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Falcon Squad - Top-down Shooting Done Right!


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#1 FredFredrickson

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Posted 13 May 2007 - 01:19 AM

Greetings everyone, and welcome to Falcon Squad (soon to be subtitled... maybe), a little project I've been working on for about a month now.

Falcon Squad is a top down shooter which, when finished, will hopefully include a pretty fulfilling, story-driven campaign mode, a training area, and statistics tracking via Reflect. Right now though, it's only got multiplayer modes, which I am very happy with so far.

Screenshots
Posted Image Posted Image

Screenshot 3
Screenshot 4
...and two more screenshot links, since I can't post more than 3 images! :lol:

Though it isn't without it's occasional problems, I'd really like to see what everyone thinks of this at this point... so please check it out, play some people online (you'll need a Reflect Account), and let me know!

Features
· Fully working menu / Reflect login system
· Online multiplayer for up to 16 players, with deathmatch team dm, and capture the flag
· Adjustable settings for the host
· 5 large maps to choose from
· 5 weapons, plus grenades
· Engine is almost 100% complete
· Saves / loads player color information
· Dynamic sound system, with lots of great ambiance and sound effects

Fixes / additions in the most recent version (May 20, 2007):
· Added two new maps (Four Corners, Upper Plaza)
· Added tree transparency when your player is underneath them (sorry campers!)
· Added double clicking a server (now connects you to it)
· Added a version checker, so players will know if they need to update
· Changed client-side motion prediction to be more aggressive
· Changed team indicator in player lists to be a colored bar
· Changed errors to log to file
· Changed team scores to be colored white on the scoreboard
· Fixed (hopefully all) errors with object id's not being found
· Fixed a big bug in the chat system involving # characters
· Fixed chat problem allowing players to type more than the limit
· Fixed the blend mode weirdness when firing the railgun directly into a wall
· Fixed the hole in Bottleneck
· Optimized various draw events, including bullets and player objects
· Optimized particle creation
· Reduced EXE file size to 7.15 Mb
· Various other things I cannot remember! :wacko:

Controls
WASD - Movement for player / spectator camera
Left mouse - Fire, spawn, etc.
Right mouse - Throw Grenade
Middle mouse (click) - Melee attack
Middle mouse (wheel) - Change weapon
Enter - Initiate / send chat message
F4 - Toggle windowed / full screen
Esc - Exit


Game Info
Made with GM7 - NT / XP/ Vista
Runs at 800x600 windowed, start full screen, no resolution change


Download
Click here to download! (9 Mb)

Note - If you want to host a game, you'll have to make sure your router is set up correctly - this may mean that you have to forward TCP port 27782 to your computer! See http://www.portforward.com for more details on how to do this!

Support
Want to support the game and help people find others to play with? Check out this nifty user bar!

Posted Image

You can use the following code to put it in your sig, nice and easy!
[url=http://gmc.yoyogames.com/index.php?showtopic=297664] [img]http://64digits.com/users/FredFredrickson/fs_userbar.gif[/img] [/url]

Known Bugs / Problems
· Have seen some oddness with CTF flags sometimes
· Some tiles don't fit together 100% perfect
· Lag can sometimes prevent you from hitting your target (even though to you, it looks like you did)

Edited by FredFredrickson, 20 May 2007 - 09:43 PM.

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#2 jedi_man

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Posted 13 May 2007 - 01:31 AM

...I'm not even gonna comment on the hypocriticalness of that...
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#3 Panithadrum

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Posted 13 May 2007 - 01:35 AM

Wanna download now!!!
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#4 FredFredrickson

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Posted 13 May 2007 - 01:36 AM

Alright, done fixing the post... I accidentally hit Submit instead of Preview halfway through. That's what I get for checking my post before actually submitting it, eh? :wacko:
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#5 Panithadrum

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Posted 13 May 2007 - 01:45 AM

that was...awesome..!! nice menu, sound effects, and nice graphics.. the gameplay was smooth...
you take care in little details :wacko: 10/10

now i wanna play with anyone ^^

(awesome water :lol:)

(maybe needs some tweening between the player animations. if you press and release the mouse button, the player gets ugly)

Edited by Panithadrum, 13 May 2007 - 01:49 AM.

