[V1.3] The Adventures of Square: Episode 1!

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Tormentor667
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Tormentor667 »

Finally! Can't wait to play this :)
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Tormentor667
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Tormentor667 »

Jimmy wrote:Download: [Win32] v0.9 public beta 3
..not working :(
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Jimmy
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Jimmy »

Okay, sorry. Not sure why that is. Here's a working link:

http://adventuresofsquare.com/downloads ... 9beta3.zip
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Tormentor667
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Tormentor667 »

Thanks :)
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Captain J
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Captain J »

Mini Destructinator.PNG
it's final version confirmed, that gun is useless for now.
Spoiler: and here's some of my optional opinions sent to jimmy and for some one who want to see it.
sorry to bother like this, jim.
Gez
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Gez »

E1A6: Thing 402, 404, 406, 409 are flagged to count as secrets, but they're monsters (2161: PaintJerk). Same for things 405, 407, 408, 410, 411, 1274, 1275, 1276 (2162: CannonJerk). That's 12 secrets that cannot be "found".
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Gez »

Launch Base also has several secret triggers that are flagged to count as secret. Also, the associated item that triggers them are flagged as secret too. The result: each item counts as three secrets (one from flag, one from trigger, one from trigger's flag) and picking them up gives you two secrets.

In Fizzopop Factory, one oozi gun is flagged to count as secret. Problem with that is that you're going to miss it if you already have that gun and full ammo.
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Viscra Maelstrom
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Viscra Maelstrom »

i wish items wouldn't be tagged as secrets, really. the Goonades in E1L3 you have to pick up to get the secret message (apparently that got fixed in the 3rd beta, but it doesn't seem like it did at all), and the Happy Sphere in E1L4 you have to pick up to get the secret message, not merely getting to the area. more often than not, it makes me forget i even did pick up the secret because i don't need the extra health ATM.
MTrop
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MTrop »

Square Version 0.9 Beta 4 Released!

CHANGELOG:

Code: Select all

0.9 Beta 4
..........

- Changed game palette.

- Adjusted sprite offset for Elite Oozi Jerk.
- Adjusted speed of warping flats.
- Fixed texture alignment issues in Warehouse in E1A9, made some lines
  monster-block.
- Gussied-up Squaresville a bit in E1A1.
- Changed some textures so that some important areas stand out a little bit 
  better.
- Added bubble effects in fountain splashes if they end up underwater.
- Changed E1A3's TNT dispenser to look like the others in other maps.
- Changed bridge at E1A3 so that the barriers only go up if there are 
  monsters.
- Changed monster placement in E1A4.
- Made the ending more explosive in E1A4.
- Removed some fountains and added matching "teleport exits" in E1A5.
- Added lower walkway in E1A6 around sludgefall - sealed up area behind it
  for performance reasons and changed placement of cave-area powerup. 
- Made passages under main cylinder in E1A6 glowy-lighty so that they stand 
  out.
- Added some more stone walls in northern area in E1A6 for performance 
  reasons.
- Fixed "Count as Secret" objects in E1A6.
- Changed monster placement in E1A6.
- Made E1A7's color-coding more obvious.
- Changed first Color Cube encounter in E1A8.
- Changed sharp staircase in E1A8 to a more architecturally-sound staircase.
- Changed E1A8 Disc area to a better Color Cube encounter.
- Raised the Silly Sphere platform so it can't be jumped to from the annex 
  hall in E1A8.
- Changed green building interior a little to make the windowed outside look 
  like it made sense with the inside on E1A8.
- Lowered pop vats outside of yellow building in E1A8 so the player didn't
  hurt themselves dropping off of them.
- Changed lookout tower in E1A8 to have bars at the top so the player doesn't
  fall off, plus an indication of its purpose in the map (exit lock).
- Changed the ColorCube on the dropping platform to the west to two Oozi 
  Jerks.
- Changed positioning of a crate stack in E1A9 warehouse that would have 
  trapped the player if they fell into it.
- Added some floes and warping-in enemies to the map end of E1A10.
- Tweaked Shotbow - a tiny bit less horizontal spread, 8 pellets, 5 damage.
- Tweaked Quadcannon - a small bit more vertical/horizontal spread, 
  10 pellets, 5 damage.
- Tweaked Oozi - increased damage per hitscan (5 -> 6), kept spread.
- Made the Destructinator more susceptible to Hellshell damage, since it 
  shrugs off explosions. (1x -> 2x)
- Weakened Anglefish health a little (50 -> 30)
- Slowed Cannon Jerk cannonball (20 -> 18) and decreased its damage (7 -> 6).
- Fixed some non-giblet giblets making "plop" sounds.
- Added status bar box for Goonade count.
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Captain J
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Captain J »

Spoiler: mini destructinator finished.
man, it's gonna be real hard to make 'em out from the sheet.
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Slax
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Slax »

Pssst, J. Draw some Square situations. I couldn't do it so now I have to find a replacement. Yup!

Next time, on The Adventures of Square X...
Image
Some day, one day...
MTrop
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MTrop »

Captain J wrote:man, it's gonna be real hard to make 'em out from the sheet.
Not really. If you can split them up into horizontal strips, I have a program that will do that.
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Viscra Maelstrom
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Viscra Maelstrom »

i believe Spricer does that, cutting sprites out of a sprite sheet into individual ones. the problem is that often enough, small details just slightly away from the main sprite will be cut into a new sprite instead of being part of it, but you can just use some other program to cut out the problematic ones in that case.
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Captain J
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Captain J »

i prefer neither. because after done with ripping 'em with spriting programs such as spricer, the images' size also names are become randomized. so it takes a lot's of times to rename and put 'em and match their offset in slade. and i know slade or slumped can set their offset automatically, but the result is not satisfying, some of frames are bit off or too far away. so i'm prefer the mspaint instead; going to put those sprites into a transparent background boxes that lil' bit larger than 'em.
Slax wrote:Pssst, J. Draw some Square situations. I couldn't do it so now I have to find a replacement. Yup!

Next time, on The Adventures of Square X...
Image
Some day, one day...
squared enemies with squared force is coming soon. gotta wait, say? ;)
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seedzhao
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by seedzhao »

this is great!

thank you.
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