Game Development Community

Burn1420 in play test

by jon quil · in Torque X 2D · 09/16/2010 (2:03 am) · 25 replies

Listed under shooters in playtest. See game page for video or http://www.youtube.com/watch?v=_zciuSJthag
Give it a go and drop me some feedback.
http://forums.xna.com/forums/t/60675.aspx

Enjoy!

About the author

Recent Threads

Page «Previous 1 2
#1
09/16/2010 (12:41 pm)
Looks Cool. I'll give it a go when i get a chance :).
#2
09/16/2010 (5:31 pm)
Sounds like you have a good way to "weed" out potential bugs.
#3
09/18/2010 (3:53 pm)
Downloading right now! What is 1420 ? Looks like a way to secretly , but at the same time sorta obviously say "Burn 1 420".
#4
09/20/2010 (12:13 am)
Thanks for taking a minute to pull a copy.
#5
09/20/2010 (5:51 am)
Hey Jon! - Love the game, the enemy patterns are stunning! It was however extremely HARD :-) specially the first level - seems like it should be the last level. Maybe you can give me a lesson on making enemy patterns some day! Is that achieved using path finding?

Aaron
#6
09/20/2010 (1:47 pm)
Aaron what is your CC account name?
#7
09/20/2010 (9:35 pm)
@John: TopNotched, I need to find a little time in my days to become more active on CC.
#8
09/21/2010 (12:06 am)
Thanks for the accolades, it is much appreciated. I wanted to see just how much "action" I could get on the screen, however level 1 is actually very pattern based so it is not as overwhelming as it first appears.
Lots of people have told me TorqueX falls apart performance wise for anything other then a match 3 game. I think Burn1420 shows that the engine is more than capable.(As I had plenty of cpu time left over even with all those enemies)
Once I get through the whole "playtest-publish" phase and my work lets up a bit, I will probably write up a post mortem on the experience end to end. I might add some tidbits about "how to" for some the features I felt turned out nicely in the game.
Thanks again for the positive comments, when can we expect to see your game up for play test?
#9
09/21/2010 (1:27 am)
@Jon: downloading, will post the review routine result on the CCO thread.

Cheers,
Pino
#10
09/21/2010 (2:24 am)
Quote:Once I get through the whole "playtest-publish" phase and my work lets up a bit, I will probably write up a post mortem on the experience end to end.

One of the my problems with developers these days is that they do NOT realize how doing something simple like this helps people much further down the line.

Let me know when you post yours, will be looking forward to it!
#11
09/21/2010 (5:04 am)
@Jon: I currently have 2 games in the works. The first one Project "3KIDS" (work in progress name), is going to be a skill required, time trial/trials/side scroll racer, utilizing the Farseer physics engine. I have the main mechanics of the game finished, however I decided to develop another game "iGlow" to be published before 3KIDS, so that I can fund the needs(graphics)of 3KIDS. Though all the graphics will be replaced, does anyone think an early playtest would be good? Or should I wait? I wouldnt want to lose potential fans based on my graphic skills

Production on iGlow is going great! I plan on publishing it around new years, so a early play test will be coming soon. Giving no major spoilers at the moment, the game will utilize light sources, normal maps, skill stops, physics, gravity, mechanics, and a glowing ball.
#12
09/21/2010 (3:13 pm)
@ Aaron, Can't wait let us know when it goes into Playtest.
#13
09/21/2010 (5:13 pm)
Jon,

I've just posted my playtest result which isn't really good... sorry. Let us know if you need any hints about fixing those issues.

Cheers,
Pino
#14
09/21/2010 (10:08 pm)
Thanks for the playtest review Pino. I have to set aside some time to revisit the "deckplate" feature requirements on the ebil check list over the weekend. No worries, thats why they call it playtest.
#15
09/25/2010 (11:55 pm)
Bump, fixes to all the mentioned tech flaws for round 1 *cross fingers*. If you have a chance pull a copy and drop some feedback on the xna forum. Thanks
#16
09/30/2010 (2:13 am)
Decided to take the plunge and post the game for review, (after Pino hammered on it in playtest a good bit to work out the last minute bugs, thanks again). If you need a break from coding, grab a copy, and give it a review.
#17
10/01/2010 (8:52 pm)
@Jon: I went through the list 3 times and cant find it in review...
#18
10/06/2010 (12:03 am)
Yeah, note to self, be sure to check the build version on your binary when going to review.*doh* I any event I had to pull it down and will have to wait a week to repost (timer is up Thursday I think). Late reply cause I was tied up for the past 4 days family stuff.
On a side note, I went to pull a copy of Circa to play for peer-review this evening, that is John Bura's game from this forum, but it is already approved! Everyone should give him a Congrats and check out Circa on the Indie channel!
#19
10/06/2010 (11:39 pm)
This game has crazy potential. I posted feedback to the XNA forum. Can't wait to see this done.
#20
10/07/2010 (8:59 pm)
Saw Chu's Dynasty posted briefly on CC Matt. Now that game looks like it is going to be crazy good. I was planning to pull a play test either to night or this weekend, then they took down the CC site for maintenance (kazoo noise). I will definitly pulling a copy next week. Chu's is looking is looking shcweet fro the video man.

Laters
Page «Previous 1 2