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#6 Ds

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Posted 13 May 2007 - 01:49 AM

Wow man , amzing game.

Needs some tunes though.
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#7 JaketheSnake3636

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Posted 13 May 2007 - 01:56 AM

That was amazing. The graphics and fast action gameplay were stunning. It seems we stumbled upon a small networking glitch but you'll be able to fix that easily. After a while it came up with this error

Step event for obj_mplay_controller
in Script multi_steptask
Line 119
tact=tobs.actor_id

That might be a little off, but I'm positive that I got the line and script number correct.

Ok, I got one more error. I didn't copy it down because I know exactly why it's happening. Pretty much, someone in the game wasn't able to send their name to me. When they left the game, it tried to tell me they left the game but their was no name assigned to it, causing the game to glitch.

Edited by JaketheSnake3636, 13 May 2007 - 02:03 AM.

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#8 Jext

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Posted 13 May 2007 - 01:56 AM

Hmm, in spectator mode, this suddenly popped up:

___________________________________________
ERROR in
action number 1
of  Step Event
for object obj_mplay_controller:

In script multi_steptask:
Error in code at line 119:
   tact = tobj.actor_id;

at position 14: Unknown variable actor_id

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#9 FredFredrickson

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Posted 13 May 2007 - 02:10 AM

Alrighty, aparently after testing it about 40-50 times, I somehow missed a large bug that messes up the entire game when a player joins during the multiplay... so get your friends in your game, set the player limit to the number of people in the game, and have at it for now!

I'll be working on fixing this... :wacko:
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#10 hotshotscott

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Posted 13 May 2007 - 02:14 AM

Well mate, every game that i've played that you've made, i've loved with a passion, and have still kept in my game maker games folder. Most games i delete after a week, yours have stayed! I havn't downloaded this yet, but i can't wait because if it's as good as your other games, im sure it will be great! I wish it was 3D fps though, but still i can't wait! I'll edit when done, or if there's more replies under this one, i'll just reply again :wacko:

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#11 the9thdude

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Posted 13 May 2007 - 02:31 AM

I haven't even finished downloading and am beginning to giddy with excitement.
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#12 FredFredrickson

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Posted 13 May 2007 - 03:11 AM

Hehe, thanks... I think I fixed the error as well, so hopefully we can get another game going! If anyone wants to re-download the file and try again, I would appreciate it!
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#13 NinjaBril

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Posted 13 May 2007 - 03:16 AM

wow, i thought this would come out later but i guess not.

yeah fred, your doing it again, your genuis is showing >=D
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#14 felpman

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Posted 13 May 2007 - 03:42 AM

Fred, you've done it again!
since AHOVI, you have blown us away with your presentation.

beautiful game, with AMAZING graphics and gameplay.

9.5/10

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#15 Conman

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Posted 13 May 2007 - 03:51 AM

I really like it, but it's impossible for me to play. I get about 1-5 fps on average, so when I play against everyone I go really slow. Also I get an error after I die or when I am a spectator and sometimes I cannot just ignore it:

ERROR in
action number 1
of  Step Event
for object obj_mplay_controller:

In script multi_steptask:
Error in code at line 119:
  tact = tobj.actor_id;

at position 14: Unknown variable actor_id


I really would like to play it, it looks fun!
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#16 Tahnok

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Posted 13 May 2007 - 04:30 AM

I got the same problem Conman did, but the update seems to have fixed it.

I've only glanced at it, but it looks like another fantastic game. The polish sets a new standard for GM games. I'm sure it will be a ton of fun once I can get into an online game.

Edit: NM, the bug is still there. I just hadn't gotten it yet because I hadn't tried to join an online match with this version. Exact same error as Conman. It shows up when I try to join an online match. The game briefly shows the menu and then flashes to the actual game before throwing the error.

Edited by tahnok100, 13 May 2007 - 04:34 AM.

