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CR2-0 Remake To make CR2-0 better then ever.

#31 User is offline   A-Guymzx 

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Posted 15 November 2009 - 10:28 PM

Hey Giel, could you do me a favor? That Clockwork Corporation of yours, can you make a small introduction of it, just like IF and other companies? At least, i will do so for A-Games. (yes, from now on, that's my personal 'company')

Oh, and btw, send it to my E-Mail, so nobody can abuse it here.

This post has been edited by A-Guymzx: 15 November 2009 - 10:28 PM

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#32 User is offline   Mr. Apol 

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Posted 19 November 2009 - 05:20 AM

View PostJester, on Nov 4 2009, 10:23 AM, said:

i suggest you scrap this turd and focus your energies to something that is worthy... like a hammer engine.


lol
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#33 User is offline   asiekierka 

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Posted 21 November 2009 - 05:24 PM

I propose THIS as the intro for Clockwork Productions. The strawberry is Giel btw.

this
Huh.
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#34 User is offline   A-Guymzx 

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Posted 22 November 2009 - 12:02 AM

Wtf... I didn't expect something like THAT...
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#35 User is offline   Giel 

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Posted 24 November 2009 - 07:13 PM

A-Guymzx, I emailed you the logo. An .mzb and a .wav file to go with it.
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#36 User is offline   A-Guymzx 

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Posted 24 November 2009 - 08:00 PM

I inserted it into the game. Too bad the .wav file is 721 Kb in size...
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#37 User is offline   iamgreaser 

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Posted 24 November 2009 - 08:35 PM

*cough* Ogg-Vorbis *cough*

*cough* oggenc -q -1 clockintro.wav *cough*

Although if you're using Windows, you might want to look into oggdropXPd... I've never tried it, though, so, uhh... oggenc is in vorbis-tools and is the manly way of making an .ogg file. It's also the womanly way, too; I mean, it's that awesome, everyone should use it.

Here's the help you get:

ben@95lx:~$ oggenc --help
oggenc from vorbis-tools 1.2.0 
© 2000-2005 Michael Smith <msmith@xiph.org>

Usage: oggenc [options] inputfile [...]

OPTIONS:
 General:
 -Q, --quiet          Produce no output to stderr
 -h, --help           Print this help text
 -v, --version        Print the version number
 -k, --skeleton       Adds an Ogg Skeleton bitstream
 -r, --raw            Raw mode. Input files are read directly as PCM data
 -B, --raw-bits=n     Set bits/sample for raw input. Default is 16
 -C, --raw-chan=n     Set number of channels for raw input. Default is 2
 -R, --raw-rate=n     Set samples/sec for raw input. Default is 44100
 --raw-endianness     1 for bigendian, 0 for little (defaults to 0)
 -b, --bitrate        Choose a nominal bitrate to encode at. Attempt
                      to encode at a bitrate averaging this. Takes an
                      argument in kbps. By default, this produces a VBR
                      encoding, equivalent to using -q or --quality.
                      See the --managed option to use a managed bitrate
                      targetting the selected bitrate.
 --managed            Enable the bitrate management engine. This will allow
                      much greater control over the precise bitrate(s) used,
                      but encoding will be much slower. Don't use it unless
                      you have a strong need for detailed control over
                      bitrate, such as for streaming.
 -m, --min-bitrate    Specify a minimum bitrate (in kbps). Useful for
                      encoding for a fixed-size channel. Using this will
                      automatically enable managed bitrate mode (see
                      --managed).
 -M, --max-bitrate    Specify a maximum bitrate in kbps. Useful for
                      streaming applications. Using this will automatically
                      enable managed bitrate mode (see --managed).
 --advanced-encode-option option=value
                      Sets an advanced encoder option to the given value.
                      The valid options (and their values) are documented
                      in the man page supplied with this program. They are
                      for advanced users only, and should be used with
                      caution.
 -q, --quality        Specify quality, between -1 (very low) and 10 (very
                      high), instead of specifying a particular bitrate.
                      This is the normal mode of operation.
                      Fractional qualities (e.g. 2.75) are permitted
                      The default quality level is 3.
 --resample n         Resample input data to sampling rate n (Hz)
 --downmix            Downmix stereo to mono. Only allowed on stereo
                      input.
 -s, --serial         Specify a serial number for the stream. If encoding
                      multiple files, this will be incremented for each
                      stream after the first.
 --discard-comments   Prevents comments in FLAC and Ogg FLAC files from
                      being copied to the output Ogg Vorbis file.

