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Commander~DEST
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PostSubject: Biolab 4 v0.0.0.4b   Wed Dec 23, 2009 11:48 pm

See Dropbox for files.

Latest Version: Biolab 4 v0.0.0.4b (Released: January 26)

Version 0.0.0.4b:
-Many slight modifications.
-Upgraded sniper engine.
-Level 2 now plays without errors.
-Recoded skip button to make it fully functional.
-Remove an object that wasn't needed.
-Made all of the player objects persistent.
-Removed unneccary script.
-Changed global.pause to global.textbox to avoid confusion with global.paused.
-Improved fade engine.
-Door transition sprite size minimized.
-Began improving transition between rooms.
-Fixed a glitch with the pause engine.

Version 0.0.0.4:
-Added pause functionality.
-Fixed cursor color.
-Shortened some code.
-Upgraded sniper engine.
-Fixed glitch that prevented the player to shoot in the first 40 steps.

Version 0.0.0.3f:
-Save file bugfix.
-Cursor bugix.
-Removed an uneccesary line of code.
-Converted shooting variables to arrays.
-Improved physics for pistol shell and pistol clip.
-Pistol now semi-automatic.
-Added health bar using placeholder sprites.
-Added weapon change. Unfunctional tue to the fact that there is only 1 weapon.
-Added sniper view.

Version 0.0.0.3e:
-Achievement Engine imported.
-All save info is now saved to one file.
-Save data is encrypted.

Version 0.0.0.3d:
-Converted to Game Maker 8 file.
-Added accuracy.
-Added metal crate physics.
-Corrected fade-in and fade-out in dialogue engine.
-Added temporary background to dialogue engine.
-Dialogue engine will now work wherever the room starts at.
-Movement bugfix.
-Adjusted orgin of stairs sprites.
-Completed 2nd and 3rd room.
-Added transition from first to second room with fade effect.

Version 0.0.0.3c:
-More sprites imported.
-Stairs sprite modified.
-Splashscreen added.
-Added wood crate interaction.
-Wooden crate and ammo pack physics now functional.
-Ammo pack functionality.
-Bullet is destroyed upon contact.
-Bugfixed a problem with the skip button which would result in an error.
-Bullet display sprite updated.
-Barrel interaction.
-Shots now do not miss all types of targets.

Version 0.0.0.3b:
-Reduced background music size.
-Ammo clip release bug fixed.
-View settings adjusted.
-Deleted uneccesary event.
-Simplified leveling script.

Version 0.0.0.3:
-Corrected an ammo display bug.
-Corrected a few glitches in the leveling engine.
-Ammo clip is now released when the player reloads.
-Shooting sound effect added.
-Background music added.
-Player speed increased.

Version 0.0.0.2d:
-Fixed transparency issue with the dialogue engine.
-Added skip button to dialogue engine.
-Patched up running animation.
-Updated pistol sprites and included animations.
-Resources imported.
-Intro video added.
-Enabled the use of views.
-Added the first map.

Version 0.0.0.2c:
-Added leveling engine
-Fixed small glitch with displaying game time
-Modified script for drawing the variables so that when we have levels it will display relative to the view

Version 0.0.0.2b:
-Added fade-in fade-out between neccesary scenes in the Dialogue Engine
-Fixed the clip release animation object to draw sprite at correct position, angle, and it mirrors it if neccesary
-Upgraded "Game Time" engine to calculate and display the time better
-Began leveling engine.
-Added ability to keep track of "Game Time"
-Added ability to keep track of "Number of Enemies Killed"
-Edited bullet sprite to remove white edges
-Changed the button to advance Dialogue Engine from 'Left Mouse Button' to 'Spacebar"

Version 0.0.0.2:
-Added textbox engine
-Added clip release animation
-Fixed a bug that didn't display pistol_no_clip at the correct time.
-Added engine to keep track of number of shots
-The engine now saves the stat on exit
-Added a random speed and direction for the shots
-Fixed a minor transparency issue with the textbox engine
-Added a game freeze when the dialogue box is in use
-Added the icon and loading screen

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Last edited by Commander~DEST on Wed Jan 27, 2010 1:36 am; edited 8 times in total
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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Dec 24, 2009 12:25 am

40.01 MBs?
Whats in that folder!

Edit: Okay, you got 1 problem in the levelup code... Replace the entire script this this...