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#17 FredFredrickson

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Posted 13 May 2007 - 05:09 AM

I'll try to hammer out these errors, but the major show-stopping bug was fixed... these errors you guys are getting can be ignored, and the game will continue (I think). Thanks for the reports though, I'll work on making sure they don't happen in the first place! :wacko:

Edit: I'll also be working on getting in some "accessibility" options, since it seems I've created something that people have a hard time running full speed (AGAIN, hehe).

Edited by FredFredrickson, 13 May 2007 - 05:27 AM.

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#18 Leif-Ericson

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Posted 13 May 2007 - 05:31 AM

Is this what Gunner McJack P.A.K was meant to be like?

#19 T-Bird

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Posted 13 May 2007 - 05:36 AM

When oh When will you do HT3d2? *crys*.

Yet another solid game though, but I dont like wargames, especially with gore and especially if they are people fighting rather than robots,aliens,etc. I'll probably mostly be sitting this one out. (although I already played a little bit...)
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#20 Bright_Eyes_Rocks

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Posted 13 May 2007 - 05:51 AM

I got an error as well and it took me 1:30mins to download, and im kinda mad error is with the loading part

___________________________________________
ERROR in
action number 1
of Create Event
for object obj_load:

Error defining an external function.
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#21 Leif-Ericson

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Posted 13 May 2007 - 06:20 AM

I was kicking Kindred's Ass, but it errored out on me.

#22 hotshotscott

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Posted 13 May 2007 - 06:22 AM

Worked fine on my computer (after i had to get another password sent to my e-mail address because i couldn't remember it lol). I didn't try hosting a game, but there was a game on there so i clicked join and then it worked great! I clicked, was created and then i just had the most fun ever! I liked the throwing grenades! They Rock! I would love it if you made an online FSP! I think you would actually finish it, or get it close to finished, unlike most of the other FPS projects that get made around here. But yes i love this game, i only played for a minute, and i loved it. I will definetly keep it, and go back and play it! Man you are a genius!!! Keep up the AWESOME WORK!!

scotty
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#23 Kindred

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Posted 13 May 2007 - 06:41 AM

The graphics are amazing (albeit a little bit laggy occasionally), as well as the use of sound. I usually use my ears in games more than my eyes and not too many games from around here incorporate this.

The game play seems rather lacking though. The most interesting fight I had was when bballer was hiding behind two walls, and when I tried knocking people out with my gun. Most of the fighting is running around in circles, zig-zags, running/chasing. Not having to reload is quite a drawback ironically, I really hope you add that in.

I still had quite a lot of fun playing, I'll be looking forward to updates.

Oh and one last thing, I saw someone's automatic firing two bullets at once. Which shredded me to pieces. Is there weapon upgrades or was it a bug?
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#24 agj32mrgibbits

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Posted 13 May 2007 - 06:48 AM

You have way too much health, it would be more competitive if you had less health.
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#25 FredFredrickson

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Posted 13 May 2007 - 07:06 AM

I got an error as well and it took me 1:30mins to download, and im kinda mad error is with the loading part

___________________________________________
ERROR in
action number 1
of Create Event
for object obj_load:

Error defining an external function.

<{POST_SNAPBACK}>


Extract everything from the zip file, and then try running that.

The graphics are amazing (albeit a little bit laggy occasionally), as well as the use of sound. I usually use my ears in games more than my eyes and not too many games from around here incorporate this.


I put a lot of effort into the audio experience of this game, so I am glad you are using it to your advantage (and overall, enjoying it).

The game play seems rather lacking though. The most interesting fight I had was when bballer was hiding behind two walls, and when I tried knocking people out with my gun. Most of the fighting is running around in circles, zig-zags, running/chasing. Not having to reload is quite a drawback ironically, I really hope you add that in.

I still had quite a lot of fun playing, I'll be looking forward to updates.

The more people are palying the more fun it seemed to be for me, since I enjoyed the chaos of one firefight turning into three or four, using multiple weapons, and then having to retreat at the end, to avoid dying.

