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Plehn pronounced "plane"

#1 User is offline   CHEZZY 

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Posted 11 April 2007 - 07:08 AM

Okay, I've decided to start afresh with megazeux. I'm making a new game:

Name: PLEHN
Genre: Adventure/Flying
Progress: Still making the engine

Story:
Not complete yet but here's the basic plot: There's this planet. On this planet there are a lot of creatures of different intellegence. You are the smartest of these creatures. There is only one other creature with the same intellegence as you, but he is an evil guy. He has pronounced himself king of the planet and conscripted an army of lesser beings to destroy anybody that gets in his way. Anyway, you must go around doing missions for various rebels, fighting the kings armies and gaining intelligence on the kings wherabouts, and finally defeat him. Since you are the most intellegent being you have a plane you can fly and drop bombs on enemies
and stuff.

Things:
You - the player.
Traders - hang out at airports and shops. They sell you things.
Grunts - the basic enemy. Easy to kill when in the plane, as they can't attack you.
Phlak Cannon - stationary anti aircraft turret. Very deadly! Can kill you in about 3 hits (depends on you're planes armor) but can't hurt you on the ground.

Things to buy:
Health - heals the player.
Repairs - heals the plane.
Armor - the plane can take more damage.
Clips - for the player's machine gun.
Plehn Ammo - for the plane's guns.
Bombs - for the plane.

Secret things:
There will be a lot of secrets hidden in this game. It will be a bit like Zelda. You have to find money, HP plus power ups and you can even find hidden places.


I don't have much to take a screenshot of so no screenie for now. When I have finished the engine (or enough so you can get a picture of the game) I'll post one.
But I have a lot of work to do.

This post has been edited by CHEZZY: 11 April 2007 - 07:09 AM

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#2 User is offline   Goshi 

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Posted 11 April 2007 - 10:34 AM

Is this gonna play like Marionette Sunrise?
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#3 User is offline   ShloobeR 

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Posted 11 April 2007 - 10:41 AM

Goshi, on Apr 11 2007, 12:34 PM, said:

Is this gonna play like Marionette Sunrise?

what... you mean... not play?
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#4 User is offline   Goshi 

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Posted 11 April 2007 - 10:46 AM

ShloobeR, on Apr 11 2007, 08:41 PM, said:

Goshi, on Apr 11 2007, 12:34 PM, said:

Is this gonna play like Marionette Sunrise?

what... you mean... not play?

MZX needs more attempts at shmups.

Even though most of the ones available are barely playable anyway >_>
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#5 User is offline   hob nado 

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Posted 11 April 2007 - 01:09 PM

CHEZZY, on Apr 11 2007, 01:08 AM, said:

There's this planet. On this planet there are a lot of creatures of different intellegence. You are the smartest of these creatures.

There's this plane. On this plane there are a lot of creatures of different intelligence (but they are all snakes.) You are the smartest of these creatures.
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#6 User is offline   Quantum P. 

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Posted 11 April 2007 - 04:00 PM

Sounds like it'll be a phun game to plehy. (Sorry, couldn't help myself)

Seriously, it sounds neat. Will you be able to fly at different altitudes?
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#7 User is offline   Kom 

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Posted 11 April 2007 - 05:39 PM

I think that it will turn out to be nice, it has a good idea behind it's gameplay, and you're also good at making complicated angines. If I may make a suggestion, though: i would try to use more character editing within robotic. The engines used in jello and similar games made by you have been very char set consuming. This create's a lack of divesity in the graphical design of a game. It looks a little nicer with different graphics involved... but still, whatever way you do it, I am sure that it will turn out fine.
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#8 User is offline   CHEZZY 

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Posted 14 April 2007 - 04:12 AM

You're right kom, I had a lot of difficulty with SP and Jello when making new areas. At the start you think "oh I have plenty of space" but later on it gets tough. So yep, I'm going to use a lot of char editing and char sets. There are also a lot of animations in this game, even so far, so that will help.

Quote

Seriously, it sounds neat. Will you be able to fly at different altitudes?


You fly at a single altitude (5 spaces above the ground) but when you take off and land you have to make sure you have enough runway, and you fly up into the air at an angle. It's kind of hard to explain, but you'll see when I've done some more. I might release a small engine demo.
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#9 User is offline   CHEZZY 

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Posted 17 April 2007 - 09:10 AM

Machine gun engine finished! It's kind of like Guy's gun engine for emf3, with a few slight improvements. When you shoot far away its not as accurate, and you face the direction you are shooting.
I'm still yet to make the plane engine. It's all basically planned out, but I need to finished every thing ground related before I work on it. I'll keep you updated! :(
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#10 User is offline   CHEZZY 

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Posted 03 May 2007 - 05:37 AM

After a long absence, I have returned to working on Plehn! I have now made a quarter of the world map, two shops, the gun engine, 3 different types of cash, the menu, and completed story! I still am yet to make the plehn, but it will be done as soon as everything else is added. I am going to add heaps of secrets, including a special weapon, special kind of bomb, and a secret Plehn (the Roflcopter). All will be very hard to find, so I will probably make a walkthrough for this game.

