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 Deadly Vinepit of death 
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Joined: Thu Sep 03, 2009 6:01 pm
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Post Re: Deadly Vinepit of death
Oh jesus christ please stay on topic. 50% of this thread seems offtopic about starwars and graphics.

New version with sprites by Adriaan (you rock man) incoming in few minutes or so.

EDIT: Excuse me, probably not today anymore, because I don't want to release the unfinished version just yet, will have to (re)write parts of scripts first.


Wed Oct 28, 2009 11:09 pm
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Joined: Thu Sep 03, 2009 6:01 pm
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Post Re: Deadly Vinepit of death
Version 0.2 released. Basically the same as previous but with awesome sprites.
Thanks again Adriaan!

Next version will contain a better "line" pulling the victim.


Thu Oct 29, 2009 11:41 pm
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Post Re: Deadly Vinepit of death
Images of the new pit?


Fri Oct 30, 2009 2:49 am
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Post Re: Deadly Vinepit of death
Picture. Looks pretty pro in my opinion. Let us know when you fix up the vine.


Attachments:
PitBG.bmp [10.05 KiB]
Not downloaded yet
Fri Oct 30, 2009 3:14 am
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Loose Canon
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Post Re: Deadly Vinepit of death
Oh jeez that thing is gonna be in my dreams.


Fri Oct 30, 2009 3:38 am
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Post Re: Deadly Vinepit of death
I had an interesting experience with this... If you stack about 5 of these on top of one another then it makes a super pit... but the funny thing is that I had it above ground and one of my actors got pulled through the side of the pit :) that thing sure must be hungry


Fri Oct 30, 2009 4:46 am
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Post Re: Deadly Vinepit of death
Does this come with a sort of organic whip-crack sound and some disgusting gargling noises that come soon afterwards?


Fri Oct 30, 2009 5:06 am
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Post Re: Deadly Vinepit of death
Hyperkultra wrote:
This is the kind of attitude you need to really embrace a game like CC, Spelunky, Minecraft, or one of the 10 buhmillion other perfectly awesome games out there that look crap but are amazing. I blame consoles.


Wrong. The thing about CC and Spelunky (I haven't played Minecraft.) Is that they still manage to look amazingly good (IMO. I love sprites and everything to do with them. ) and have great gameplay.

The gameplay > graphics mentality is flawed. Tell you what I say to people as soon as they say, "Oh, you're just a graphics snob. Gameplay should be way more important." If people like you had ran the videogame industry at the beginning, we would all be sitting around playing ♥♥♥♥ Pong. Pong had great gameplay. So did Pacman. Would you wish that on all of us? I certainly wouldn't.

Of course, if we go the other way, then essentially we end up with Metal Gear Solid 4, where the gameplay is about 4 hours long but the "game" is about 20 hours.
Gameplay and graphics need to equally important, otherwise we're either watching a game, or just plain taking a step backwards.

Ontopic: This vinepit is great, awesome fun to put where you'd least expect it. Also I laugh hard when I see an enemy drop their own units into it.


Fri Oct 30, 2009 5:44 am
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Post Re: Deadly Vinepit of death
Wait, so you're actually saying the gameplay of pong is equivalent to modern games? So you're saying moving a paddle left or right to hit a ball is "great gameplay"? By extrapolating your argument, the perfect game would be pong/pac man with wonderfully redone graphics and no other elments added whatsoever.

Anyway, clever usages of teleporters and conveyors increases the usefulness of this quite neatly.


Fri Oct 30, 2009 7:32 am
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Post Re: Deadly Vinepit of death
411570N3 wrote:
Wait, so you're actually saying the gameplay of pong is equivalent to modern games? So you're saying moving a paddle left or right to hit a ball is "great gameplay"? By extrapolating your argument, the perfect game would be pong/pac man with wonderfully redone graphics and no other elments added whatsoever.

He's saying that if people wouldn't have wanted better graphics, we'd have been left with Pong/Pac-Man, because they were the best games of their time. Which is kind of wrong, since they would have eventually gotten bored with them, but I do agree that graphics and gameplay are equally important.


Fri Oct 30, 2009 8:48 am
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Post Re: Deadly Vinepit of death
I've been lurkign around to wait for the sprites.

It's good, and the pit itself is good too. Though a little 'up' on damage is needed.


Fri Oct 30, 2009 11:27 am
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Post Re: Deadly Vinepit of death
Thanks for the kind words! I enjoyed spriting this alot and have learned quite some things from it!
Like i said, good work coding Luke, i'm looking forward to seeing the completed version with the sprited grabber :wink:


Fri Oct 30, 2009 10:38 pm
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Post Re: Deadly Vinepit of death
Foa wrote:
Marx047 wrote:
Lame; will download when sprites are put in, but until then, no way.

I see someone who is a modern gamer ( graphics > gameplay )
I prefer roguelike gamer ( gameplay > graphics )

This is great, it eats those goddamn zombies, so I'll take this graphically bad fun toy over a shiny turd.


Well if ever the modern gamer kicked in, like my cousin WHO INSISTS CC sux because of pixel graphics, cc would phail really bad.
Fortuantely the people of this forum are mostly roguelike :)


Sat Oct 31, 2009 2:43 am
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Post Re: Deadly Vinepit of death
dragonxp wrote:
Fortuantely the people of this forum are tolerant of graphics that don't require 256MB graphics cards

I can't tolerate a text-based roguelike either, I find Cortex to have very nice graphics. It really depends on the meeting of gameplay and graphics, like someone up above said. If either is out of proportion, the game begins to fail.


Sat Oct 31, 2009 2:50 am
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Post Re: Deadly Vinepit of death
For some reason the pit sucks stuff into it, but doesn't damage it. :(


Sat Oct 31, 2009 3:47 am
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