[v0.2a Re-release] Blocks of Doom II - Seeking contributors!

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Jimmy
 
 
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Re: [v0.1 Release] Blocks of Doom II - The Ultimate Challenge

Post by Jimmy »

Interesting. ;)

Turbo pad: Probably will make it in at some point (been thinking about implementing them for a while) - they were called "force floors" in Chip's Challenge at some point.

Jump pad: Hmm. Not needed to elevate the player (because elevators already exist), plus they'd be pretty useless for jumping over lava blocks and such insta-kill obstacles because (a) they currently act as a border on the smaller levels and (b) I don't want players to be able to cross over them without a specific powerup (as in Chip's Challenge, which was 2D, admittedly :P).
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Re: [v0.1 Release] Blocks of Doom II - The Ultimate Challenge

Post by Ethril »

This seems pretty cool...
Just as long as there aren't any pesky Spies to steal your powerups! >:[
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Re: [v0.1 Release] Blocks of Doom II - The Ultimate Challenge

Post by Jimmy »

Heh.

>_>

<_<

Not yet. :grr:
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Re: [v0.1 Release] Blocks of Doom II - The Ultimate Challenge

Post by Ethril »

jimmy91 wrote:Heh.

>_>

<_<

Not yet. :grr:
Ergh.
ARGH.
GRAAAAAAAAAaAaAaAAAAAAH!!!!!
YARFLGLSDKGOPDFKAVZXLMSDLKJAFJOANKZXAF

...I don't think I can will people to death over the internet. Is your nose bleeding, at least?
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Jimmy
 
 
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Re: [v0.1 Release] Blocks of Doom II - The Ultimate Challenge

Post by Jimmy »

Oh, got a little cramp in my leg... and my balls hurt. Plus, I'm blind.

...Oh, now I'm okay. Musta been Joe Pesci, huh? 8-)

[/georgecarlin]

I'm not forcing you to play this mod, by the way. :P
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Jimmy
 
 
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Re: [v0.1 Release] Blocks of Doom II - The Ultimate Challenge

Post by Jimmy »

This project isn't dead by any means. :P
Spoiler: New levels
Spoiler: The new Egypt episode
Oh and I've decided to scrap the in-game level editor. Something much better will take its place, though. :P

Me and carlcyber have worked really hard (well, him mostly :P) on making sure this project is easier to user-edit than pie. When v0.2 releases, please let me know if you're interested in making user levels! :D

EDIT: How did I confuse Ethril with Zhs2? :?
Last edited by Jimmy on Thu Jun 04, 2009 8:16 am, edited 1 time in total.
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Re: [v0.2 screenshots!] Blocks of Doom II

Post by Jimmy »

For those interested (all two of you) here's some more screenshots. Sorry, they're pretty big.
Spoiler:
I'm a little bit concerned that I've not gotten quite as much feedback on this (especially on the subject of user levels) as I'd hoped. Please state your opinions no matter how extreme!
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StarScream
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Re: [v0.2 screenshots!] Blocks of Doom II

Post by StarScream »

I think this mod is very well done. maybe a tad hard in some places, like the 9th level was very hard. (The 9th was the last one other than the "final" map right? :P )

If the scripting and stuff would be easy enough to understand I would love making maps for something like this.
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Re: [v0.2 screenshots!] Blocks of Doom II

Post by Jimmy »

StarScream: The way levels are made is now very different to the way in the present version. It's much easier and much more WYSIWYG. I'm sure when you see what I mean your interest may peak. ;)

Yes, level 9 is hard, but I'm afraid that's where the difficulty ramp starts. :P It'll only get more challenging as the game introduces more obstacles. ;)

The next version is currently in the polishing-up stages. Once I get all the problems ironed out, v0.2 will be unleashed. :)

EDIT: Sorry, massive typo. "Different", not difficult. :x
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Re: [v0.2 screenshots!] Blocks of Doom II

Post by Jimmy »

Links on first post fixed.
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Re: [v0.2 screenshots!] Blocks of Doom II

Post by Jimmy »

I'm the process of finalizing version 0.2. Release will be: in a few minutes from now. :o

So, what's new in this version?
  • 15 levels for World 1, 5 levels for World 2, a demo map for Worlds 3 and 4 and a bonus level (World 5).
  • The level code has been rewritten so the maps are generated via arrays instead of line-by-line code.
  • Several new tiles including item thieves, ice, slime, force floors (conveyor belts) and teleporters.
  • Some new pickups.
  • A new status bar courtesy of SBARINFO.
  • More configurable overhead camera system.
  • A TITLEMAP.
  • A very easy-to-use editing pack for user levels.
As soon as I get this done, the project goes open development. Submit your levels and contributions and they may make it to the next release! :D
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Re: [v0.2 screenshots!] Blocks of Doom II

Post by Jimmy »

Aaaand it's here! First post updated.

Get it: http://files.filefront.com/j+blocks2v02 ... einfo.html

Don't forget to check out the kickass Editing Package, a lot of which is due to Carlcyber's effort. ;)
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Re: [v0.2 Release!] Blocks of Doom II

Post by Jimmy »

Found a pretty major bug, patch released.
http://files.filefront.com/j+blocks2v02 ... einfo.html

Added to first post.
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Re: [v0.2 Release!] Blocks of Doom II

Post by StarScream »

The level editor is... is...... Words can't explain how awesome this is! I feel as if this mod needs more love for all the hard work put into it. Exellent job!
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Re: [v0.2 Release!] Blocks of Doom II

Post by Project Shadowcat »

I must say that I'm impressed. This is really fun and I hope we get a few more than 25 levels. What other themes did you have planned?
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