View Full Version : Radical Rebound 2 to be tested
Najdorf
2003.04.13, 07:51 AM
Download (3.5 MB) at
http://www.danlabgames.com/radicalrebound/RadicalRebound.sit
Remember the old Radical Rebound? Well, forget it: this one uses the same basic idea but has some MUCH MUCH better graphics and improved gameplay, with levels and bosses.
Thanks a lot to Camacho for his art: this time you won' t be disapponted.
And for now the game is free.
I' d like suggestions on new bonuses, new level missions, graphics (what' s ok what' s not), how the variable framerate works (should get all the FPS it can get), music, difficulty and any other thing.
Here are some shots (only 20k!):
http://www.danlabgames.com/radicalrebound/shot1.jpeg
http://www.danlabgames.com/radicalrebound/shot2.jpeg
http://www.danlabgames.com/radicalrebound/shot3.jpeg
http://www.danlabgames.com/radicalrebound/shot4.jpeg
http://www.danlabgames.com/radicalrebound/shot5.jpeg
tell me if you like it!
Thanks
Matteo
macboy
2003.04.13, 01:24 PM
I didn't see anything new appear while I was playing. I played up until level 6 when I died.
I also think you should add in some sound effects. The music gets really repetitive without any accompaniment.
Najdorf
2003.04.13, 05:58 PM
Hmm, well, the graphics is different!
And other than that, there are levels and bosses... and a score...
And, other than that... It' s got variable framerates...
And, other than that... hmmm... music!
Well, that' s all folks!
macboy
2003.04.13, 06:20 PM
Originally posted by Najdorf
Hmm, well, the graphics is different!
And other than that, there are levels and bosses... and a score...
And, other than that... It' s got variable framerates...
And, other than that... hmmm... music!
Well, that' s all folks! I meant no powerups or anything appeared on the screen during my play.
I also think you should add multi-player support again. That was one of the best parts of the first one.
Holmes
2003.04.13, 06:49 PM
Great! I'm glad to see this has progressed from when it had a chicken on the title screen. You've developed an interesting concept into an addictive game.
I died on level 7...
I few suggestions though...
1. High Scores, this is hard in TNT, but it'd be cool.
2. Not so many planets. Maybe put the starfield back and a planet now and then, but so many gets distracting. Maybe something like asteriods too.
3. Needs variety. Maybe have a level flying through an asteriod belt or something...
4. Powerups would be cool.
5. Increase difficulty quicker
Great job though, I like the main menu too.
Najdorf
2003.04.13, 07:50 PM
thanx!
1) I died on level 6-I died on level 7
Really? I never die before the equivalent of level 25 or so...
Actually I change the starting difficulty ;).
2) Multiplayer... Ok, I' ll put it back, it was cool.
The main problem is I don' t know how to do / where to get the other players spaceships! :blush:
2) Increase difficulty faster
Actually you can change this, I' ll maybe increase the default
3) Variety: Yep... I think I' d like to put other "missions": for now you have: "destroy n enemies" and "destroy the boss" (like it?), any other ideas? Maybe I could put time attacks where you have limited time to kill' em or survivor where you must survive for some minutes or some missions where there are some civilians you must not kill... other ideas?
4) High scores; actually there is only the highest score memorized, it' s written below your score every time you start a level. Sure, you can' t write your name when you make one :(
5) Powerups: well, you could get energy, shield enlargement, doh... ideas?
They could come inside and stay a little before they disappear and you have to catch' em
6) Sound effects: by great request I' ll put them back: just didn' t want to ruin the music...
7) Oh, flying through an asteroid belt you must avoid the asteroids? That' s a cool idea...
Holmes
2003.04.13, 10:11 PM
Or maybe even flying through an asteriod field deflecting asteriods onto a huge boss...another suggestion, BIG bosses. POWERFUL bosses. that first boss was the same size as all the other guys. Whats up with that?
Najdorf
2003.04.14, 01:24 AM
Yes, but he' s red :D
AJ Infinity
2003.04.19, 10:29 PM
Dang, that game was freaking fun!!! And the MUSIC!!! I loved it! feels just like an NES/Sega game (except the graphics are better). If you redo this in Director, and send it in to Shockwave.com, they'll probably put it on their site.
