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n00b
Whoohoo lots of special effects and awesome graphics ect. I love it! great work guys!!
I do stuff that does stuff...
J-Force
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Senior Member
Congratulations to the entire team for finally releasing this monster! You guys did an amazing job (as always).
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Actionscript 3, postproduction
Though I think it will be much fast to have a decompiler than obfuscator. A low level decompiler is now available directly from Adobe, worked some similar as Flasm. So even before Flash 9 specifications leak out those companies who making money from decompilers could get their job mostly done for non-protection AS3, while obfuscators have to wait for official document as they have to create standard Flash 9 format SWF as output. Adobe did a bad job on this indeed.
I have to push more perl code into server side so...
 Originally Posted by tomsamson
Yeah,right now there´s no propper obfuscator for AS3 stuff,but it´ll come (also as far as i know there´s also no full fledged decompiler for as3 stuff yet,no?  )
Last edited by georgecalgary; 02-07-2007 at 05:39 PM.
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Script kiddie
 Originally Posted by Squize
V, feel free to explain the attack waves mate, they're your adopted babies 
pretty ill right now, gonna type it up tomorrow. (Me going to bed at 10 PM points to something pretty serious).
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I am not normally into top down shooters like this, but ouch! this is hot!!!
I very much like the renderings to the ship, very smooth. The explosions are terrific!
Great job.
May 2009 - Working on Thorenzitha RPG - episode 7
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M.D.
that is some seriously cool work right there. I agree with everyone's comments, top stuff.
So who actaully worked on this?
tom
Squize
VENGEANCE MX
anyone else.
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Hype over content...
I coded it and did the look and feel / presentation / overall design.
Tom was project manager and finished off the final amends.
Jeb, who did the art for the rocket man game on candystand, did the 3D goodness.
V did the attack waves from half way through level 7.
PsykoPig did the fantastic music and some of the sfx.
Squize.
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Yes we can
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Hype over content...
Hey blue, back as you can tell 
Squize.
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Yes we can
haha,that was quick 
I had to work on some stuff so i´ll have a drink on it,now
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Hype over content...
Make mine a large one ( ahem )
Sorry everyone for Tom and I starting to treat this thread like a msn chat, it's just that we worked so hard and long on this project that it's just a bit of a blow out that it's finally live. One day of indulgence then we'll stop spamming
Squize.
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I'd like to know how you guys ended up doing the background scrolling....is it goToAndStop....Bmpdata.....other??...
nice work on all fronts....3d, sound, and coding/game play.....all that hard work really paid off into a great game
paul.
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Pumpkin Carving 2008
Yeah I'd also like to know your scrolling technique.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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Hype over content...
It's the same scroller engine that I wrote for the otaku project ( Which isn't dead, just laying dormant, writing a vertically scrolling shoot 'em up construction kit is a little bit much after Polarity ), something I termed a "Dynamic art based" engine.
Here's an old blog post explaining it,
http://www.stimunation.com/blog/_blo...case=category&
It's in the paragraph dated 15/11/05 ( That's just scared the hell out of me, did I really code that scroller so long ago ? Where's my life gone ).
It's quite straight forward, and it runs nice and fast 'cause it's only ever plotting a couple of tiles every frame.
Squize.
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M.D.
thats exactly my method for tilebased games, i wasn't happy with GAS and found that the supertile enigne was a little the same. Its good because any speed can be achieved and jumping from one place to another doesn't require you re-plotting every tile on screen.
Now i don't feel so alone
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'll explain more of the workings of the game if anyone's interested
I´d at least appricate that,- because at least to me it´s not always clear of how many people and what kind of were involved, and importantly what your credit is. That´s a reason why I usually don´t know right what to post in the beginning (previews, screens, vids).
about the level design:
did you used a 1 layer tile map or multi layer where some sprites have an opacity and that way blend in with different lower layer tiles?- I mean for a tile map it looks pretty clean but it would be even more work for the tile artist doing all of them as 1- layer tiles?
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2KHeroes / Sylvaniah designer
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adding on to the greets, what really works up this babe is the fast bullet collision.......how? Did you guys had a seperate collision map for it and used the inf. blob tech. for the drawing of the bullets?
Keep surprising you'll!
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And after playing it again, I must say, this is making me hate you guys even more
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Trainee coder
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