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Vizzed Flash Bash Progress == 50%

 

05-08-08 08:50 AM
Davideo7 is Online
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This is a continuation of this thread:
https://www.vizzed.com/vizzedboard/thread.php?id=3245


As mentioned, Tails and Sonic are now playable characters. Neither of their stats or attacks are down yet.

Sonic's moves will be to roll at enemies and to spin into the air and hurt enemies on contact; he will also be the fastest character in the game most likely.

Tail's moves will be the same as Sonic's, except tails will not be as fast but to make up for it, Tails will be able to fly.

A new level has been implemented which is based on the lava levels of Super Mario World. The level is a dungeon with lava at the bottom and at random moments it will rise half way to the top of the screen, KO'ing anyone it comes in contact with. This adds a little bit of tactics to the level because all the items are on the bottom half of the level so you basically gotta have quick reaction time to get out of there before the lava rises and you also want to time the lava before going for the items on the bottom.

My Developers are currently working on getting Sonic and Tail's stats fixed, giving tails the ability to fly, and to give both Sonic and Tail's their attacks. I will also be working 2 new levels which will be based on Sonic the Hedgehog games.

This game is going along much slower than expected.
The next demo (which will be released when this game is 50% completed) will probably be available by the end of May.
The game I'm hoping will be completed by the end of June or early July.
This is a continuation of this thread:
https://www.vizzed.com/vizzedboard/thread.php?id=3245


As mentioned, Tails and Sonic are now playable characters. Neither of their stats or attacks are down yet.

Sonic's moves will be to roll at enemies and to spin into the air and hurt enemies on contact; he will also be the fastest character in the game most likely.

Tail's moves will be the same as Sonic's, except tails will not be as fast but to make up for it, Tails will be able to fly.

A new level has been implemented which is based on the lava levels of Super Mario World. The level is a dungeon with lava at the bottom and at random moments it will rise half way to the top of the screen, KO'ing anyone it comes in contact with. This adds a little bit of tactics to the level because all the items are on the bottom half of the level so you basically gotta have quick reaction time to get out of there before the lava rises and you also want to time the lava before going for the items on the bottom.

My Developers are currently working on getting Sonic and Tail's stats fixed, giving tails the ability to fly, and to give both Sonic and Tail's their attacks. I will also be working 2 new levels which will be based on Sonic the Hedgehog games.

This game is going along much slower than expected.
The next demo (which will be released when this game is 50% completed) will probably be available by the end of May.
The game I'm hoping will be completed by the end of June or early July.
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(edited by Ryo Hazuki on 05-08-08 08:58 AM)    

05-08-08 05:00 PM
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Ill give it a go later when I get more time.
Ill give it a go later when I get more time.
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05-15-08 04:34 PM
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I just recently put together levels based on the Sonic levels "Green Hill" and "Casino Night".

Green Hill will include springs which send the character jumping into the air and also spikes which damage the players.

Casino Night will introduce levels with tilted platforms. Currently the developers are having issues with how their collision detection engine works and will have to re-create it if I keep this level with tiltped platforms. I'll most likely keep the tilted platforms on this level but it's up to them whether they want to do the extra work.

On both of these sonic levels, the "rings" will be health (about 5 heatlh; mushrooms were about 20 health). The energy will be the boxes with the 3 sparkles in them (this will the same amount of energy as the flowers were on the mario levels).

Neither levels have been implemented yet but they've already been designed and their graphics are all done. I still need to insert backgrounds for all the levels except Casino Night, that level is the first level which I've given a background so far.

Beginning of next week I plan to put together mega man's character and hope to have his level created by the end of next week; he will only have 1 level and I haven't yet decided which Mega Man level it'll be based off, but it will be based off 'Mega Man 7' for the SNES.
I just recently put together levels based on the Sonic levels "Green Hill" and "Casino Night".

Green Hill will include springs which send the character jumping into the air and also spikes which damage the players.

Casino Night will introduce levels with tilted platforms. Currently the developers are having issues with how their collision detection engine works and will have to re-create it if I keep this level with tiltped platforms. I'll most likely keep the tilted platforms on this level but it's up to them whether they want to do the extra work.

On both of these sonic levels, the "rings" will be health (about 5 heatlh; mushrooms were about 20 health). The energy will be the boxes with the 3 sparkles in them (this will the same amount of energy as the flowers were on the mario levels).

Neither levels have been implemented yet but they've already been designed and their graphics are all done. I still need to insert backgrounds for all the levels except Casino Night, that level is the first level which I've given a background so far.