BTW, I liked this game so much I'm making some sounds [in SoundBuilder] right now. I'll email you them. Won't take long to make.
Najdorf
2003.04.20, 08:26 AM
Thanks for the compliments! :lol: I actually have sounds (found here at idev), I just didn' t want to ruin the great music!
Instead I really need some feeback on these:
-minimum number of enemies per level: 4 instead of 2?
-what do you think of the starting difficulty?
-Maybe raise the difficulty increase per level?
-sound effects
-bosses: are they ok?
-shield size: is it ok?
-more songs... (yeah, I got 20 songs almost as good as that one and theyre 70k each!!!)
AJ, I can send you the sounds I use, so you can decide if you think thei' re ok or you still want to do them. Thanks anyway!
I think I wont do major changes to this title, such as putting a story, bonuses, shops, cause I like it to be a pure arcade game of ability (it' s a game where you really get better a lot!)
Instead When I have time I' ll do a game such as EV but without the shopping part, but with more cool battles! That was a thing I loved in EV but wasn' t really complete (too difficult to have big fights)
igame3d
2003.04.20, 08:35 AM
OK that was pretty cool. Nice goofy retro 80's game music.
I didn't get past level 1:
Framerate is "sticky", it seems to lurch around a bit.
Dual G4 450 Nvidia MX with 1.6 gigs of RAM.
Suggestion, clear out most of that background clutter, reduce the speed at which
those planets are traveling so that its more like you are actually traveling through
the star system instead of warping through hundreds of star systems.
The planets or stuff farthest away should move decidedly slower than the more
foreground elements.
I'm not sure if its just any objects that are slowing things down, or if
its the size of objects, most likely its number of objects.
If its the size of objects, replace some planets
with just space dust/star stuff. If its possible to have just one huge planet closer to foreground to scroll by every so many seconds, that would appear more like your fighting it out over that particular planet for the moment.
Add THRUST...this makes for a strategic element of attacking the enemy's
instead of a constant speed, you time the forward momentum to nail them good
and hope they don't launch missiles while you approach.
You may want to try an escort type of level, where there are "good" ships that
you are trying to keep the enemy's away from. For this kind of level, make the
enemy's much smaller, like a fleet of one man fighter craft. Have them show up
in definate waves.
You could also go for a space bug approach, little red and black spider like things that
want to swarm onto your "good" ships.
In my opinion, skip the high scores, go for a RANK. Defeat x percent of levels and rank up from:
say Wannabe, Space Cowboy, Rogue Pilot, Cadet, Private First Class, Star Legionaire, First Officer, Captain, Admiral, Defender of the Known Galaxy. Or some such silly stuff. If you can add an "enter your name" and keep track of levels completed then you can have the "highscore" screen simply list
the rank, name, levels. That is if TNT uses text, looks like you are using textures/sprites for most text operations like T3D.
Hope that helps. Keep us posted!
Oh and NICE graphics backgrounds are eye candy, love those planets (another reason to see less of them..moving slower, or closer), and those freakin ships...Carlos should make some movies with his artwork!
Najdorf
2003.04.20, 09:33 AM
Framerate is "sticky", it seems to lurch around a bit.
Dual G4 450 Nvidia MX with 1.6 gigs of RAM.
Hmm, I only know with my iMac G3 350 I get 28 FPS on OS 9 and on OS X with iBook 400 I get 28 FPS the same.
I guess you should get 60+... (??)
reduce the speed at which
those planets are traveling so that its more like you are actually traveling through
the star system instead of warping through hundreds of star systems.
I know it would be more realistic, but I think it' s prettier that way... I will consider that
The planets or stuff farthest away should move decidedly slower than the more
foreground elements.
They move proportionally to their size, wich I think is right
I didn't get past level 1:
and
Add THRUST...this makes for a strategic element of attacking the enemy's
instead of a constant speed, you time the forward momentum to nail them good
and hope they don't launch missiles while you approach.
Hmmm... It might be that you didn' t understand how you should kill enemies:
Don' t "nail them"!!
