OH NO! Another... CAMEO Game >.< Why?
#181
Posted 03 July 2009 - 05:15 PM
#182
Posted 03 July 2009 - 07:36 PM
I hope i've explained enough.
#183
Posted 03 July 2009 - 11:02 PM
A-Guymzx, on Jul 3 2009, 04:46 AM, said:
My point being, why would somebody cameo a "nobody" that the community isn't familiar with? Haven't you played Cans 3 and seen what was done to the newbies on Planet #megazeux? That could be YOU if you're not careful. =P
Though in all honesty, I find the concept of cameo games tiresome and far too prone to inside jokes that nobody will get within a year. (Cans 3 is once again my example.)
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
#184
Posted 03 July 2009 - 11:42 PM
#185
Posted 04 July 2009 - 12:15 AM
#186
Posted 04 July 2009 - 12:26 AM
Btw, T-Bone, just forget about my entry for this whole cameo thingy. >.>
#187
Posted 06 July 2009 - 04:55 AM
I'm working on the graphics of all the incomplete worlds/stages.
#188
Posted 06 July 2009 - 05:52 AM
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
#189
Posted 06 July 2009 - 03:29 PM
I'm having troubles with player special attacks. I'm still kind of annoyed that if i want multiple lines of code to run independently. There is only one global robot. So I have to spawn like 50 of the same robot and update it all the time.
I think what I'm going to do is create one robot that uses the save robot counter, and for all others in the entire game that are spawned copies, they will have load robot, loading from the first robot. So i dont have to keep recoding endless robots. 3 Global robots would be nice... if possible lol
#190
Posted 06 July 2009 - 04:30 PM
T-Bone, on Jul 6 2009, 10:29 AM, said:
I'm having troubles with player special attacks. I'm still kind of annoyed that if i want multiple lines of code to run independently. There is only one global robot. So I have to spawn like 50 of the same robot and update it all the time.
I think what I'm going to do is create one robot that uses the save robot counter, and for all others in the entire game that are spawned copies, they will have load robot, loading from the first robot. So i dont have to keep recoding endless robots. 3 Global robots would be nice... if possible lol
I remember when I coded the Warriors of Dublin fighter robots, I only had four of them on any given board; one for Player 1, for for Player 2, and the last two for CPU players. When a player chose a character, it would set all of the necessary counters and CHARs for the player that chose them. When a player entered one of the arena boards, the robot would recognize them and set them all up accordingly. I can't remember what my global robot was.
I dunno if that helps, but I just thought I'd share that perspective.
#191
Posted 06 July 2009 - 06:48 PM
Basically, I have an array of characters for the player to choice from and each character has its own special power and attack. I also want the player to be able to play the game as different characters after they've completed it as another - in order to unlock more playable characters.
^
|
This is going to create a lot of off to the side robots to handle their special abilities. Hmmm maybe i could create a series of external robots that are called depending on what character you are? I hate work around codes... makes things take longer then they should!
#192
Posted 06 July 2009 - 08:22 PM
I sing off-key for coins
If you spot me in the street
Please kick me in the loins.
#193
Posted 05 December 2009 - 07:36 PM
Been also touching up the leveling up system and graphics.
#194
Posted 06 December 2009 - 05:23 PM
Screenshots look great too
#195
Posted 06 December 2009 - 06:58 PM
This post has been edited by zzo38: 06 December 2009 - 06:59 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#196
Posted 06 December 2009 - 07:34 PM
It's always struck me as odd that people want to be in cameo games even though the point of it is to make fun of the person with the cameo. I guess it shows we (as a general whole) have good humor if we want to be made fun of, which, by no stretch of the imagination is a bad thing. I kind of like it at least, but maybe that's just because I'm used to it. (and I don't mean from DMZX: I have a 6 year older brother.)
BTW, up to date screen shots?
Better Than Nothing - DOMINATION - Commander Keen: Heroes Lost - Welkin - A Confectioner's Recipe - random ThDPro music stuff
<Risu21121> if you're not going to make a good game, you might as well make a blatantly racist one.
<Kuddy> Testicles.
"Where are my folder?" - KKairos
#197
Posted 07 December 2009 - 02:42 AM
zzo38, on Dec 6 2009, 01:58 PM, said:
In any cameo game, it's a prerequisite that the author does what [s]he wants with your character, whether you like it or not. That's what makes a good cameo game!
#198
Posted 07 December 2009 - 03:38 PM
mzxgiant, on Dec 6 2009, 06:42 PM, said:
I don't care what it's done as long as it is discussed first (mostly to make question/answers/etc/whatever) (if it is discussed first you can do whatever you want, I won't stop you!) If you do not agree with this, please do not add my name/cameo into this game (but I won't stop you).
This post has been edited by zzo38: 07 December 2009 - 03:45 PM
"Potion of Confusing": Solve all the puzzles, hold second one as you hold a pencil, and save gibbering mouthers from the king's army.
#199
Posted 07 December 2009 - 09:25 PM
If anyone absolutely does not want to be included in the storyline, they can simply request to be taken out of it.
Updates:
- I've added a status menu for when you press ENTER. You can view your current status and see how much experience you require to reach the next level. You gain strength and new skills as you level up.
- I've added some new conditions like poison and stun. Which can be inflicted on the player and on enemies.
- I've also added new attributes like luck (which can help with your success of using skills up to 100%). Also added defencive so that you don't always get the 100% blow from an enemy attack. Ièm thinking about making defences against elements like fire, lightening, water, ice and earth.
- created a slew of new enemies
The biggest difficulties I'm having actually is making all the skills for each selectable player. I got an idea of each skill, just applying them to the sprites is just so time consuming. Also wondering if i should remove the ability to shoot bullets and make it where each characters basic attack is some sort of melee attack. With a weapon or by hand. Not sure yet...
This post has been edited by T-Bone: 07 December 2009 - 09:30 PM
#200
Posted 25 January 2011 - 06:31 PM
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
#201
Posted 26 January 2011 - 03:53 AM
Like some kind of Super MegaZeux Wars...
#202
Posted 26 January 2011 - 07:15 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#203
Posted 26 January 2011 - 07:37 AM
I'm referring to a major MZX crossover. Only instead of inmate, CJA, and Kuddy, it would be Chuck Flemwas, Knife Bro, and Nancy Breakfast. Or something like that.
Something's threatening the world of MegaZeux and its inhabitants (pretend it's one big planet)! An original character rises to the challenge and bands together with various adventurers! Heroes cross over, villains cross over, plots cross over! Dream matches, dream team-ups, dream storylines! Theme song performed by JAM Project! Culminating with the original hero's encounter with the original villain, and having the entire MZX populace pound him flat!
SUPER! MEGAZEUX! WARS!
It's entirely possible!
...okay, maybe not the JAM Project part.

Help
