 Naming:
 -o, --output=fn      Write file to fn (only valid in single-file mode)
 -n, --names=string   Produce filenames as this string, with %a, %t, %l,
                      %n, %d replaced by artist, title, album, track number,
                      and date, respectively (see below for specifying these).
                      %% gives a literal %.
 -X, --name-remove=s  Remove the specified characters from parameters to the
                      -n format string. Useful to ensure legal filenames.
 -P, --name-replace=s Replace characters removed by --name-remove with the
                      characters specified. If this string is shorter than the
                      --name-remove list or is not specified, the extra
                      characters are just removed.
                      Default settings for the above two arguments are platform
                      specific.
 -c, --comment=c      Add the given string as an extra comment. This may be
                      used multiple times. The argument should be in the
                      format "tag=value".
 -d, --date           Date for track (usually date of performance)
 -N, --tracknum       Track number for this track
 -t, --title          Title for this track
 -l, --album          Name of album
 -a, --artist         Name of artist
 -G, --genre          Genre of track
                      If multiple input files are given, then multiple
                      instances of the previous five arguments will be used,
                      in the order they are given. If fewer titles are
                      specified than files, OggEnc will print a warning, and
                      reuse the final one for the remaining files. If fewer
                      track numbers are given, the remaining files will be
                      unnumbered. For the others, the final tag will be reused
                      for all others without warning (so you can specify a date
                      once, for example, and have it used for all the files)

INPUT FILES:
 OggEnc input files must currently be 24, 16, or 8 bit PCM WAV, AIFF, or AIFF/C
 files, 32 bit IEEE floating point WAV, and optionally FLAC or Ogg FLAC. Files
  may be mono or stereo (or more channels) and any sample rate.
 Alternatively, the --raw option may be used to use a raw PCM data file, which
 must be 16 bit stereo little-endian PCM ('headerless wav'), unless additional
 parameters for raw mode are specified.
 You can specify taking the file from stdin by using - as the input filename.
 In this mode, output is to stdout unless an output filename is specified
 with -o


-1 quality is actually fairly decent (yes, negative one).

This post has been edited by iamgreaser: 24 November 2009 - 08:36 PM

blah blah raycasters blah blah blah

<Stephen> are you dozing
<gm|lap> totally
<Stephen> good
<Stephen> i will bury you
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#38 User is offline   Giel 

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Posted 24 November 2009 - 09:17 PM

View PostA-Guymzx, on Nov 24 2009, 02:00 PM, said:

I inserted it into the game. Too bad the .wav file is 721 Kb in size...


Whats wrong with a 721 Kb .wav file? Its the ones that are Megabytes in size youd have to worry about.
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#39 User is offline   weasel 

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Posted 25 November 2009 - 05:24 AM

When it can compress down to under 90 Kb as an OGG without losing any quality, then 721 KB is actually a pretty terrible size, especially if there's more than one such file.
Blaugh!
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
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#40 User is offline   A-Guymzx 

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Posted 25 November 2009 - 01:19 PM

I turned the file into an ogg. Guess what? 82kb! And that is much, much better.
Thanks, Iamgreaser.
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#41 User is offline   A-Guymzx 

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Posted 30 May 2010 - 01:56 AM

The past few day's i've been secretly working on the CR2-0 remake. as a result, i finished the player animations, the shooting system the horribly inefficient Megaman style hp bar and other stuff, even though i took the jumper from the encyclopedia and tweaked it a little bit. If you're interested and want to take a look, then here is a little zip with the testing board.
Attached File  CR2-0RMK Test Board.zip (45.23K)
Number of downloads: 28

Enjoy, en please give me your ideas on how to make this better.

oh, and btw, i'd like if someone could tell me how to make the hp bar more efficient, since it is way too inefficient as it is now.
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#42 User is offline   Lachesis 

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Posted 30 May 2010 - 03:29 AM

Oh geez CR2-0 I'm surprised that game didn't give me nightmares after I played it, gonna post a review in a few days when I recover from the trauma :<

Well, it'll be interesting to see where you go with this, and I'll check out your progress when I get around to it.
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#43 User is offline   RyanThunder 

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Posted 30 May 2010 - 06:25 AM

Not bad, but much better than the original.

The Mega Man rip-offs really bother me though. The life bar, the sound effects, everything. I think people would appreciate this game much more if it had its own original stuff. Make sure you add some unique taste to the game so that it doesn't have to use Mega Man as a crutch to be interesting.