The barrier only reflects shots! You can' t dash into enemies! You must rebound their shots back at them! That' s why it' s called "Radical Rebound"!
Hmmm, I guess I should write this somewhere...
Anyway thanks for the feedback!
igame3d
2003.04.20, 10:39 AM
Haha...Funny your right, I was nailing them...no wonder I didn't last long. I think I knew what to do BEFORE I started the game, but as soon as the action started I was totaly just avoiding their projectiles. Old gaming habits die hard.
I'll try it again in "defensive rebound style". Still the thrust would be a cool added element.
As for planet speed moving per scale, that is not correct.
A bird 10 feet away from you will appear to be flying faster than a 747 1 mile away from you. A star 1 light year away will appear to be moving much much slower than that 747, but in fact its moving faster! Is there a name for this effect?
I think if you base planets in view on orbits, it would seem more realistic.
Ex
Mercury orbit = 160 days (?)guessing
Earth = 365
Jupiter = on i dunno 600 days
lets say a planet is only visible onscreen for 20% of its orbit
the rest of the time its behind us, or offscreen left or right.
Hey you like algorythms right? This should be fun for you!
and like I said, some star stuff and space stuff would give it some variation.
Anyway, I'm seeing it from a designers eye, and more doesn't always = better. Feeling, balance, motion are important.
How do I get framerate data? It runs smooth but then =...Sticks,and catches up, like a stop and go feeling.
Very brief, but consistant...every so many seconds, could be key input?.
I don't think framerate should increase just because of machine speed? If that were the case this game would be INSANE on a new 1.6ghz MP machine.
OK 4 hours of sleep is not enough. I'll play again later.
Its cool!
Najdorf
2003.04.20, 11:42 AM
A bird 10 feet away from you will appear to be flying faster than a 747 1 mile away from you. A star 1 light year away will appear to be moving much much slower than that 747, but in fact its moving faster! Is there a name for this effect?
Parallax?
No, I suppose all the planets to have the same actual size (and actual speed), so their apparent size varies with their distance just as their speed varies. So a farther planet will be 1/2 as big as a near planet and will go at 1/2 the speed, I guess.
Oh, now I understand that framerate problem: It goes slow then fast, right?
I actually calculate the timestep (to change the actual speed of objects) every 5 frames... maybe I should do that every frame? Or every 20 frames?
I use functions such as x=x+xvel*timestep to make it look it' s always the same speed on every computer.
macboy
2003.04.20, 12:06 PM
Do you have a maximum FPS? If so that's probably the problem because it waits until it gets the max FPS then stops for the rest of the second.
Najdorf
2003.04.20, 01:27 PM
No, actually I don' t have a max Framerate...
Does it happen also to you that the game goes fast then slow?
macboy
2003.04.20, 02:58 PM
Yes, but it's barely noticeable. I only happens for a frame or two.
AJ Infinity
2003.04.20, 06:00 PM
Najdorf: Wouldn't x += xvel*timestep be simpler to write than x=x+xvel*timestep?
diordna
2003.04.20, 06:14 PM
Yeah, the star effect is called parallax. See EV: Nova.
Anyways...I tried putting in FPS speed compensation in my game, but I only made it calculate it every second and not every frame (it runs at around 2000 FPS because the graphics are drawn using low-level commands). Maybe I'll try frames instead. I just don't know the calculations I should do. (BTW, the game is being entered in the METAL programming contest hosted at nuclearnova.com, and therefore won't be released until April 29.)
igame3d
2003.04.20, 06:49 PM
Hey I just went at it again, twice and could not reproduce the stuttering stop and go effect i had earlier.
I adjusted my turn speed so I thought it was that, when I scaled back it was still running smooth as silk. Your planets stutter the tiniest bit, but I've seen that on scrolling sprites for generations.
Perhaps something on my system was chewing up system resources at the time I played it earlier this morning.
Ok I played the game the way its meant to be played, challenging and great just the way it is. Don't necessarily forget all my suggestions....save them for a whole other game based on the work you already have in RR, go shareware on that though :) good work! Excellent use of Carlos' art!
Is there save game option, thats about all thats missing right now.?
This is TNT? Pretty freakin slick!
