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Mobile Suit Grunt Wars: Fast-Paced Mech Gundam TDS


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#1 ydawg314

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Posted 20 June 2011 - 02:05 AM

Mobile Suit Grunt Wars


Title: Mobile Suit Grunt Wars
Genre/Category: Fast-Paced Mech TDS
Download Size: 17 MB Game File-Type: zip
Resolution: No Change, Windowed or Full screen
Download:Download gw7-26.zip from Host-A

http://www.youtube.c...h?v=bhMY-yatQco
Posted Image
More pics
Spoiler


Controls
Spoiler


press F5 to limit fps also tell me what fps you get.

Mobile Suit warfare is dangerous so here are some tips:
-Make use of thrusters to dodge every bullet
-Stay with the pack
-Conserve fuel by slow boosting and running to get to places
-When possible aim for the backsides of enemy Mobile suits
-Watch your radar!


This release is only an engine test. There is very little content so far and animations have not yet been added.

soon to come:
  • ingame unlock reward system
  • animation system
  • online play
  • melee attacks

fixes
Spoiler


A while ago I was working on a game called Mobile suit Grunt wars
http://gmc.yoyogames...howtopic=406971
Because it got deleted I am starting over from scratch....

Edited by ydawg314, 13 December 2011 - 04:19 AM.

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#2 junhalestone

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Posted 21 June 2011 - 03:18 PM

Hey - I'm playing now.
I'll edit this post with feedback in just a bit.

EDIT:
OK I played the game, and it's a good start - I think you should definitely carry it on!

The following things needed improving, though:
- The player needs a bit more health.
- Maybe make the controls a bit less slidey? It was difficult to target enemies at points.
- I didn't understand the point of the co-ordinates on the ground..? They may confuse people.
- Maybe make the enemies a bit bigger, so they are easier to hit (however this problem may be solved by fixing the movement system, slightly).
- Overall, lower the difficulty slightly, I think, but this will probably be achieved by changing the above points, anyway.

Good things:
- The crosshair(s) were cool.
- The variety in playable Grunts - I think there were several? They all had different weapons, which was cool.
- The graphics and effects were good.
- The radar worked well - perhaps its range could be increased, though?

Overall, a good game - keep it up!
JUN

Edited by junhalestone, 21 June 2011 - 03:35 PM.

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#3 ydawg314

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Posted 21 June 2011 - 03:59 PM

Thank you so much for the feed back!

-That is currently a wip. I intend to make each character have strong parts on their bodies and weak spots. This should probably make yoru player more survivable while allowing you to skillfully defeat opponents with a few moves
so for example
.__
./..\
|....|

------
lets just say that represents the player body. Red will be a critical hit while green s pretty much shielded and will do like 25% damage. This will vary of course for each model

-Im not sure I understand what you mean by slidey do you mean the enemies also?
Did you try holding the Q button for autotargeting and multitargeting?

-Sorry about the coordinates... I forgot that they shouldn't be there

-Currently the AI difficulty level is randomized. Ill definitely add in an option in the next build. i also goofed a bit and made AI level way too fast so they have headshot aim and incredible reflexes... Sorry for the frustration :D

-As for the radar... Each suit will have its own attributes. Also You will be able to unlock and call in radar units
All that said I will definitely go back and try and address all your concerns. This game must be fun above all.

Once again Thank you so much for playing very good feedback! :D

Edited by ydawg314, 21 June 2011 - 04:02 PM.

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#4 junhalestone

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Posted 21 June 2011 - 04:02 PM

OK. Your plan seems like a good one!

I meant 'slidey' as in there isn't enough friction - it's hard to stop where you want to... (I think it may be intentional, but I found it annoying).
Sorry, though - I didn't use Q so that may be the problem..

AI difficulty selection would be cool! You're just showing off that you can make good AI at the moment! Posted Image

Suit attributes would be cool - definitely do that!
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#5 ydawg314

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Posted 21 June 2011 - 04:38 PM

Ok I do see what you mean so ill tweak the sliding thing is see if i cant make it work better. Maybe It would be better if there was more friction when you let go of keys? Or would it make sense to add a break key like shift? Ill have to experiment with it...
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#6 junhalestone

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Posted 21 June 2011 - 05:45 PM

Ok. You try out what works best.
It should end up good!
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#7 ydawg314

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Posted 23 June 2011 - 04:38 PM

Next thing I will add is multiplayer

Would anyone else like to give this game a chance? I would really love some feedback

Edited by ydawg314, 23 June 2011 - 09:18 PM.