Then again, this is pretty hypocritical of me to say, considering I'm making a game that has little homages to classic Sonic and Mega Man.

This post has been edited by RyanThunder: 30 May 2010 - 06:30 AM

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#44 User is offline   A-Guymzx 

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Posted 30 May 2010 - 11:06 AM

View PostRyanThunder, on 30 May 2010 - 08:25 AM, said:

The Mega Man rip-offs really bother me though.

I'll do something about it right away. and maybe make the shooting character a bit different, so it doesn't shoot from his arm.
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#45 User is offline   A-Guymzx 

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Posted 30 May 2010 - 12:40 PM

I also decides there are going to be 5 different weapons. 1 standard and 4 powerups. Each with their own damage rate, fire rate, effect, sound, everything. and yes, the sounds are original, no rip-offs.
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#46 User is offline   A-Guymzx 

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Posted 11 June 2010 - 09:49 PM

Okay, just like i promised i got rid of most Megaman-ish stuff and replaced it with my own stuff. i've also added an weapon selection system, ammo thingy, and each weapon has it's own display appearance. Take a look and tell me what you think of it.
Attached File  CR2-0RMKTestBoard2.zip (72.35K)
Number of downloads: 32
Oh, and btw, i didn' t manage to replace the playerhurt sound, so it' s still the Megaman rip-off. maybe someone can help me find a good sound for it?
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#47 User is offline   Lachesis 

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Posted 12 June 2010 - 01:41 AM

Very nice, and yes, MUCH better than Giel's game. Things I noticed: the health didn't spawn anywhere near the smiley, and you can't shoot the smiley when you stand right next to it. The former can be fixed by having the smiley using COPYROBOT instead of DIE, and having it copy the item robot, and the latter can be fixed by having the engine that puts bullets sending the damage label to the space adjacent to the player before trying to put a bullet.

Another thing you might want to consider is making the player's horizontal movement controlled by a robot that executes its code after the jumping robot -- I found that if I tried to jump while moving and was too close to the edge of a platform, that the player seemed to move off of the platform before it tried to jump.
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#48 User is offline   A-Guymzx 

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Posted 12 June 2010 - 11:27 AM

i can fix that.

Oh damn, i forgot to say how the weapon selection works :pirate:
Press the A key to open up the menu, and press W or S to scroll the list. Press A again to select the highlighted weapon.

There are 2 working weapons in the second test board. the other 3 don' t work yet,but i'm working on them.

srry for being a bit late with this... :confused:

This post has been edited by A-Guymzx: 12 June 2010 - 11:30 AM

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#49 User is offline   A-Guymzx 

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Posted 14 December 2010 - 03:27 PM

Ah, after a good half a year, i got back to the CR2-0 remake, and did some fixing here and there. I removed one of the 5 weapons, made the weapon selection menu easier to use (A scrolls down, Q scrolls up, both of them opens op the menu, en spacebar selects a weapon), made the player animations correspond to the weapon menu (when opened, the player will not look like it's shooting anymore) and added a randomizer to the bullet damage. Still to do: the reload system, fix the bug which makes you unable to jump off an edge while moving, the other 2 weapons, the 'playerhurt' sound, and maybe, particles! (even though i don't know AT ALL how to make those... guess i'll just take a peek at the Band! games or something. :confused:)
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#50 User is offline   Lachesis 

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Posted 14 December 2010 - 05:52 PM

Be careful with randomizing damage. It gets annoying to the player if it's too random and gameplay begins to rely more on luck than on skill :)

Particles are pretty much just a big loop running every cycle that checks to see if "particle&loopcount&" is set, and if it is, it manipulates coordinate, velocity, and/or color counters that go with it, defined by you. Then, when you want to create particles, you just call a subroutine which checks to see if "particle&loopcount&" ISN'T set, and if you find one that isn't, you reset all of those counters (if it doesn't, my engines like to add new particles as they're needed). Destroying particles when they hit the ground or their timer runs out is vital to processing speed, though. I can write up a quick example for you later.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#51 User is offline   Lachesis 

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Posted 28 January 2011 - 07:27 PM

Hey, how's this going? I see you lurking a lot, but you don't post, and I'm curious about your progress :)
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#52 User is offline   Seventh Shade 

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Posted 28 January 2011 - 08:08 PM

C'mon A-guymzx! It's all up to you, buddy. Are you a bad enough dude to save the megazeux community?
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