It totaly reminds me of Amiga games! The music just brings flashbacks of Great Giana Sisters, and New Zealand Story, or an Amiga Magazine demo.
April 29th is not far away.
Najdorf
2003.04.20, 09:08 PM
yeah, the music is from an amiga legendary musician ;)
Next version will have 20 gorgeous songs changing randomly every say 3 levels, wooho! And if the music and the graphics change, the game looks mucch less repetitive though in truth you do always the same thing ;)
Appearence is everything ;)
Najdorf
2003.04.25, 04:04 PM
Somebody wants to test the new version? I worked a lot to improve the structure:
4 difficulty levels, corrisponding to different shield sizes, then fixed starting difficulty and difficulty increase; boss (bigger) every 5 levels
When you lose you you go back 1 level. The last level you where on is automatically saved so when you play again you get back from your last level. (In the options you have the option to start from a lower level than your max, but not higher).
I think it' s cool this way! Actually it' s mind bursting, because after a while you get "stuck" in levels that you can just quite manage to pass with all your efforts, and it' s total madness the effort you must put in it. (at least i' m still shocked after 20 mins!)
I' ll put an end on level 40 (that is actually equivalent, on the old RR, to level 40 if you start with standard options, or level 1 with starting difficulty 120). I managed to get to level 44 on medium difficulty (that is, shield size 100)
It' s quite an effort to keep track of all the prefs writing them on the prefs file.
Then I' ll give silly names to the levels and that will be cool; also silly names to the pilots ;)
No highscore for now, actually I think igame3d's ideaa of rankings based on levels is cool, I' l put that on a *later* version.
I' ve changed the shot sprites so that every enemy colour has a shot of that colour, and when you rebound them they change to a random rainbow colour :)
And I' ve put 20 great amiga-like songs :)
I' m almost done with it, just have to decide some interface and the names of the levels :)
I maybe should differentiate the bosses more... well, I' ll wait for a later release: it' s always a work in progress ;)
To the eventual testers, I can send you the file only via e-mail.
So, somebody?
Thanks!
Matteo
igame3d
2003.04.25, 04:48 PM
How big is the email/file?
Have AOL Instant Menace or iChat?
how about carracho client? (www.carracho.com)
I run a server 24/7 for our dev work.
Are you sure the shots should be random rainbow color...or SMILEYS :wow: :lol: :blink: :wacko:
ahaha...ok I'll check back in here to see whats up
send me an email through here and I'll reply so you get my addres in your address book.
macboy
2003.04.25, 05:07 PM
Oooh! Oooh! Me Me!
Send it to *my* email in my sig (first one)
Najdorf
2003.04.26, 10:00 AM
Ok, it' s almost done.. just give me a day to check it out a little more...
Hey macboy, I reached 3000 lines to!!! but I' m sure my code is MUCH messier than yours:p !
There are about 600 lines of non used code and 400 of empty lines :lol:
The game is actually finishable at level easy and normal, is at the limit of human possibility (I think i' ll never make it) at level hard and is utterly impossible at level very hard... :???:
Well, actually YOU might make it...
macboy
2003.04.26, 10:25 AM
Originally posted by Najdorf
Hey macboy, I reached 3000 lines to!!! but I' m sure my code is MUCH messier than yours:p !CloneShooter is 4460 lines at the latest version; even if my code is neater that's still a bunch more :p
Najdorf
2003.04.26, 01:05 PM
4460...4460...4460...4460...
NAAAAAAAAA!!!:envy: :envy: :envy:
Gotta find something...
Idea! I' ll put inside the game all the stupid gamies I' ve done! You can access them with cheat codes! Wow, that' ll boost my game to at least 5000 lines!!
HAHAHAHA!! THE WORLD IS MINE!!!:wacko:
Shivers
2003.04.26, 03:35 PM
trying to add lines is a very very bad idea. I would be much prouder of a full feature game with minimal lines, more lines doesn't mean better, in any way.
Najdorf
2003.04.26, 08:38 PM
Not better, but BIGGER, and SIZE COUNTS, WAHAHAHAHA:zzz:
I' ll work on this game all my life, adding a thing every year, so when i' m 70 it will be good!