Also, whoever thought up the idea for backups, you are a saint. This game has been saved many times by the use of backups.

So yeah, Plehn's back. Expect snazzy screenies soon. :(
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#11 User is offline   CHEZZY 

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Posted 03 May 2007 - 06:34 AM

Here's a screenshot!
Those red guys are Grunts. They are armed with guns but are rather slow.
Those green guys are Zombs. They melee attack you and are pretty fast.
I've made a cool health system for enemies. Instead of clunky hp bars, you can check how much damage you've induced by how they look. Grunts slowly get angrier and angrier, while Zombs get bits of their face blown away.

Also, is anyone willing to track for me? At the moment I have no suitable music for this game. I may just use Sai'ke's old tunes that I promised I'd use in one of my games, but until then, step forward if you are willing :cry: .

edit: that screenshot is just a small fraction of the huge world map. And yes, the Zombs do blend with the background a bit. That's what make them hard to see sneaking up on you. :(

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This post has been edited by CHEZZY: 03 May 2007 - 06:35 AM

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#12 User is offline   Goshi 

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Posted 03 May 2007 - 07:25 AM

The zombs should like, have a circle of negative emo energy around them.

Looking pretty good though. I'm curious to seeing what the plane sections will look like.
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#13 User is offline   CHEZZY 

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Posted 03 May 2007 - 07:36 AM

I haven't finished the engine yet but I guess I could just make a mockup screeny, if you really want to see...

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#14 User is offline   Kom 

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Posted 03 May 2007 - 05:48 PM

Lookin good, CHEZZY! As for tracking, it depends on what kind music you want. I am good at techno, if i can find the right samples within my 'library' of stuff. But i don't know how it would turn out. It would be better if someone else did it.
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#15 User is offline   Kom 

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Posted 03 May 2007 - 11:20 PM

Okay, scrap that. I tried making three different modules, but none really sounded well. I guess i'm only good at tracking when i can think of a good beat. Most of my stuff is better for battles, too, not aambient music. Sorry i couldn't help out. :(
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#16 User is offline   CHEZZY 

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Posted 04 May 2007 - 05:27 AM

Actually I wasn't looking for anything too ambient, something jumpy and actiony is good. Are you good at drum n bass?
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#17 User is offline   Kom 

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Posted 04 May 2007 - 11:10 AM

That's exactly what i'm good at, and that's why i'm bad with ambient music. :( I can usually figure out a drum or bass beat really quick, but the melody parts take time (when i said beat last time i meant a good rythmic melody, why i used beat i son't think i'll ever know.). I guess I could keep trying...
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#18 User is offline   NoahSoft 

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Posted 04 May 2007 - 07:40 PM

Yo Chezzy, if Kom sucks too much I'd like to try a few songs! How many do you need, and just give me a breif outline
like: boss, item screen, etc.

:(
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#19 User is offline   CHEZZY 

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Posted 05 May 2007 - 12:47 AM

Okeh, here is a list of teh moosiks I needs:

Ambient but actiony techno tune for the world map
Happy Funky Jazzy techno for the shops and friendly buildings
Some dark gabber-ish techno for caves and dungeons and teh like
Very fast and Jumpy techno for boss battles (and a different one for the final boss)

yeah, so lots of techno :(
and if theres any other choons I need, I'll tell you
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#20 User is offline   Sai'ke 

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Posted 05 May 2007 - 03:37 PM

Here you have like something for an intro or something... The bit after the strings should be loopable. I'm not sure if you can loop ogg's with mzx currently (maybe a good feature to add in the future??) but yeh ...
And some GABBAH which is a snippet taken from a track I actually finished. Shortness for filesize. This should also be loopable.

the problem with me choons is that they're all wave, so everything becomes rather large in size quite fast unless I do extremely rigorous encoding or cut the tune really short.

Lookin' good, keep it up and we'll have another nice mzx game in the archive! :(

Good luck on gettin' this game finished,
~ Sai`ke

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#21 User is offline   ajs 

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Posted 05 May 2007 - 04:34 PM

Should work fine, just load it as a MOD not a SAM.

