FAN PROJECT: Marauder Shields: The Video Game UPDATE 8/30/2012 Reaper destroyer and Hades Cannon graphics revealed. More story and gameplay details
#26
Posté 07 mai 2012 - 03:18
#27
Posté 07 mai 2012 - 03:19
#28
Posté 07 mai 2012 - 04:12
#29
Posté 07 mai 2012 - 09:44
#30
Posté 07 mai 2012 - 09:51
#31
Posté 07 mai 2012 - 11:37
#32
Posté 08 mai 2012 - 12:26
MuteSyndrome wrote...
I can code. You're using XNA and C# yes?
Yes, though I don't need a co-programmer right now, I will want one down the road to help me clean up my code, so stick around.
#33
Posté 08 mai 2012 - 12:30
#34
Posté 08 mai 2012 - 12:32
unfortunately my knowledge of computers is negligible
#35
Posté 08 mai 2012 - 12:38
#36
Posté 08 mai 2012 - 02:26
#37
Posté 08 mai 2012 - 02:58
AppealToReason wrote...
I anticipate the sequel as well, Marauder Health.
Why stop there? Follow the ME2 paradigm for enemy defenses.
Marauder Shields
Marauder Armor
Marauder Health
A win for everyone!
#38
Posté 08 mai 2012 - 03:15
CARL_DF90 wrote...
AppealToReason wrote...
I anticipate the sequel as well, Marauder Health.
Why stop there? Follow the ME2 paradigm for enemy defenses.
Marauder Shields
Marauder Armor
Marauder Health
A win for everyone!
The ultimate edition can be be titled Maruader Barrier
#39
Posté 08 mai 2012 - 05:13
#40
Posté 08 mai 2012 - 05:15
Squallypo wrote...
oh ITS ON ! i wanna see marauder shields game
Me too, that's why I started making it.
#41
Posté 08 mai 2012 - 08:25
Depending on how much stuff you want to cram in there it might take longer than "just a few weeks" to crank this out btw, just a heads up. It's easy to think you're making great progress once you have a few placeholder sprites jumping around with what feels like adequate movement options, but there's a -lot- left to be done =) Well, depends just how far your scope goes of course, which I'd love to discuss with you either way to know what kind of elements would be wanted or not any way =)
I might be able to get us a 2D artist who has a lot of experience doing sprites before. She's amazing at making things come to life with just a few frames of animation =) Dunno if she'd be interested of course but I'll make sure to tell her about the project next time I see her
Modifié par KiddDaBeauty, 08 mai 2012 - 08:31 .
#42
Posté 08 mai 2012 - 10:25
#43
Posté 08 mai 2012 - 09:24
The_Crazy_Hand wrote...
MuteSyndrome wrote...
I can code. You're using XNA and C# yes?
Yes, though I don't need a co-programmer right now, I will want one down the road to help me clean up my code, so stick around.
Cool, will do. Just shoot me a PM at some point. Working on some other stuff atm anyway
#44
Posté 08 mai 2012 - 10:04
Looks like you have a lot of volunteers, Crazy
#45
Posté 09 mai 2012 - 12:29
KiddDaBeauty wrote...
I'd gladly help out with writing and level design if you want me. Don't have anything really snazzy to my name aside from some writing classes, huge fandom for both ME & 2D platformers and having been on a few rpgmaker projects in the past though =)
Depending on how much stuff you want to cram in there it might take longer than "just a few weeks" to crank this out btw, just a heads up. It's easy to think you're making great progress once you have a few placeholder sprites jumping around with what feels like adequate movement options, but there's a -lot- left to be done =) Well, depends just how far your scope goes of course, which I'd love to discuss with you either way to know what kind of elements would be wanted or not any way =)
I might be able to get us a 2D artist who has a lot of experience doing sprites before. She's amazing at making things come to life with just a few frames of animation =) Dunno if she'd be interested of course but I'll make sure to tell her about the project next time I see her
Thre's room for one or two more co-writers, hop on over to HTL and send me a PM if you want.
BTW - I have more than just sprites moving and stuff implemented. I currently have imlemnted:
-Bullets, player and enemy (grenades will work lik bullts that constantly lose Y velocity, making them arc down, then explode(expand rectangle hitbox))
-Enemy spawning
-lives and continues
-Bosses, and minibosses (specific ones need more detail, but the basic mechanic is there)
-scrolling, both horizontal and vertical
-adjustable frame width(though only for individual animations, not individual frames)
-cutscenes, an intro, and ending mechanics(all have their own music)
-individual level music
-a string that modifies enemy behavior
-Hitbox delays to keep the enemy from repeatedly hitting a downed player
-Health
-A power up
-variable bullet speed
-full screen mode toggle
-screen resolution set where I want it (640 x 480)
So yeah, I know about all those little details you allude to. Some are more of a pain than you'd think, some less.
Anyone else who wants to be a co-writer, can also head to the HTL forums and pm me, but hurry, positions for that are running out.
Modifié par The_Crazy_Hand, 09 mai 2012 - 01:11 .
#46
Posté 09 mai 2012 - 03:22
#47
Posté 09 mai 2012 - 04:38
CARL_DF90 wrote...
I've never been a PC gamer, but if you pull this off you might just convert me.
Preare to be converted
#48
Posté 09 mai 2012 - 08:45
#49
Posté 09 mai 2012 - 09:47
(You know, when I'm able to be online...)
#50
Posté 10 mai 2012 - 12:10
animallover11 wrote...
Yay, I'm so happy to be helpful again!
(You know, when I'm able to be online...)
You do what you can, when you can, we all know this, and appreciate it.





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