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#8 ydawg314

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Posted 25 June 2011 - 09:04 AM

Theres only been 3 downloads :(
I am just want to know is there any reason why no one will even download? Is it the file size?
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#9 junhalestone

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Posted 25 June 2011 - 09:14 AM

I downloaded it, but I suppose it could be the filesize. There's nothing you can really do about that, though...

Try uploading it to YoYoGames to use their Instant-Play Feature - that may work..?

Otherwise, just wait it out - more people will try it eventually. My game had a 2 week drought where nobody played it or commented, so maybe you are just having bad luck at the moment. I'm sure more people will try it, though - the screenshots make it look pretty cool! (And the gameplay is good, so you could try adding a YouTube Gameplay Video, I don't know.)

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#10 ydawg314

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Posted 25 June 2011 - 09:23 PM

thanks for the vote of confidence. :lol:
I am currently halfway done working on multiplayer. After I finish it and get some testing done on it ill upload a video and an updated test demo. I think ill upload a new version of the singleplayer mode soon since i already made fixes to all the things you mentioned.
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#11 junhalestone

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Posted 25 June 2011 - 11:11 PM

Ok
Do you mean online multiplayer? That would be really cool!
JUN.
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#12 ydawg314

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Posted 25 June 2011 - 11:44 PM

yeah I am currently working on online play. After that I will finish working on the animation system which allow you do do melee moves and use more weapons like a beam saber and a shield. Currently the shield has no function other than blocking bullets but after I do animations you will be able to use it to cover your cockpit more effectively.

Edited by ydawg314, 25 June 2011 - 11:45 PM.

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#13 junhalestone

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Posted 25 June 2011 - 11:50 PM

Wow. Once it has online multiplayer, I'm sure more people will play it, don't worry.
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#14 ydawg314

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Posted 27 June 2011 - 09:24 PM

My goal is to make it so that I can have AI playing in the same game as the players. This will allow players to purchase ai team mates or hire skilled mercenaries to target specific players. I also plan to add in things like airstrikes and battleships call ins (will move slowly targeting everything in the area although if it gets destroyed you will have to buy earn points to help build a new one)

Edited by ydawg314, 27 June 2011 - 09:26 PM.

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#15 junhalestone

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Posted 27 June 2011 - 09:37 PM

That would be cool!
Kills = credits?
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#16 ydawg314

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Posted 27 June 2011 - 11:29 PM

yes taking out a regular grunt ms and easy ai or noob players will give you like minimal points like 100 points to spend while taking out aces in powerful ms could give you up to 500 points. I have not started the point system yet so none of this is set in stone yet.

Also the higher your streak you will be more feared on the battlefield. If you have like a 15 kill streak for example you will receive a nickname which will be announced as you go to places on the battlefield so it will be harder for you to be as stealthy because commanders (like real life) will be aware that your a threat at thus monitor you. It will be like GTA where defense lines get setup to stop you. Also not set in stone just an idea.
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#17 ydawg314

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Posted 02 July 2011 - 11:07 PM

Bump... Could I please get some feedback
feedback possibilities:
Do you like the controls?
Is the game too hard?
Did you have fun?
What would you like to see?
What would you not like to see?
etc ;)
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#18 ydawg314

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Posted 08 July 2011 - 04:22 AM

in case anyone is interested I finally figured out the algorithm for a animestudio type animator which allows you to add frames or remove frames at any point in an animation. I decided I would share it here...
I am trying to improve it so if you have any tips and comments feel free

first lets just say we were gonna talk about a 1 dimensional animation with 30 frames. you could store all of that information in a map for easy access and manipulation. Game makers map scripts allow you to access whats before an key and after a key which is vital for this kind of animation editing.