Beginning of next week I plan to put together mega man's character and hope to have his level created by the end of next week; he will only have 1 level and I haven't yet decided which Mega Man level it'll be based off, but it will be based off 'Mega Man 7' for the SNES.
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05-19-08 04:00 PM
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I just put together and created Mega Man. This was probably the most time consuming character so far because he's very animated. He cannot duck, he cannot jump on enemies or hit blocks with his head, he is also slower than the rest and cannot jump as high as the rest. However, we has a ton of health, lots of energy, really strong energy attack and a very rapid fire attack.

The character is not coded into the game yet but hopefully will be soon. I still have to make a Mega Man level and I'm still unsure which Mega Man level it'll be based off; it's gonna be based off Mega Man 7 for SNES (as the character is).
I just put together and created Mega Man. This was probably the most time consuming character so far because he's very animated. He cannot duck, he cannot jump on enemies or hit blocks with his head, he is also slower than the rest and cannot jump as high as the rest. However, we has a ton of health, lots of energy, really strong energy attack and a very rapid fire attack.

The character is not coded into the game yet but hopefully will be soon. I still have to make a Mega Man level and I'm still unsure which Mega Man level it'll be based off; it's gonna be based off Mega Man 7 for SNES (as the character is).
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(edited by Ryo Hazuki on 05-19-08 04:01 PM)    

05-20-08 02:15 PM
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Finished creating the Mega Man level. Seems like every level I make, I introduce something new. This level will be pretty basic looking, just think of what it looks like when you fight a boss on Mega Man games and that's how this level will look.

Anyway, what this level introduces is a new way of getting health and energy. There's a CPU enemy flying around, which is a flying metool, and he shoots. If you get hit by him, you lose health, but if you shoot him, he'll most likely drop an item, which can be either a small health, big health, small energy or big energy. There's also a small chance that he drops nothing. The rate at which he comes out is random, so there may be times where there aren't any flying around for a while and than there may be times where there may be 2 flying around.

The only character I've got left is Wolverine and only level is his level. (he'll be teh hardest character to put together since all his attacks are physical).

The next demo might be available at very earliest, early June. At that time, the demo will have all the levels playable, all characters functioning, backgrounds to all levels, possibly sound effects and possibly background music.
Finished creating the Mega Man level. Seems like every level I make, I introduce something new. This level will be pretty basic looking, just think of what it looks like when you fight a boss on Mega Man games and that's how this level will look.

Anyway, what this level introduces is a new way of getting health and energy. There's a CPU enemy flying around, which is a flying metool, and he shoots. If you get hit by him, you lose health, but if you shoot him, he'll most likely drop an item, which can be either a small health, big health, small energy or big energy. There's also a small chance that he drops nothing. The rate at which he comes out is random, so there may be times where there aren't any flying around for a while and than there may be times where there may be 2 flying around.

The only character I've got left is Wolverine and only level is his level. (he'll be teh hardest character to put together since all his attacks are physical).

The next demo might be available at very earliest, early June. At that time, the demo will have all the levels playable, all characters functioning, backgrounds to all levels, possibly sound effects and possibly background music.
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(edited by Ryo Hazuki on 05-20-08 02:16 PM)    

05-20-08 04:38 PM
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Sounds good
Sounds good
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05-29-08 08:10 PM
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Wolverine has joined the Bash....and man was he hard to do

Basically he's very animated and can attack in almost any pose (attack while jumping, running, standing and ducking). He might be unbalanced as well so he'll be the first to test out when we finally get some online capabilities to test out the balance of stats between teh characters.

Wolverine slowly heals, but it's very slow, basically if he had no health, it'd take 2 minutes for him to get it all back. He also has realy strong attacks but they are all up close attacks. He's not as fast and doesn't jump as high as sonic, tails, mario or luigi. He's also got a charge attack where he can zoom at the enemy with his claws.

I'm working on his level and I'm really excited to finish it because it's gonna be pretty crazy lol.


The next Demo should be ready before June 10th, if not, than I'll release another demo at that point anyway even if the game isn't 50% complete yet.


I've figured that the total amount of man hours that will have gone into this game by the time it's done will be about 600 by the time it's done. 400 between the developers and 200 by me. So you can tell that this game has received a lot of attention.
Wolverine has joined the Bash....and man was he hard to do

Basically he's very animated and can attack in almost any pose (attack while jumping, running, standing and ducking). He might be unbalanced as well so he'll be the first to test out when we finally get some online capabilities to test out the balance of stats between teh characters.

Wolverine slowly heals, but it's very slow, basically if he had no health, it'd take 2 minutes for him to get it all back. He also has realy strong attacks but they are all up close attacks. He's not as fast and doesn't jump as high as sonic, tails, mario or luigi. He's also got a charge attack where he can zoom at the enemy with his claws.

I'm working on his level and I'm really excited to finish it because it's gonna be pretty crazy lol.


