**Build demo topic**

Well I discover some weird glitches…

1)Morph ball scan–Not exlacty in my mind but if anyone find this weird morph into ball then use the “Z” button then pop the sound effect is on and the scan visor icon turns on.
(IF ALREADY FOUND…Well its useless >.>)

2)Missle close range–Hmmm already discover…crap! Get near to the turret then shoot an missile then it miss…well it just go through the turret if gets near. Same as the power beam.

3)Going back isnt easy–Notice if you went back…well everything is turned back on.
(If already found… >.>)

The game is alittle fun…but I think you should not put BMP format.

I’m really a slow learner…am I?

Even if DF leaves after the Frigate demo who is going to take over? We might as well call it quits right now and save the time and energy that would have been used to make the Demo! And even if we get a new programmer the only person that knows the code for the engine is DF, which if we lose, some parts of the code might have to be redone for the lack of explanation!

Could you wait for another year in the next summer? Or is it the end of everything?

Actually, CFX will continue the game, since he’s working on his own engine.

Is CFX’s engine going to completely replace DF’s engine? Or somehow combine with it.

I’m kind of confused as to why there are 2 seperate engines in the works one of which is unseen by the public. I dont know CFX’s abilities (any past projects/materials?), but I wonder how much he could get done without some public beta testing…

I recovered my old glitch list and added all the new glitches I found to it a week ago, so everybody should check out this to see what glitches have been found already.

a) My engine is, and will always be, separate from DF’s.

b) I don’t know why you’d need any disclosure of my experience, but if it’ll keep you happy…

8 years of webdesigning experience, HTML, XML, PHP, ASP, VBScript, JavaScript, SQL, Oracle…
3 years in the actual webdesigning market.
12 years of experience in software development, that includes:
11 years in C/C++
12 years in Visual Basic
9 years with Java and Delphi
8 years with Pascal and Fortran
7 years of experience with ASM
8 years of experience in X11-Layer UNIX interface programming
6 years of experience in Windows’ GDI interface programming
5 years of experience with OpenGL library
4 years of experience with DirectX libraries
6 years of experience with SDL libraries
2 years of experience with FMOD Sound libraries

Aside of purely programming stuff…
Good knowledge of networking, OSL communication standards, including ATM, X25 and Ethernet, and their Windows/UNIX socket implementations.
Several years of experience in 3D modelling and texturing in Maya, 3DStudio Max and Cinema 4D
Good knowledge of game development math and physics
And most importantly, a gamer myself.

No one of you can see my previous works, since the mighty lawyers would wield their mighty NDA’s and shoot my head off.
This is my first serious game development project. I have several others but I work on them just as experiments and without any real intention of finishing them.

Also, right now I work as sysadmin for 2 local companies.

I hope you are happy enough with the info. I didn’t need to type all that.

c) My engine is unseen because I decide so. Don’t start trying to come with arguments against that decision. You just won’t change my mind, and you will probably just piss me off. I have perfectly fine reasons to not make it public, and that’s how it will stay.

d) Not to put you down or anything, but I myself am enough to beta test every component of it, not to mention I’m the best candidate to do so, since I’m the only one with full knowledge of its inner perks, which drives me to the fact that 90% of you aren’t even qualified to get past the initial screen. Betatesting is not “lol gimme the game before anyone so I can play it”. It is a hard job and requires a degree of game development and programming knowledge most people here simply lack, hence, it won’t be public. Period.
Hell, if I don’t even let my own girlfriend test it for me, what makes you think I’ll let complete strangers do it?

The people who have any voice in how my engine is developed, will get, in given time, to test my engine out to death. But unless you are named MetroidHandler, Dazuro, Slothien, Troid92 or CtrlAltDestroy, to name some, sorry, but fat chance for you.

(Questions which were poking around were removed. Better this way >_>)

Ok, I know I can’t change your mind, and I’ll probably be pissing you off by posting this, but what is your reason for keeping it secretive?

If that’s classified or something… yeah… you don’t need to tell us, lol…

Its cool man… I was merely curious…

Thats definitely an impressive list, but you cant expect people to not wonder about you when we (or maybe just me?) have not seen or heard anything about your progress.

If you can hold true to what you’re saying then I have no reason to doubt you.

As for self testing … I guess you must have a LOT more experience than I do, and I can understand why you would think handing out public betas is a waste of time (and a pain in the ass).

Personally I see it as more of a PR response to content you’re making. Thats how I’m handling it with my fan-game … there are a lot of complainers about bugs and few people actually do good jobs reporting them, but mostly I get good information on how people like the features and I try to make it so the majority can enjoy it. With that said there does also seem to be a large amount of “the users dont seem to know what they want”, but that doesnt rule out the positive influence their feedback can give. Thats just my opinion… you probably dont need to hear it either.

With all that experience, I hope this is a lot of fun for you… it is for me, and if it is for you then your engine will probably rock.

No. It’s not really fun for me. Even if I’m goot at coding, I hate it.
I like solving problems, not coding them.

My share of fun in this game is over, since it’s all planified. Now I have to code it. (Well, what’s left of it)

Thing is, I can solve problems without having to code them.
But I can’t code them if I can’t solve problems.

That, my friends, is the reason the so-proclaimed 1337 game developers always fail.

I solve the problems, but since then people tend to mess up, I deceided it’d be better off if I just code it myself too.

And no. I need no user feedback, at all. SAid it over at SCU. I say it here, and I’ll say it a dozen times if need be.