Najdorf
2003.04.30, 11:11 AM
Macboy, did you get the game? Does the prefs file work?
macboy
2003.04.30, 04:42 PM
Originally posted by Najdorf
Macboy, did you get the game? Does the prefs file work? Sorry. In Chicago until Sunday (grandmother died). No Mac access.
Najdorf
2003.04.30, 05:12 PM
Sorry
Joseph Duchesne
2003.04.30, 07:14 PM
:( really sorry to hear that
macboy
2003.05.01, 12:01 PM
Like I told Dan, things like that happen.
But I'll be sure to try it when I get back :)
macboy
2003.05.04, 09:44 PM
I just tried it. It's awesome! But what happened to the other music?
Nice job :)
Najdorf
2003.05.05, 06:52 AM
Thanks! :)
The previous music is still in there, just there are many other too, other 20 themes :D.
Amazing how much different music and good graphics helps...
I guess game making is more graphics and music than programming nowadays.
Anybody who wants to try it the new version (2.153:cool:), it is out!
get it at my page
http://www.danlabgames.com/radicalrebound/
oh, and tell me what you think of the page, it' s the only web page I' ve done yet :blush:
macboy
2003.05.05, 08:19 AM
Good web page! Did you code the HTML yourself or with a program?
Tiny bug on the Options menu: at first (without selecting anything) all the text isn't bold. Then after selecting one it stays bold even when you select a different one. Not very noticeable, just thought I'd mention it.
Najdorf
2003.05.05, 09:02 AM
Thanks, I did the HTML with CreaText, the first free HTML editor I found :p
I did learn a bit of HTML reading 100 pages of a nice tutorial (of 300 pages), so I learned a little the structure, but the it' s handy to have an editor that remembers the tags for you :).
Anyway it' s quite easy html, the hardest was the screenshots point
Do you think the fact that when you loose you go back 1 level is ok?
macboy
2003.05.05, 04:41 PM
Originally posted by Najdorf
Do you think the fact that when you loose you go back 1 level is ok? Maybe you could have an option to either do that or lose half your points (rounded or inted) or something.
Najdorf
2003.05.05, 04:59 PM
The problem is there are no points :blush:
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Never liked points in videogames :p
macboy
2003.05.05, 05:24 PM
Originally posted by Najdorf
The problem is there are no points :blush:
:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Never liked points in videogames :p Wasn't there points in an earlier version?? Well, anyways, maybe you could figure out something... like instead of starting with full health you only get half... err... scratch that. Oh well :zzz:
Najdorf
2003.05.05, 06:07 PM
Wasn't there points in an earlier version??
Yeah, there were, but they were sort of random crap to make the point maniacs happy, knowing they' ll never figure it out with so big numbers :lol:
Holmes
2003.05.05, 06:49 PM
Originally posted by Najdorf
Wasn't there points in an earlier version??
Yeah, there were, but they were sort of random crap to make the point maniacs happy, knowing they' ll never figure it out with so big numbers :lol:
Reminds me of Raptor...I set up a pretty Random point system. Extra lives, however, at certain point intervals are good :)
Najdorf
2003.05.24, 07:14 AM
Version 3.0 is coming: this one' s REALLY gonna KICK ASS :cool:
Gonna use some AWESOME anime-RPG sprites (those here at iDev' s resources: they are amazing!) as characters: you can choose your fighter like in a Street- fighter like game (with energy bar) and fight against the baddies to get back your kidnapped girl... It' s amazing how much those sweet cutie characters give to the game...since I saw them I knew I had to use them somehow, but I really dont wanna loose years on a RPG, so I got them in Radical! More, i' ll put inside a demential story and animations with these little guys!
And multiplayer is coming back with a lot of playing modes!!
I' ll just need to put a load of bonuses and shake vigorously... hope TNT Basic does not slow down too much in multiplayer...
I also have some problems keeping in RAM too many sprites (at least on OS 9) so I' ll have to unload them and reload them at times.
Najdorf
2003.05.25, 12:08 AM
I just can' t wait to show this to somebody... Macboy! I 'm sure you will appreciate it ;)
I really don' t bother hosting so I can send it via e-mail to everybody.