The next Demo should be ready before June 10th, if not, than I'll release another demo at that point anyway even if the game isn't 50% complete yet.


I've figured that the total amount of man hours that will have gone into this game by the time it's done will be about 600 by the time it's done. 400 between the developers and 200 by me. So you can tell that this game has received a lot of attention.
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05-30-08 06:27 AM
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All good on the dev front then
All good on the dev front then
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06-03-08 02:51 PM
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As of this post, the game is 33% complete (1/3)


The last level (for this implentation of the game) has been designed - still has yet to be coded though.

This level will be all flat with 2 giant robots (aka sentinels) shooting at the players. The level will be somewhat based off this level
http://www.mobygames.com/game/snes/x-men-mutant-apocalypse/screenshots/gameShotId,58502/
Which is a boss battle from the game "X-Men: Mutant Apocalypse" for the SNES.



This basically ends the graphic phase of the game. All 6 levels and all 6 characters are fully designed. The Mega Man and X-Men level still have to be implemented and Wolverine and Mega Man still aren't fully functional characters but they are playable.

The next thing for me to work on is the background music and sound effects.


EDIT: The 50% mark and 2nd demo should still be ready between June 10-15.
As of this post, the game is 33% complete (1/3)


The last level (for this implentation of the game) has been designed - still has yet to be coded though.

This level will be all flat with 2 giant robots (aka sentinels) shooting at the players. The level will be somewhat based off this level
http://www.mobygames.com/game/snes/x-men-mutant-apocalypse/screenshots/gameShotId,58502/
Which is a boss battle from the game "X-Men: Mutant Apocalypse" for the SNES.



This basically ends the graphic phase of the game. All 6 levels and all 6 characters are fully designed. The Mega Man and X-Men level still have to be implemented and Wolverine and Mega Man still aren't fully functional characters but they are playable.

The next thing for me to work on is the background music and sound effects.


EDIT: The 50% mark and 2nd demo should still be ready between June 10-15.
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(edited by Davideo7 on 06-03-08 06:18 PM)    

06-03-08 05:34 PM
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Is it going to be possible for us to implement our own levels/characters into the game once there done, or will that be too hard?
Is it going to be possible for us to implement our own levels/characters into the game once there done, or will that be too hard?
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06-03-08 06:17 PM
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Originally posted by BigBob85
Is it going to be possible for us to implement our own levels/characters into the game once there done, or will that be too hard?




I don't think it'll be possible, it's far to complicated. We can pay the developers later down the road to add more levels and characters which I'm sure we will. Most likely it'll cost $50 (on average) for each extra level we have added and $75 for each character (on average); that of course doesn't count the labor for me to put the character graphics together in photoshop and than implement them into flash and give them a functioning movie clip instance.

But we will definitely be getting more levels and characters in the future, probably more characters than levels since having more characters is a bigger priority to me.
Originally posted by BigBob85
Is it going to be possible for us to implement our own levels/characters into the game once there done, or will that be too hard?




I don't think it'll be possible, it's far to complicated. We can pay the developers later down the road to add more levels and characters which I'm sure we will. Most likely it'll cost $50 (on average) for each extra level we have added and $75 for each character (on average); that of course doesn't count the labor for me to put the character graphics together in photoshop and than implement them into flash and give them a functioning movie clip instance.

But we will definitely be getting more levels and characters in the future, probably more characters than levels since having more characters is a bigger priority to me.
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06-03-08 09:26 PM
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Will you be getting all source files?
I dont see any reason we wont be able to fiddle with it and make new characters..
Will you be getting all source files?
I dont see any reason we wont be able to fiddle with it and make new characters..
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06-03-08 11:04 PM
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Yeah I'll get source files. If you can figure it out, that'd be fine, but it'd still be a huge task on my end with the graphics and putting the characters together. Hopefully we can have about 6 new characters available within a few months after the full game has been released.
Yeah I'll get source files. If you can figure it out, that'd be fine, but it'd still be a huge task on my end with the graphics and putting the characters together. Hopefully we can have about 6 new characters available within a few months after the full game has been released.
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(edited by Davideo7 on 06-03-08 11:04 PM)    

06-12-08 04:19 PM
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I can't seem to find sound effects anywhere on the internet for Mega Man 7, Xmen mutant apocalypse, and Sonic 2. This basically means i'll have to go in and rip those sounds myself which ill be time consuming, so this means that there may not be sounds in the next demo release (which will be most likely released by the end of this week).
I can't seem to find sound effects anywhere on the internet for Mega Man 7, Xmen mutant apocalypse, and Sonic 2. This basically means i'll have to go in and rip those sounds myself which ill be time consuming, so this means that there may not be sounds in the next demo release (which will be most likely released by the end of this week).
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(edited by Davideo7 on 06-12-08 04:20 PM)    