I’m making Prime 2D. Prime is a very well defined game. I know what I must and mustn’t do, and have a rather good design document anyway. So no, I can do without the mostly useless user feedback.

I see, I personally find coding itself a fun problem solving task but in comparison to you thats probably because I see it as exploring a new wonderful thing.

  • If you dont mind answering - are you still doing your engine in GML? Or in C++/other?

If that question was too invasive … forget it. Have (or dont have) fun finishing your project, I’m sure everyone will love it when its ready.

Lol if he is doing it in GM I hope he dosen’t give up because GM sucks :stuck_out_tongue:
So uh… when are we going to recieve DF’s updated engine?

If you remind him constantly he actually might. Let him do his own thing.

BTW, good luck CFX. I hope you pull through.

im a bit confused at how it became so large and slow at first…i mean, was it partially based on tile ussage?, i dont understand how a game could be so small and yet so slow…

He explained that it was because of the window-sized sprite that is suppose to be the movie clip. If you watch the whole thing in the beginning, that is what he thought had made the game slow.
BTW CFX, one more question if you please: If you are freelancing does that mean you are using the sprites they make here or sprites you make alone?

New demo 2.5

http://www.samus.co.uk/destroyer/mp2d_df_2-5.zip

The whole finished demo up to room 7. I didn’t make more rooms because I’m gonna take a small break first. Building those rooms takes up quite some time. This demo has enough new stuff to be beta-tested…

Give feedback when you play it plz.

Have fun all :wink:

Whoa, what’s this? Destroyer F, your post is on a nonexistant page! It says it’s on 17 but when I see it the post is starting 18. Wierd…

I’m playing the demo now, will update with suggestions/bugs/coolness, lol.

Page stuck again?
edit it shows up now…

Yeah, what the hell was that all about? Anyway, I spot out alot of things in even professional games, so hopefully I can find most of the bugs for you. I’m not an “official” bug or beta tester for P2D, but I’ll be damned if I sit here on my hands. Here’s what I’ve got on my first run through:

The Bugs

-Ok, ran into error writing the player file but that was because I never unpacked it, lol.

-Two things that nag me in the opening cutscene: the close up of samus is off-centered and why isn’t she spinning when she jumps off of her ship? Those are just small things though, so nothing really to worry about.

-Right after you jump, aim up and your shots go up-diagnally but the sprite doesn’t change.

-When running, press down as if you aim down and Samus croutches for a split second and then keeps on running.

-You change into morphball in the air, prohibiting you from aiming down while jumping. (But then again it seems there is no straight up or straight down firing position. Is this intentional?)

-You’re missing sounds and some sprites/animations but that’s to be expected.

-I can’t seem to switch visors using the default #8 key, but they work if I change them to something else.

-After scanning, a large imprint of the missile count appears for a split second. I have NO IDEA where that could have possibly come from… (Update UPDATE: I was wrong: it happens on specific scans throughout the game. I’ll list them here:)

  1. The first door on the inside of the frigate.
  2. Both of the first two scans on the inside.
  3. The first door in the second room, titled “Entrance to main docking bay.”
  4. The console before and after you repressurize the room.
  5. Yet again, the first door in the next room, called “Entrance to airlock.”
  6. Both doors in the room right after the queen (before map room). (UPDATE: Everything in this room does it, inlcuding the pirate and debris.)
  7. The first door of the map room.

-You can step on the map pad and leave, but several seconds later you warp back there as the game says, “Map Downloaded.”

-Some of the scans are so close together (like in the map room) that it’s hard to scan them unless you’re right on top of them. Dunno what you can do about that though…

-I don’t know what you can do about the entrance to map room, but it just seems a little clumsy. Maybe it’s because you usually bomb a block to get somewhere like in there in SM?

-Where’s the button to quit to the menu once you started the game? Hmm, Prime didn’t have that, did it? And even if it didn’t, it would be helpful.

-Some of the scans, like the control pannel which pressurizes the room, are very hard to spot. I take it this is because there is no animation for it?

-The scan point for the pirate dosn’t disappear after you kill it, but I’m sure you know that already.

The Positives:

-Menu, file management, controls, options, all worked seamlessly. You even added a resolution option: that kicks ass.

-It’s beginning to look like a real game, now. I can’t wait for the whole thing :slight_smile:

(Ugh, second time around I ran into more. Ok, some of the type in the menu is screwed up. It’s the following:)
1- Multiple controls don’t change to their assigned keys. They change in-game, but in the actual options they don’t. The strange thing is, certain things like the number “1” or the letter “Q” are used as defaults, but you can’t assign them to other things.

2- Several characters are replaced with something else. For example: I used “P” for the x-ray visor and instead of a “P” I got an eight.
Yeah, I think you know it needs work already, so I’ll just go to the next one.

3- It’s small, but in the beginning sequence, in particular the scene with the ship’s backside shown flying towards the frigate, it looks like it reaches where it should stop but shrinks…

4- I think I found out why some of the animations aren’t there. It looks to me that, in the first room with the connected rings as scan points, that it begins to glow when you first step inside but stops when it reaches its max brightness, or its last frame. I think it might not be repeating for some reason.

5- If you get killed by the fallen pirate in the queen room, you still hear the parasites and pirate grunting and growling: their sounds aren’t stopped.

(Updated AGAIN AGAIN!) I hope these help you, DF.

failed to initialize loading engine from step event …