Code:
//1=level 2=current exp 3=max exp
if global.level[2] >= global.level[3]
{
global.level[1] += 1
global.level[3] = floor(global.level[3]*1.3)
global.level[2] -= global.level[3]
}

You got the global.level[2] this mixed up. level[3]-level[2] os NOT the same as level[2]-level[3].
Try to see if that code above works, if not... then use this...

Code:
//1=level 2=current exp 3=max exp
if global.level[2] >= global.level[3]
{
global.level[1] += 1
global.level[3] = floor(global.level[3]*1.3)
global.level[2] = global.level[2] - global.level[3]
}

You don't need that extra variable, but if you really wan't to keep it...
Put an abs() function like bellow, or just switch around level[3] and level[2] so you don't get a negative number.

Code:
//1=level 2=current exp 3=max exp
if global.level[2] >= global.level[3]
{
extra=abs(global.level[3]-global.level[2])
global.level[1] += 1
global.level[3] = floor(global.level[3]*1.3)
global.level[2] = extra
}

P.S. I think the game takes WAY to long to load for just a 0.0.0.3, I think we need to do something about its size...

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Dec 24, 2009 2:04 am

I'll work on that leveling script then, and yeah way too big. The loading speed is slowed down because of the background music. I will try to minimize that size.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Dec 24, 2009 2:35 am

It looks like the background music file is 13.1 Mt in size! I think it would be better to load the sound from the game folder instead of putting it into the exe/gmk.

BTW, that bg music sounded great.

I noticed two new bugs already.
1) if you run out of ammo in clip it drops it. then, when you reload, it drops another clip.
2) this is not really a bug but the player should see further tahn two meters when going into direction. Player should have minimal or no moving area without the view moving. Also, player can exit view and room.

One code thing I don't think we need:
in obj_player, Lfet Button and Glob Left Button have same functionality, whereas Left Button is NOT needed(it checks if the left btn is pressed ON player)

There are also things that should changed in code before we forget them, like:
skip button: make a variable which holds the current dialogues length(in messages), the value is set to 13 now because the intro has 13 messages, but dialogues in future might/will have more.


And gullesnuffs, didn't you provide us this useful saving script? Can you make it save the variables into one file only?


Oh BTW, the original levelup code is good except you should put the abs() around the last line.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Dec 24, 2009 9:27 pm

Ok. I'm reading through your reply Hegemege, I'd like to thank you for your through response. You've addressed a lot of issues.

As for the background music and loading time and the size and everything. I chanegd the file type from WAV to MP3 and it is now only about 1MB in size as opposed to 13.1MB. And the loading time is much shorter. And the exuctable is only 2MB now. So that's solved! And the music sounds the same, no evident decrease in quality.

And the bugs, the dropping clip one is now resolved. And the view is now adjusted.

And that extra event in the code. I saw that and did nto see the need of it, but I was nto the one who orginally put it there, so I did not delete just in case it did something I didn't know about. So I have now deleted that event.

As for the skip button thing. Each message in the whole game will be under their individual number, the place where the dialogue ends is marked by a blank to show that it's done. So I just change the script in the skip button script to match the different scenarios of where the skip button will skip to. The variable it looks to is the variable in the textbox engine which keeps track of which message it is on, so that will be very,very easy to make it work with other places in the game where it skips.

As for the saving script I think he had it except he was missing a part. He had the part which would open the file, he had to part which would call upon the saving script, but he did not give me the new saving script itself, so I couldn't really do anythign with it.

And the leveling script. I removed the extra variable:

Code:

if global.level[2] >= global.level[3]
{
global.level[2]=global.level[3]-global.level[2]
global.level[1] += 1
global.level[3] = floor(global.level[3]*1.3)
}

So I got everything fixed, that's good! I think I have the list done so I will post here in a minute.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Dec 24, 2009 9:48 pm

Version 0.0.0.3b released with all of the fixes!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Dec 25, 2009 12:14 am

sadly, your code would still give a value ranging [-infinite, 0] for the current experience after levelup.

here: global.level[2]=global.level[3]-global.level[2]

this?: global.level[2]=abs(global.level[3]-global.level[2])
and actually, this one would work also: global.level[2]-=global.level[3]

These have to be executed before everything else.

Other than that, good work guys, and Merry Christmas, Destruction Productions!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Dec 25, 2009 6:02 am

So this will work?