What I did was to make each frame represented by three map keys:
for frame 1

name of frame
key=100+(1) 1 //represents frame 1

data
key=200+(1)

distance
key=300+(1)

the distance which is the distance between the current frame and the next frame you added is calculated when adding or removing frames by using the positions of the frames in front and back

To make all this information usable you then have to convert the frames into a list which is made up of data nodes and frames nodes.
Say this is the list for an object which moves from 0 to 100 in 15 steps and back in 15 steps
1)100
2)15
3)-100
4)15

In this list which is made up of 2 nodes we can see that in the actual data is in the first node and the distance is in the second node. The list should be populated from the map in this way

to make objects move smoothly you would devide the value by 15 and add it to the position.
this is pretty much the gist of the animation program I am working on. Im not sure how fast it will be but ill be sure to test it.

EDIT:
My current setup gives me 90 fps (slow ass computer)
Let me know what you think of this algorithm and if you can make it better because I would sure love suggestions... :lol:

Edited by ydawg314, 08 July 2011 - 05:25 AM.

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#19 junhalestone

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Posted 08 July 2011 - 03:32 PM

Why have more people not played this?
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#20 ydawg314

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Posted 08 July 2011 - 09:48 PM

yeah I really still can't figure it out... :(
I am still going to work on it and update it and hopefully I will eventually get more feedback

The next update will actually have the animation in it. Melee will take a bit to finish but there will at least be:
-blocking with the shield
-movement animations like walking and running
-shooting animations
-aiming animations
-dodging animations
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#21 ydawg314

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Posted 12 July 2011 - 10:23 PM

Still looking for some feedback...
Anyone want to review?
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#22 TheUltimate

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Posted 12 July 2011 - 10:53 PM

I'll review! So here we go:

Good stuff:
=== Graphics are nice, the explosion and laser beam effects are great eye candy. The game lives up to the screenshots, which is a really good thing.
=== The music is really fitting for this kind of game
=== There are enough people on either team to make it fun and worthwhile
=== The "Who Killed Who" thing in the corner adds to the game, seems like you're planning online for this, aren't you?
=== Neat idea overall

Stuff to improve:
=== Movement is really sluggish, it's somewhat hard to turn as fast as you want to, and the acceleration is a little too slippery.
=== Sometimes my guy will disappear off the screen momentarily and I have to turn around to show up on-screen. I'd rather have my player in the middle of the screen and be able to turn with the mouse. Might just be me, but I don't like having the mouse locked in the middle when I'm playing.
=== A respawn button. It would be really useful.
=== Not really an issue, but have a menu next time with instructions there instead of forcing me to read them at the beginning.

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#23 ydawg314

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Posted 13 July 2011 - 01:52 AM

Awesome :) thanks for the review!
I'll try to fix all of those things in the next release.
About the mouse issue i'm not so sure i understand... The mouse only goes to the middle when you move the player. Would you rather that no happen? Could you explain this a little further?
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#24 Fihrilkamal

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Posted 18 July 2011 - 01:20 PM

This WIP is really good already (really can't wait for the finished one), but I think there's few things that should be improved so that make this game even better:
The targeting system is a bit confusing since the robot can be totally outside the view, and when full-screen is on we can even move the cursor far far away from the player's robot.
That's all, this game is good enough to be finished! really, I love the booster and three weapon system, and the explosion is really good eye-candy. And I can't wait for the 2D to 3D effect to be implemented. Keep up the good work :medieval:
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#25 ydawg314

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Posted 18 July 2011 - 03:07 PM

Thanks your input is greatly appreciated! :lol:
Its great to know that so far this game is going in the right direction. Since everyone has commented on it ill definitely rework the targeting system and see if I can making smoother and more user-friendly. Also I have been working in your 3D effect and so far things look great. There are a lot of things I am still trying to add: melee, reward system, online play, story mode, tons of content. That said ill probably release another updated demo soon

Thanks for playing!

EDIT:
The demo is very glitchy I realized. Ill update it today. For now ill just shorten the mouse distance but ill fix it fully when I have time.

Edited by ydawg314, 18 July 2011 - 06:41 PM.

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#26 ydawg314

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Posted 26 July 2011 - 06:38 PM

Small update to make the demo more fun
Download gw7-26.zip from Host-A
in which:
Spoiler


I am still working on fixes for sliding and mouse. That will be in next update as will all the other things I promised. Also Im living the grid system in just until I actually start map design

I am looking for music artist… contact me if you’re interested. I am looking specifically for music which is a mix of classical type symphony + piano + heavy metal rock to portray drama and action.