I considered adding reload, but to be honest, I enjoyed the pureness of just being able to switch weapons and fire at will. I'll admit, halfway through many of the longer fights, I kept thinking to myself, man I gotta reload! Just a bad habit from other games, I guess, hehe.

Oh and one last thing, I saw someone's automatic firing two bullets at once. Which shredded me to pieces. Is there weapon upgrades or was it a bug?

<{POST_SNAPBACK}>

Seems to be a lag issue, where some people's connections fire off a couple packets at a time (as opposed to the normal, constant flow that is should be), and you wind up getting bursts of bullets.

You have way too much health, it would be more competitive if you had less health.

If you're lagging while playing, it might seem like the other players have a LOT of health, because for you, you're hitting them, but for them, you're not. Try leading your targets more. :D
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#26 Tahnok

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Posted 13 May 2007 - 07:17 AM

Finally got into an online match without it immediately throwing an error. Though, I still get a strange generic GM message saying something along the lines of "nothing has been sent". Also, last match, I got the following out of nowhere:


ERROR in
action number 1
of  Step Event
for object obj_mplay_controller:

In script multi_steptask:
Error in code at line 308:
               if (tobj.type == 1){

at position 23: Unknown variable type


I only got it once though.
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#27 Armageddon

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Posted 13 May 2007 - 07:24 AM

Another great game in progress...

1. Could the opening logos be put into the next beta (the ones from AHOVI)? They look great.

2. Final release date?
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#28 FredFredrickson

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Posted 13 May 2007 - 07:26 AM

The show_message() you see is just a stupid thing I left in there while trying to fix the first "big problem." The unknown object errors you are getting *should* be able to be skipped, though.

It might comfort you to know that I know what the problem behind those errors is, and have already fixed the GMK... I will upload a new version of the game when I have a few more problems fixed, though.

I greatly appreciate the bug reports however - despite testing the game so much over the last month, this is easily the most complex multiplayer game I have ever put together, and there will be errors at this point, so any help I can get from the community is fabulous.

Another great game in progress...

1. Could the opening logos be put into the next beta (the ones from AHOVI)? They look great.

2. Final release date?

<{POST_SNAPBACK}>


Well, I like to keep opening logos out of my games when they are under development, since I have to skip through the title screen to get to the game to test it, and the fewer buttons I have to press to get there, the better.

Not sure when the final release will be... hopefully sometime this year, huh? :D

Edited by FredFredrickson, 13 May 2007 - 07:28 AM.

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#29 Leif-Ericson

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Posted 13 May 2007 - 08:33 AM

Fred, your server gives me a grey screen of death.

#30 FredFredrickson

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Posted 13 May 2007 - 08:43 AM

Sorry, I was trying to tell you while you were in, I was testing a new map, and if you tried to connect to it, you'd probably have... problems, hehe, since this map wasn't included int he build you're using. :D
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#31 Potnop

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Posted 13 May 2007 - 09:53 AM

Those gfx look amazing... DLing real quick...
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#32 Carnivac

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Posted 13 May 2007 - 10:00 AM

Nice work. Looks decent and I'm sure it'll be as insanely popular as your other games, but damn I hate mouse aiming. Always have done, always will do...
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#33 Potnop

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Posted 13 May 2007 - 10:10 AM

I love mouse aiming.

THe game ran smoothly on my comp just like HT3D did. I guess you use that tweening thing. The computer I used to try this on is very old BTW, so IDK if it was because the timing was off, but the walking animation wasn't in sync with the walking sound on my comp. I'll try it on the good comp later.

Also the rocket is a bit slow IMO, but then again I might need to try it on a fast computer.

Just wondering how do you keep games in sync online when different clients have different framerates... With delta time, or Tweening or whatever, or some other thing?
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#34 OpticalLiam

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Posted 13 May 2007 - 10:54 AM

Once again, amazing work FF. I especially love the presentation and attention to detail all round. There's one thing you really need to add and that's more info in the HUDs, for example health (well I couldn't find a health HUD). Also, the chat box needs a nice little box behind it because you can't read the text at all very easilly (also I suggest a little d-shadow on the text to make it purty).

