level slightly (1/5) designed.

-Phew- i got ALOT done today.
Notes: THe cutscene is NOT done. The basics are, but i still need to add a lazer beam, and the city in the background being terrorized. Attcking is a little glitchy, but its still early in development. When i get all the basics down, i will polish it up more.

BTW IF I DO MAKE THIS A GAME (no promises) It will either be for sale at 5$ or 10$ depending. IF IT DOES BECOME A GAME, I am going to make a special Demo version for MFGG (normal demo has 2 or 3 levels, MFGG demo has 6 or 8, Full game should have about 15 levels atleast)


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