I had an idea...
I was thinking about implementing in the system from the burnout series which gives you afterburner fuel for near misses. In my game the things you are dodging are the bullets and you will be rewarded with more boosting fuel. This will keep the game fast pace or slow when appropriate.

What do you think? Good idea or bad? :)

EDIT
...well :lol: i forgot to fix the fps thing but press F5 to limit fps also tell mw what fps you get.

Edited by ydawg314, 26 July 2011 - 07:27 PM.

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#27 Axegrinder90

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Posted 27 July 2011 - 03:19 AM

my only suggestion would be to make this isometric as opposed to top-down
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#28 ydawg314

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Posted 27 July 2011 - 03:45 AM

Thanks for the feedback :)

well this game is going to be fake 3D but isometric wont work so well for this style of game play especially since the screen rotates and the game will also have a complex melee system where you need to see where your specifically hitting...
Did you try the game?

EDIT: Is the file size too big?

Edited by ydawg314, 27 July 2011 - 03:56 AM.

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#29 ydawg314

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Posted 29 July 2011 - 03:45 AM

bump
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#30 ydawg314

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Posted 16 August 2011 - 06:11 PM

I will update the game with-in the week. A lot of things have been added gameplay wise.
Still I would like some feed back on this :)
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#31 ydawg314

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Posted 22 August 2011 - 09:58 PM

This is a video of the gameplay
http://www.youtube.c...h?v=bhMY-yatQco
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#32 ydawg314

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Posted 25 September 2011 - 01:55 AM

This project is still alive and I am still looking for some more feed back. Would anyone like to play?
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#33 ydawg314

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Posted 13 December 2011 - 04:16 AM

I put this on hold for school but I am about to have a break so I am going to resume work on this...

with my last version of the game,
http://www.youtube.c...feature=related
one thing a lot of people (including myself) complained about was the fact that ms could boost on land too freely. You could fly around the whole time dodging bullets....

as I posted above this is still pretty much the current game
http://www.youtube.c...player_embedded

This time I have been trying to come up with a system which discourages players from boosting like this (on land) without there being too much of penalty.

To come up with this new system I have been watching the shows One thing I noticed is that ms can boost on land easily but the draw back to doing this is that is becomes hard to aim when accelerating and decelerating at high speeds and if you land to fast you need time to stabilize the ms.

(to be honest im also taking a que from GTA gears of war and smash bros)

To fix this I am making the following changes to the game:
- holding w will make you walk
- tapping w will making you run GTA style
- tapping w to a correct beat will make you sprint fastest (allows for skills)
- pressing space will allow for minimum thrust
- holding w and pressing space promptly after will allow for maximum thrust (like power hit in super smash bros 64)
- the faster you press space after w the more thrust you will use and the faster you will go
- the higher the speed you are going the sloppier the landing will be
- the speed of acceleration and deceleration will accent short takeoff and landing animations which negatively affect aiming
- tapping A and D at right beats will allow you to walk off a sloppy landing or break neatly so you can shoot or run in a shorter amount of time.
- buildings can be used as cover and for stopping sloppy landings
- you can grab buildings to stop you but at high speeds you will damage them
- sprinting and breaking will cause more collateral damage so you may want to hover and walk slow when fighting in ally territory

in making these changes my goal is to add a little more skill and strategy to movement and to connect the keyboard to the ms further to make the player feel like they are really in control. For example tapping w once will make the ms complete a full step and once you master pressing w to the beat each step will match the button press. This is also what I intend to do for breaking. Melee moves will also be timed to this beat system.

To make the player accustom to this there will be tutorials mixed in throughout the single player missions. For example in the first level when the player takes their ms out of a hanger they will have to walk slow so (to not cause collateral damage) they gain experience with walking efficiently to a beat.

All that said new comers will not need to abide by the new movement rules but they will just move with a lot less precision than veteran players. This new system will also allow for ms to feel more unique without making things feel to foreign.

Tell me what you think and try the demo!
I value all opinions. Although this is based off an anime it should be fun for players foremost :)

Edited by ydawg314, 13 December 2011 - 04:17 AM.

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Download Mobile Suit Grunt Wars.zip W.I.P 7-26
TEST YOUR MECH PILOTING SKILLS!!!
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