Anyway, great work!
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#35 dimitri

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Posted 13 May 2007 - 11:39 AM

Its very laggy, but great game nonetheless. Didnt like the rocket launcher much.
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#36 StapleGun

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Posted 13 May 2007 - 12:35 PM

Wow .. just .. wow...

9/10

Can you adjust the volume of sounds in game?
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#37 JaketheSnake3636

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Posted 13 May 2007 - 02:34 PM

Hmm. I have to say, although I enjoy this game very much, I find it annoying that the damage isn't done client-side. I've always liked it when I shoot someone, that they actually get hurt. Yes I know, the lag would make it so people can't always tell if they got shot or not, but I believe the trade would be well worth it.
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#38 FredFredrickson

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Posted 13 May 2007 - 06:40 PM

Hmm. I have to say, although I enjoy this game very much, I find it annoying that the damage isn't done client-side. I've always liked it when I shoot someone, that they actually get hurt. Yes I know, the lag would make it so people can't always tell if they got shot or not, but I believe the trade would be well worth it.

<{POST_SNAPBACK}>


The problem with this is that when laggy / slow players come into the game, it gives them a matrix-style advantage. People will then start getting hit by them when their bullets are nowhere near them, and that just seems more unfair than having the bullets lag in their creation a tiny bit.
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#39 JaketheSnake3636

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Posted 13 May 2007 - 07:09 PM

Hmm. I have to say, although I enjoy this game very much, I find it annoying that the damage isn't done client-side. I've always liked it when I shoot someone, that they actually get hurt. Yes I know, the lag would make it so people can't always tell if they got shot or not, but I believe the trade would be well worth it.

<{POST_SNAPBACK}>


The problem with this is that when laggy / slow players come into the game, it gives them a matrix-style advantage. People will then start getting hit by them when their bullets are nowhere near them, and that just seems more unfair than having the bullets lag in their creation a tiny bit.

<{POST_SNAPBACK}>

Ah yes, thats true. You should probably try implementing Delta Time, or some other system to account for the lower fps.
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#40 FlipSide

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Posted 13 May 2007 - 08:20 PM

As usual, another outstanding release from you...

Beneathe, I see you hosted, but I can't connect to your host, did you forward the port?

Edited by Turbe, 13 May 2007 - 08:22 PM.

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#41 scream681

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Posted 13 May 2007 - 08:27 PM

It looks great, but I think its too much to have to get 10mb, configure my router and make an account in 64 digits to be able to test a WIP :) .

The menu is very polished thou, im glad you pay attention to every part of your games.

Keep up the good work, I'll test the game when u have the training or campaign in, cause I'm too lazy configuring my router.

Cheers.
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#42 funkymonkey

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Posted 13 May 2007 - 09:18 PM

Fun but soo laggy, its kinda like a topdown halo. but halo is less laggy on my comp, aside from the lag its fun

Also I love the tree, just waiting for someone to get near and then pow rocket launched

Edited by funkymonkey, 13 May 2007 - 09:21 PM.

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#43 Kantah

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Posted 13 May 2007 - 09:51 PM

As usual, another outstanding release from you...

Beneathe, I see you hosted, but I can't connect to your host, did you forward the port?

<{POST_SNAPBACK}>

Yes, but i noticed i have a firewall (cannot turn it off, safety failsafe) but I don't see you on.

"AND" this game is really cool, though it needs more weapons, maps, and things to do.
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#44 Confederacy

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Posted 13 May 2007 - 10:16 PM

Looks good, though I need someone to get online and play.
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#45 Leif-Ericson

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Posted 13 May 2007 - 10:31 PM

Isn't it funny that Conflict Online has been promising a demo like this for the past 2 years whereas you've managed to pull it off in what I suspect is about 3 months.

I love the graphics, but I think you need to pick up weapons to use them, and each weapon should look the same.

And jumping would be cool.

