View unanswered posts | View active topics It is currently Wed Dec 25, 2024 7:59 pm



Reply to topic  [ 238 posts ]  Go to page 1, 2, 3, 4, 5 ... 16  Next
 Prison Escape: Episode 1 
Author Message
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
 Prison Escape: Episode 1
Prison Escape: Episode 1

[[!--INCOMING TRANSMISSION FROM: RONIN POST #118--!]]
Notice Attached: Good news and bad news.
Accept? Y/N Y
[[!--Connecting--!]]
Connection Achieved.
You are now connected.
RONIN POST #118: Anybody there?
RONIN POST #215: Yeah, I gotcha. What's going on?
RONIN POST #118: Well, we've got some confirmation on the Alpha.
RONIN POST #215: What?! I thought he was dead!
RONIN POST #118: Apparently not. We've found his location. Smart bastard carved an SOS into the ground outside.
RONIN POST #215: All right, I'll mobilize my forces.
RONIN POST #118: WAIT.
RONIN POST #215: Oh right, the bad news.
RONIN POST #118: See, he's in a maximum-security prison.
RONIN POST #215: Of course.
RONIN POST #118: And there's a signal jammer keeping us from contacting him.
RONIN POST #215: Of course. Then how exactly are we going to get him out?
RONIN POST #118: Well... Obviously, he's got a shovel.
RONIN POST #215: Then I guess we'll stand by for now.
RONIN POST #118: Let me know if he contacts you, you're always the first he calls.
RONIN POST #215: Roger.
[[!--RONIN POST #118 has disconnected--!]]
shutdown
[[!--Shutting down--!]]


tl;dr
HOLY CRAP A NEW MISSION.

After about two weeks of work and a lot of annoying bugs, I've made what is basically the first mission that doesn't involve destroying a brain. I've gone as far as I possibly can to provide a smooth experience. I think there's a nice balance of everything. So now I'll hit you with some screenshots and a feature list.

Features:
    Stealth AND action
    Branching paths
    Checkpoints
    Weapons are saved (they come back after you die)
    Multiple objectives
    Custom music
    Play as the Ronins
    Awesome lagless explosion
    No hacky ways of doing things - everything is scripted, so there's no strange "Don't walk into that particular corner" problems.
    Fully commented Lua scripts and explanations of objects in the INI files so others can learn from it

Screenshots:
Image

Known bugs:
Cortex Command needs a brain when the level starts up, or it glitches. However, because there was a lack of a good place to put said brain, you always have 1 death on the frag counter at first. This will be fixed later.

Questions? Comments?
This scene is also designed for others to learn from it. I've tried to document everything, but if you have any questions relating to code in the scene, please POST them here instead of sending it via Private Message. This way, everybody can see the answer.
I'd also like some feedback on the level as it took a while to complete.

Credits:
Lord Tim for fixing an annoying error... Twice.
DjErebus of Newgrounds for the track "Far From Dead"
Dimrain47 of Newgrounds for the track "Buzztone Symphony"
King tiger 326 for beta testing.
Electroclan for the Ventilation Modules.

DOWNLOAD
It's a wee bit big for the forum uploader, so you'll have to make do with a mirror.

Enjoy!


Last edited by TheLastBanana on Wed Jan 20, 2010 6:42 am, edited 1 time in total.



Tue Nov 25, 2008 4:14 am
Profile WWW
User avatar

Joined: Sun Dec 10, 2006 6:19 am
Posts: 126
Location: Dimension 56-12
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
This looks amazing. You always have made great scenes! I'll be sure to give my opinion after trying it out...


Tue Nov 25, 2008 4:21 am
Profile YIM WWW
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
The download is going to be broken for a second. Sorry, there was an old version I deleted and apparently it deleted the new one too.


Tue Nov 25, 2008 4:23 am
Profile WWW
User avatar

Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
I wholeheartedly recommend this in every possible way.

Finally, we get some good stuff.


Tue Nov 25, 2008 4:24 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
Thanks Tim.
Link fixed, by the way.


Tue Nov 25, 2008 4:26 am
Profile WWW
DRLGrump
User avatar

Joined: Tue Nov 07, 2006 1:26 am
Posts: 2037
Location: Jerking off in a corner over by the OT sub-forum
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
I love you more than life itself.


Tue Nov 25, 2008 4:43 am
Profile
User avatar

Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
Amazing!!!!

...And very hard. :oops:


Tue Nov 25, 2008 4:55 am
Profile
User avatar

Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
As far as suggestions go, if you were to clean it up, I would suggest combining all of the "for x in MovableMan.x" into one thing at the start of the update. This way, you only go through the entire list of actors/particles/whatever one time per update, as opposed to a few. That should cut down some of the lag during play.

Also, you don't use real timers, but chose to increment a timer variable, which works... as long as all of the updates are equally spaced apart. A better idea would be to use the built in Timers and use something like "0-timer:LeftTillSimMS(0)", which gets you the time in the timer, and is always accurate.

Still, for a piece of code this long, it's really good. And fun :D


Tue Nov 25, 2008 4:56 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
All right, I'll give that a try in the next release. Thanks again, Tim :P


Tue Nov 25, 2008 5:00 am
Profile WWW
User avatar

Joined: Thu Aug 21, 2008 6:17 am
Posts: 33
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
Awsome mission I had fun playing I found the most useful weapon to be the rock. oh and lastbanana do i smell a sequel coming along?


Tue Nov 25, 2008 5:46 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
It was designed that way, yes. If I ever get my arse around to it, I could make one.


Tue Nov 25, 2008 5:50 am
Profile WWW
User avatar

Joined: Thu Aug 21, 2008 6:17 am
Posts: 33
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
You should totaly make it so you have to defend the base for like 1min with a giant A.A.cannon against dropships then once thats over make it spawn an actor to defend your base and complete other objectives.


Tue Nov 25, 2008 6:07 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
shouldnt you just make the dude a brain, to get around the whole 1 frag counter thing?
AddToGroup = Brains
that should do it. dling now, ill comment after ive beaten it.


Tue Nov 25, 2008 6:09 am
Profile WWW
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
That was one of the things I was going to do for the next release of it.


Tue Nov 25, 2008 6:10 am
Profile WWW
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Coalition Base #836-AOC - Full-Fledged Mission!
only problem is the whole spawn again thing, but i know you can ignore that with lua.
scratch the completion thing, demo wont let me. i do love the whole saves your weapons thing, made sassing that guard a lot easier. very polished, awesome work. there was a lot of crawling though ;)


Tue Nov 25, 2008 6:30 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 238 posts ]  Go to page 1, 2, 3, 4, 5 ... 16  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.059s | 13 Queries | GZIP : Off ]