06-12-08 11:59 PM
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Bummer, because recording sounds from games is hard in vista unless your motherboard/sound card support it. (Mine dosnt )
Bummer, because recording sounds from games is hard in vista unless your motherboard/sound card support it. (Mine dosnt )
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06-13-08 06:05 AM
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I can record sounds directly from my computer. If you get a program that records onscreen activity you will be able to also. If you can get me a rom/emulator for the games and sounds you want I'll record them.
I can record sounds directly from my computer. If you get a program that records onscreen activity you will be able to also. If you can get me a rom/emulator for the games and sounds you want I'll record them.
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06-13-08 09:06 AM
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I don't plan to record these sounds from the game play though. The problem with that is, if you have a song in the background looping (and games always do) and you record a sound effect, you're recording will not only contain that sound effect, but it'll also contain a little of that looping music in the background.

I'll probably get some kind rom ripper that lets you extract music from roms...if I can find one.

EDIT
The game will probably be 40% complete this weekend and this weekend I will release another demo for you to all test out. I know the game would be jumping from 33% - 40% but I haven't got any updates from my developers in a while but this weekend they are giving me a demo with a few things they promised will be completed. They also basically said it'll be about 2 weeks until the game is 50% complete, which basically means July 1st I can release another demo of the game at 50% complete.
I don't plan to record these sounds from the game play though. The problem with that is, if you have a song in the background looping (and games always do) and you record a sound effect, you're recording will not only contain that sound effect, but it'll also contain a little of that looping music in the background.

I'll probably get some kind rom ripper that lets you extract music from roms...if I can find one.

EDIT
The game will probably be 40% complete this weekend and this weekend I will release another demo for you to all test out. I know the game would be jumping from 33% - 40% but I haven't got any updates from my developers in a while but this weekend they are giving me a demo with a few things they promised will be completed. They also basically said it'll be about 2 weeks until the game is 50% complete, which basically means July 1st I can release another demo of the game at 50% complete.
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(edited by Davideo7 on 06-13-08 09:28 AM)    

06-19-08 12:31 PM
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Mega Man is almost fully functional. Also, the Sonic Level is almost completely functional as well.

Since there isn't much interest for this game, I'm going to delay the next demo for a while until the game is 50% complete.
Mega Man is almost fully functional. Also, the Sonic Level is almost completely functional as well.

Since there isn't much interest for this game, I'm going to delay the next demo for a while until the game is 50% complete.
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07-08-08 03:04 PM
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As you all know, I haven't made an update in a while, that is why the progress percent jumped by like 7 percent.

Anyway, here are the updates:
-All the levels are now playable except the Casino Nights level.
-The Mega Man level is fully functioning, a bad guy flies around and hurts you if you get hit but he cannot die yet (this needs to be fixed but it should be so that when you hit him, he drops an item)
-The XMen level which contains 2 robots shooting at you, that level works just fine. The robots function properly and everything
-All the characters are playable but some have a few minor issues
-Wolverine character needs a little bit of editing. Everything works fine except his attacking seems to be off and his health doesn't regenerate yet

Just a few small little things on the levels need fixing but we're really close to having the offline version of this game being complete (and perfect).

I'm going to hopefully work on getting sounds but I'm unable to find any way of getting the sounds
As you all know, I haven't made an update in a while, that is why the progress percent jumped by like 7 percent.

Anyway, here are the updates:
-All the levels are now playable except the Casino Nights level.
-The Mega Man level is fully functioning, a bad guy flies around and hurts you if you get hit but he cannot die yet (this needs to be fixed but it should be so that when you hit him, he drops an item)
-The XMen level which contains 2 robots shooting at you, that level works just fine. The robots function properly and everything
-All the characters are playable but some have a few minor issues
-Wolverine character needs a little bit of editing. Everything works fine except his attacking seems to be off and his health doesn't regenerate yet

Just a few small little things on the levels need fixing but we're really close to having the offline version of this game being complete (and perfect).

I'm going to hopefully work on getting sounds but I'm unable to find any way of getting the sounds
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 2 days
Last Active: 4 min.

(edited by Davideo7 on 07-08-08 03:06 PM)    

07-08-08 05:51 PM
Canarith is Offline
| ID: 70260 | 11 Words

Canarith
Level: 46


POSTS: 316/406
POST EXP: 16045
LVL EXP: 686647
CP: 11.0
VIZ: 9415

Likes: 0  Dislikes: 0
What sort of sounds do you need? I will help look!
What sort of sounds do you need? I will help look!
Member
Holy Paladin


Affected by 'Laziness Syndrome'

Registered: 01-09-05
Location: North Carolina (USA)
Last Post: 5414 days
Last Active: 2176 days

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