#46 FredFredrickson

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Posted 14 May 2007 - 12:02 AM

Alright, I have uploaded an update to the program that should take care of a number of issues:

· Chat text is easier to read (added shadow
· Team colors are now shown in the TAB score sheet while playing
· New map Grassy Knoll added (smaller than the others by 25%)
· Fixed most / all of the actor_id errors
· Got rid of the show_message() on client join
· Fixed a few tile problems
· Added a version check so the game will tell you if there is a new version out
· Fixed most / all of the string errors
· Reduced EXE size by about 2 Mb
· Reduced total ZIP size by about 1 Mb

You can get it here, or from the first post. Happy hunting! :GM044:

I'd also like to thank everyone who's enjoyed it thus far... hopefully I can keep things fun and interesting in the coming weeks! Now, let me address some of the comments that have been made:

It looks great, but I think its too much to have to get 10mb, configure my router and make an account in 64 digits to be able to test a WIP :) .

The menu is very polished thou, im glad you pay attention to every part of your games.

Keep up the good work, I'll test the game when u have the training or campaign in, cause I'm too lazy configuring my router.

Cheers.

<{POST_SNAPBACK}>

Thanks Scream, means a lot coming from a fellow graphics guy! You actually shouldn't need to configure your router if you are connecting to others, and if you have a Reflect Account, you're good to go. :D

Not sure when I'll get the training / campaign worked in, but it will be soon after I get done with fixing the multiplayer.

Fun but soo laggy, its kinda like a topdown halo. but halo is less laggy on my comp, aside from the lag its fun

Also I love the tree, just waiting for someone to get near and then pow rocket launched

<{POST_SNAPBACK}>

I think some distinction should be made between lag and less-than-perfect frame rates... I've noticed a fair amount of people cannot run the game at full speed, especially when large amounts of players are in the game, so I will be addressing this issue soon with some optimizations / toggle-able graphics options.

As usual, another outstanding release from you...

Beneathe, I see you hosted, but I can't connect to your host, did you forward the port?

<{POST_SNAPBACK}>

Yes, but i noticed i have a firewall (cannot turn it off, safety failsafe) but I don't see you on.

"AND" this game is really cool, though it needs more weapons, maps, and things to do.

<{POST_SNAPBACK}>

Thanks, and yeah, more will be on the way soon enough!

you've managed to pull it off in what I suspect is about 3 months.

<{POST_SNAPBACK}>

Actually, 1 month :GM069:
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#47 Geou

Geou

    Pronounced Jee-Oh

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Posted 14 May 2007 - 12:29 AM

I was playing this a little while ago. It's really, really fun. The graphics are amazing, the weapons are awesome, and the area is great too (love the trees). I like how you did the health system as well. There was a bug when you chose the other map, but I suspect it's been fixed in the next demo. I'll download it now. =D
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#48 Jepie0

Jepie0

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Posted 14 May 2007 - 03:03 AM

Awesome work Fred, u once again amaze me with another professional game. Where did u get the graphics from? did u create them yourself?

IDEAS:
The trees should be transparent when your under them.
Weapons and grenades should be pickups.
2 weapon system like halo and gears of war.

falcon squad >> GOW tribute ?

Thanks, Jepie0
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#49 xygthop3

xygthop3

    You may know me from such forums as "Shaders"

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Posted 14 May 2007 - 04:18 AM

This is looking great, but I am unable to play it or even login to my Reflect Account from in-game, however I can login on the Reflect Games website. And I have even tried another account with no success.

I am running Win XP Pro 64bit edition, I don't have a router, I have turned off my virus scanner, windows firewall and zonealarm firewall.

In the options section I try to login and it tries to connect and log me on but it does not work, I don't get any error messages either.

Also when exiting the game, it just hangs and will not close by itself, I have to manually close it via task manager. I have also tried logging on inside AHOVI and I get a FAILED logon message.

I hope someone can shed some light on this situation or have tried this game with Win X64, as I would quite like to try this game.

Regards.
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AFK


#50 T-Bird

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Posted 14 May 2007 - 04:34 AM

I find XP64bit errors on alot of software just because it has no standards to it, its a break out technology that alot of things dont support, maybe FS is one of them. :)
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