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#22 User is offline   Kom 

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Posted 05 May 2007 - 08:59 PM

NoahSoft, on May 4 2007, 02:40 PM, said:

Yo Chezzy, if Kom sucks too much I'd like to try a few songs! How many do you need, and just give me a breif outline
like: boss, item screen, etc.

:(

Yeah, they kind of do suck so far... :cry: I have a few beats and such, but no real music. I came up with a few things, but I couldn't think of much else. Fo anyone who actually does want anything i tried:

http://kom.box43.net...ic/beat%202.mt2 <- best and longest. I think that if it were completed that it would be a decent map song.

http://kom.box43.net.../Techno%203.mt2 <- only six patterns, but has a faily decent backgruound sound. I will most likely finish this one myself. This would probably work for a mysterious cave or dungeon.

http://kom.box43.net.../Techno%205.mt2 <- only four patterns. all simple sounds, like square, sine, triangle, and saw waves. decent beat, I guess.

That's all i came up with. I'm sorry i couldn't think of anything that was any better.
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#23 User is offline   CHEZZY 

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Posted 07 May 2007 - 04:21 AM

Thanks everybody for contributing to this project! I really appreciate your help.

Sai'ke: Very awesome as usual! I'll be using Gabbahz for boss battles. Exactly what I need!
I don't really know where to put Introthing, but once I find a way to loop it, I'll get a better idea of the best place to put it.

Kom: Nice tunes, but I have a problem with the instruments. They sound- how should a put this- a bit gameboyish. What I'm looking for is like Sai'kes stuff, the kind of music you make on an advanced program like Cubase or Fruityloops, not on a tracker. I'm not saying your stuff is crap or anything, it just won't fit into the game with the rest of the music I already have in there, okay? :(

For an example of what I'd like the world map music to be like, try this:
(I know I can't use it, but it's just an example :cry: )

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#24 User is offline   VinceP 

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Posted 07 May 2007 - 04:44 AM

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Wouldn't it make more sense if the trees were away from the hangar so the plane has less chance of accidentally crashing into it?
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#25 User is offline   Goshi 

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Posted 07 May 2007 - 05:28 AM

Not really. Planes shouldn't be driving off road =/
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#26 User is offline   KKairos 

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Posted 07 May 2007 - 07:30 AM

Goshi, I think he means crashing while in midair and landing/taking off, not while the plane's off the ground. Unless I missed some sort of sarcasm there.
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#27 User is offline   CHEZZY 

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Posted 07 May 2007 - 07:49 AM

Well Goshi's right, if you want to crash the plehn then by all means take off into a bunch of trees. :(
But that runway has plenty of space to take off and land.
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#28 User is offline   CJA 

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Posted 07 May 2007 - 12:24 PM

CHEZZY, on May 7 2007, 12:21 AM, said:

Kom: Nice tunes, but I have a problem with the instruments. They sound- how should a put this- a bit gameboyish. What I'm looking for is like Sai'kes stuff, the kind of music you make on an advanced program like Cubase or Fruityloops, not on a tracker.

http://en.wikipedia.org/wiki/Chiptune

Chiptunes are great. And besides, you've used them so much before, like in that one impossible game you used hobbes.mod, in Worldz you used chillrom.mod... gameboyish, hah.

Kom, actually, I really liked your tracks. You've got a lot of potential, and you are a lot better than I was with the same amount of experience.
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#29 User is offline   Kom 

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Posted 07 May 2007 - 04:21 PM

CJA, on May 7 2007, 07:24 AM, said:

Kom, actually, I really liked your tracks. You've got a lot of potential, and you are a lot better than I was with the same amount of experience.

Thanks, CJA! :( I am actually only good at chiptues, mostly because my samples are bad, so i have to use my own. But while it's being talked about, is there a good program for actually drawng your own waves? I don't really like Audacity that much.
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Posted 07 May 2007 - 08:12 PM

There's always MZX :(


set "frequency" to 440
set "square.raw" to "fwrite_open"

loop start
set "fwrite" to 0
loop for "(('frequency'/2)-1)"

loop start
set "fwrite" to 255
loop for "(('frequency'/2)-1)"

set "" to "fwrite_open"


set "sine.raw" to "fwrite_open"

set "c_divisions" to "frequency"
set "multiplier" to 127

loop start
set "fwrite" to "('sin('loopcount')'+127)"
loop for "('frequency'-1)"

set "" to "fwrite_open"



Load those as 8-bit unsigned mono samples. Also, keep in mind that if you use samples made by other people you'll have to fine-tune these to fit!
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