So...
everybody that does NOT want to check the new version write it expressely here... If you do not expressely deny, I consider you are eligible to get a 5 MB e-mail with this gamoz :p
Najdorf
2003.05.26, 08:04 AM
GOSH!!!
Just today I had a crazy experience: I received a letter from England: A guy sent me 10 Euros (12 $) for my game! And I didn' t even ask for money! AMAZING! And the next version will be at least twice as cool! WOW!!!:wow:
These things make a lot of work worth :)
Matt Brown
2003.05.26, 05:01 PM
Originally posted by Najdorf
GOSH!!!
Just today I had a crazy experience: I received a letter from England: A guy sent me 10 Euros (12 $) for my game! And I didn' t even ask for money! AMAZING! And the next version will be at least twice as cool! WOW!!!:wow:
These things make a lot of work worth :)
You know, that's odd. They don't use the Euro in England. But congrats all the same.
Originally posted by Najdorf
GOSH!!!
Just today I had a crazy experience: I received a letter from England: A guy sent me 10 Euros (12 $) for my game! And I didn' t even ask for money! AMAZING! And the next version will be at least twice as cool! WOW!!!:wow:
These things make a lot of work worth :)
Cool, if you make it shareware you will get alot more, that game is awesome!
Najdorf
2003.05.27, 09:01 AM
Thanks :lol: !
Yeah, that guy that sent me money must have also changed it in euros! Could not believe there was someone so kind...
I think I' ll keep the game donationware, because it has a lot of free graphics from here, a lot of free music from there, and I got a lot of free resources (thanks Dan), so I like the game to be "free" (if someone helps, well, I must accept that!). It' s a way to thank those who helped me: graphics and music are just too important.
By the way, I' ve made a list of 20 crazy bonuses that should take only 500 lines to code (all together): this is what may happen (at random) when you get a bonus:
-Many kind of shots from your ship in various directions, strange kind of spread shots, lasers, smart bombs that destroy alol around, short machine gun,...
-rebounded shots become larger (scale bigger)
-double shield
-shoot shield that grows in size and rebound, when he goes out of screen you get it back
-some planet destroys enemy ships
-your shots rebound on walls
-the shots you rebound rebound straight (perpendicular to the shield) or backwords, or are spreaded in front or spreaded lefa and right
-Invincibility, ghost ship
-And lots of others ;-)
More, I have to show you the terribly cute interface with the RPG anime sprites (I' ve finished that!) and the beat-em up like interface with energy bars (done!) and the multiplayer (up to 4!) with many playing modes and the story and the starting interface and "choose your fighter" screen!
This game is gonna kill me :zzz:
Najdorf
2003.06.11, 10:10 PM
hey guys, donnow how many of you are intersted but I must inform you that v3 is coming this month and is going to ROCK. I' ve put 20( 20!!(!)) amazing spectacular and different bonuses... cool eh? Never seen a game with so many!
Multiplayer has also come back and it' s a crazy street-fighter-like-ko-contest.
Now I just need to make a decent site and learn how paypal- eSellerate-Kagi work, choose one and start making money :love:.
I' ll have some problem making the site... someone wants to lend a hand?
PS:Hey AJ, I think you reviewed on MacGamesFiles the old version, 2.0 , while now there is 2.153 that is quite better (but it' s really nothing compared to the new v3!!)
Shivers
2003.06.11, 10:53 PM
i can probably make a you site, i have made a few decent ones.
industrialmagnolia.com
monarchygame.com
monarchygame.com/rs/roguestate.html
a few more floating around the net.
Najdorf
2003.06.14, 09:06 AM
THank you Shivers. I'll try a bit to do it myself, if I dont manage I'll ask you to help.
By the way, I tried to send some of you RadicalRebound3: Macboy, Holmes, Jake, Danlab: did you get it? I'm not asking you to try it now, I just donnow if my ISP let me send that 3.2 MB file... I suppose it didn't even get near your mailboxes... :(
Shivers
2003.06.14, 10:00 AM
Okay, Najdorf, I am going away for most of the summer, so if you still need one in august, email me...but i imagine you will be already selling by then.