Code:

if global.level[2] >= global.level[3]
{
global.level[2]=abs(global.level[3]-global.level[2])
global.level[1] += 1
global.level[3] = floor(global.level[3]*1.3)
}

To be honest I don't see the diffeence but I will trust you on this!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Dec 25, 2009 7:38 am

lets say that you have experience 99 points then you kill enemy to get 5 points. Next level is achieved with 100 points, which means you have 4 more than needed. level[2] would be 104 and level[3] 100

100-104 = -4 (I have -4 experience points!)

abs(x) gets the absolute value of x, which means, it converts are negative numbers to positive. It just changes the sign of every term in any given equation. On paper, abs(x) is |x|.

Or, you could just use

global.level[2]-=global.level[3]

104-100 = 4, which is what we wanted.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Dec 25, 2009 7:51 am

Oh alright, I understand now thanks!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Dec 26, 2009 8:07 am

Well here is an update! I am getting a lot of things done. I am puttign together a list of glitches and things that need to be improved before we move on. It's coming along well though.

Version 0.0.0.3c: (In progress)
-More sprites imported.
-Stairs sprite modified.
-Splashscreen added.
-Added wood crate interaction.
-Added a chance of recieveing an ammo pack when a wooden crate is destroyed.
-Began crate and ammo pack physics.
-Bullet is destroyed upon contact.
-Bugfixed a problem with the skip button which would result in an error.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Dec 26, 2009 9:44 pm

Next version released, check first post!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Dec 26, 2009 9:54 pm

Thanks! I was hoping for new version as I was not sure if I had all resources.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 1:12 am

Yeah, well I was working o nit further and when I tried to play it it said there was an unexpected error. I tried it on GM8 and it worked fine, so it looks like we're being forcibly moved to Game Maker 8. Do all of you guys have it? And do you have Pro or Lite?

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 2:15 am

I think we should use GM 8 from now on. Exes will be provided for those who have Lite.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 2:21 am

Sounds good! One major difference I noticed in the video splash screens is an "x" in the corner of the screen to advance. That wasn't there in 7. And they never mentioned that either. Is that going to look okay? I would prefer it not to be there. I'll see if there is a way to remove it in the options or something.

I'll have to edit the sprites and get them working with the new alpha channel. Any other things you think should be included in the next version that has not been posted already?

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 2:32 am

hmm... nope, nothing besides the mp3 replacement and bugfixes and things you mentioned.

Can you provide only the fixed files(in this case mp3, gmk) so that people dont have to dl that huge 12.1 mb video?

After the next release, I think we should get rid of the drawn variables and make the HUD final.
thoughts about the HUD:
-Gun Display, do we want to display the current weapon icon? I say yes.(with little Q/E icons on both sides so he knows how to change weapons).[not clickable]
-Health Display, if we make one, what kind of? I think I suggested a fileld human body outline in a combat stance earlier, I can draw some concept if you need.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 4:07 am

Yes, there's too many drawn variables and it would add a lot to the game to have an HUD. Everyone give your input.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 8:00 am

Version 0.0.0.3d: (In progress)
-Added accuracy.
-Added metal crate physics.
-Corrected fade-in and fade-out in dialogue engine.
-Added temporary background to dialogue engine.
-Dialogue engine will now work wherever the room starts at.

I still am working on adding a lot more stuff. Right now I'm adding in Hegemege's bugfix.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 12:38 pm

Is it possible to put all the saved data into 1 .txt file?

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 7:52 pm

Yes it is, but I haven't done any data saving in my own projects and I haven't found good binary-encoded data saving tutorials yet for GM. Gullesnuffs will be working on this after he comes back from holidays.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 8:34 pm

Yes it is possible but I just don't know quite how to do it. They will have to be seperated by a | sign. Actually, I'm going to give this a try! Everyone hold tight. It will be slightly different than how Gullesnuffs made it. But very similar!

EDIT: I tried quite a few ways and it just wouldn't work. I'll have to leave this with Gullesnuffs.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sun Dec 27, 2009 9:38 pm

I think you should use something else like <|> because this | sign can actually appear in the encrypted variable.

I am sure that it can be done with binary but why don't we just change it to a string, add some characters, convert it to real and then encrypt. this way we could add it as string, then add the | sign and then add other variables in the same way.

I'll try it myself too! Smile

Edit.
didnt find a good way to do it in binary, I haven't tried other data types yet though.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Mon Dec 28, 2009 3:42 am

You wrote that you are adding physics to the crates, are you using a dll for this, or what kind of physics is it?

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PostSubject: Re: Biolab 4 v0.0.0.4b   Mon Dec 28, 2009 3:50 am

I think its just basic physics to makeit drop down if there's nothing under it. We could use own physics and check the momentum and all... or use dll.

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