Originally posted by Najdorf
I suppose it didn't even get near your mailboxes... :(
I've got it
macboy
2003.06.14, 07:07 PM
Same here. Very nice. When do you think you'll have registration, etc. done?
Najdorf
2003.06.14, 09:22 PM
Oh, so my ISP works! I thought I was damned having the game but keeping it to me alone.
>When do you think you'll have registration, etc. done?
dunno, when I get my sanity back :zzz: ...
Darth_Bob
2003.06.20, 06:21 PM
This game is highly addictive.
Najdorf
2003.06.20, 08:11 PM
hey thank but, really, you should wait for v3.0 that is on another planet, :) (only a few elite members tried it ;)). I'm making a decent website now, I just don't understand why I'm so stupid to bother learning html and hand writing everything...
Darth_Bob
2003.06.21, 02:23 AM
In my experience writing it out in HTML makes a much better finished product than using those terrible page-making programs (they don't actually make web pages, they make crap pages).
Najdorf
2003.06.24, 03:38 PM
Hey folks, I need some help: I need some sounds for the cute little RPG-anime characters in the game: only 4 sounds for now:
Yeah!
Help!
I love you!
Ouch!
the sounds should be ok for both male and female characters, very cute-softie-little voices
If someone can help, I'll put him in the credits in the site (no more space in the in-game credits) and give him a registration number for the next version.
Thanks!
AJ Infinity
2003.06.26, 06:26 PM
*begins audio work*
Najdorf
2003.06.26, 08:29 PM
wow, my hero :love:! you won't regret it ;)
Oh, I would also need:
"I'll get you"
If you're impatient (I am!) I can send you the new version, it's really almost done (6000 lines!)
THX a LOT!
AJ Infinity
2003.06.29, 04:12 PM
You got my email?
Najdorf
2003.06.29, 06:02 PM
hmmm, nope... please try again
Thanks
PS: how big is the file?
AJ Infinity
2003.06.30, 11:33 PM
I'll compress the sounds this time around. WAVs or AIFFs?
Najdorf
2003.07.01, 05:36 AM
Hmmm... dunno :blush: (both are actually ok) The ones that take less memory. If you manage please stay under 40 k for each sound. Thx.
PS:Wanna test the game? I'll send it to you in any case:p
Najdorf
2003.07.05, 09:34 PM
Great news: the new site is up, you can get the Radical Rebound v3 demo. Please test it! If you finished the demo and want to test the full version e-mail me and I might give you a serial number. (the registration system is still not up yet)
The link is http://www.danlabgames.com/radicalrebound/
To AJ: I didn't get your sounds yet, if you have done them you might send them to me for the next version ;)
AJ Infinity
2003.07.05, 11:18 PM
Ok this is what I was waiting for in terms of the sounds. I wanted to see exactly what the game would be like and how the sounds would fit in (instead of I email the sounds, you email them back with "No, too high pitched". I redo them and you send them back...you say "Geezus AJ. Those sounded too spacey. Yeah, I know RR is in space but still, these are humans, not aliens", so on, so on-I think you get the picture ;)).
Anyway, I think this game is so friggin' cool (haven't played it yet but the screenshots look good).
BTW, why do you have "Open GL accelerated 2D graphics" on the Features page? AFAIK. TNT Basic isn't accelerated by OpenGL.
Najdorf
2003.07.05, 11:39 PM
Okay, I planned to use the sounds in the small scenes before levels, the ones where you run after the bad guy that laughs. Oh, and sure:
"Geezus AJ. Those sounded too spacey. Yeah, I know RR is in space but still, these are humans, not aliens :lol:
Open GL accelerated 2D graphics... I'm quite sure TNT uses openGL in hardware mode (the one I used in RR): it does rotations, scaling and transparencies through it. Anyway also Holmes wrote it for Raptor (http://homepage.mac.com/solidmag/raptor/), so I guess it's true.
Oh, check out the bonuses (I'm really proud of them!)!
Najdorf
2003.07.06, 07:30 AM
Nooooo! They got me! Aaarh!!
I had put my site out only to test it a bit (it must have only a few people getting to it each day) but somehaow at VT the knew about the new version and the registration system is not up yet! Waaaaa!!!:lol: What a terrible business man :(
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