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Author Topic: Road To Oblivion - Custom Campaign [v1.71]  (Read 8770 times)

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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #15 on: September 10, 2010, 10:33:26 PM »
Time to get the gears rolling again!

The internal version is 0.93.

* Campaign 3 is finished.  I will however, need to fix some of the scripts that control how the level ends once the boss is killed.
* I haven't yet found any kind of suitable boss graphics.  I may need to try and make them myself.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #16 on: September 14, 2010, 03:08:27 PM »
The internal version is 0.93(still).

* I have at last located the source of the error that continues to plague this project.

   - Imagine a line of red balls, each dangling off a cliff from a seperate string.
   _ Each ball represents a path object.  The cliff represents the game which loads the path objects.

   - When it comes time to retrieve a certain ball, the string attached to that ball is pulled, and the ball is reeled in. 
   _ In the same way, when a path is loaded, a reference obtains the path object and loads it accordingly.

   - However, say that I take ball #24, and move it elsewhere, detaching the string from the ball in the process.  Left behind is an empty string.
   _ This is where the error comes in.  The path is deleted, causing the code that loads the path to return a "not found" error.

   - Now, say I place an identical ball where ball #24 USED to be, but I do not reattach it to the string.
   _ The core of the problem is here.  The path24 which I modified is NOT "attached" to the game.

   - When ball #24 is reeled in, the new ball is not pulled up, because it is not attached to the string.
   _ path24 is not "attached", therefore it cannot be loaded, and so the error is generated.

This is the source of the problem.  Something is causing the game to be unable to load the modified path, despite it being under the exact same name as the original.  I'm currently in the process of searching for the specific piece of code which is causing this--but so far, I am unable to find it.

IN LESS IMPORTANT NEWS

* School has started for me again.  Meaning that progress will be much, much slower.  Expect the delay between updates to be about a week or so.  I apologize in advance.
* The final boss is nearly complete.  All shall tremble before Oblivion.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #17 on: September 23, 2010, 09:56:14 AM »
The Road To Oblivion continues to be paved...

The internal version is 0.94.

* Fixed a glitch involving the custom music files added.  They should play properly now.
* Fear Points now deal increased damage by 20%.
* Limited Points now deal increased damage by 20%.
* Circuit Points now deal decreased damage by 20%.
* Hate Point bonus increased by 50%.
* Rewrote some of the text for Campaign 3.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #18 on: September 27, 2010, 04:44:11 PM »
The internal version is 1.00.

* Campaigns 1 to 3 are now fully complete.  The bonus campaign is still under construction.
* Tweaked some of the Point statistics again.  They should be well balanced now.
* I've used up all the enemy types.  Well, except the Block and the Blaggenthorg, both of which are not ideal generic enemies to be used.  Perhaps I'll remove their special code blocks.
* The error is STILL present.  In addition, my renewed efforts to find its source have failed.  I suppose I'll have to settle for ticking "Ignore error messages" in the *.gmk file and including fix instructions with the release.

If I had to take a guess, I'd say this campaign will be fully done and released by...November.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #19 on: October 13, 2010, 09:46:10 PM »
It's been a long, long time since there's been an update.
I am still working on this.  Not a lot, but enough to finish it, probably by November.

The internal version is 1.10.

* All of the paths are done.  It's been difficult trying to get ideas for new and interesting path shapes, and often I've had to just draw something random and see if I liked it.  Still, the paths work.
* Difficulty testing will begin soon.  It is one of the last things that remains to be done.

There will be screenshots in the next update.  I promise.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #20 on: October 29, 2010, 11:04:45 PM »
I am well aware that the gap between updates is becoming alarmingly large.  I *will* try and resolve the issue, but my personal life has been occupying a great deal of my time this month.

But hey, Happy Halloween!  As promised, screenshots:





























The internal version is 1.20.

* The paths for Campaign 4 are all complete, except many of them are off-center.  Some of the paths have segments going off-screen.
* Difficulty testing has begun.  Certain levels are much more difficult than others.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #21 on: November 10, 2010, 09:01:02 PM »
Ah, I must find a way to work on this more often...

The internal version is 1.30.

* Begun finalizing Campaign 4.  The end draws near.
* Redrew the first 10 paths, since in hindsight they were quite ugly, created in the days before I learned to draw good paths.
* Redrew the 47th path (the final boss path):
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Re: Road To Oblivion - Custom Campaign
« Reply #22 on: November 16, 2010, 06:01:52 PM »
So much for "finished by November".

With school settling down now, I should be able to devote more time to this project though.

The internal version is 1.30b.

* Campaign 4 nears completion.
* Once I finished most of the scripting work and was halfway through Campaign 3, I put together a To-Do list to help remain organized.  Unfortunately, as problems emerged I ended up adding to it more often that crossing things off, and at one point it consisted of over 47 things that needed to be done.  Only now has it begun to shrink down; currently at 43 items.
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AngelSpirit

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Re: Road To Oblivion - Custom Campaign
« Reply #23 on: November 24, 2010, 12:17:37 PM »
8 days, no update.  Uh-oh.

* I just realized I COMPLETELY forgot to do the tower setups for the fourth campaign, meaning that they were left at the default.  To-Do List contains 44 items now.
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Re: Road To Oblivion - Custom Campaign
« Reply #24 on: November 26, 2010, 01:32:56 PM »
Dammit, I thought I fixed the non-centered paths.



The List is down to 42 items.
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Re: Road To Oblivion - Custom Campaign
« Reply #25 on: December 04, 2010, 11:03:01 AM »
A few screenshots I found lying around.  Progress continues, same pace as usual.
Note the extremely off-center path in the 3rd screenshot.









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Re: Road To Oblivion - Custom Campaign
« Reply #26 on: December 08, 2010, 06:22:56 PM »
T-Minus 23 days until release.  The core of the work is done, and all that remains is to add in extra features, fancy stuff, and whatnot.  Also, another bug testing playthrough needs to be done sometime.
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Re: Road To Oblivion - Custom Campaign [Countdown: 17 Days]
« Reply #27 on: December 14, 2010, 10:08:55 AM »
T-Minus 17 days until release.

The internal version is 1.31.
* FINALLY fixed all the paths.  They're in the middle of the screen, yay!
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Re: Road To Oblivion - Custom Campaign [Countdown: 13 Days]
« Reply #28 on: December 17, 2010, 10:56:43 PM »
"I have seen the future. I have seen the ruin of worlds vast and magnificent.
I have seen the gods descend from the horizon of a forgotten age. An age where the universe warred itself.
Around me lays the dust of memories, too far to recall the origins of.
I have nothing left here."

-Virthadin

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Re: Road To Oblivion - Custom Campaign [Countdown: 10 Days]
« Reply #29 on: December 20, 2010, 10:59:20 PM »
10 days until release, but there's still tons of work to be done.

The internal version is 1.4.
* -finally- began to work on the enemy sprites.  Currently only about 5/26 of them are done, though.
* Also -finally- fixed the campaign epilogues not showing at the end of every boss level.
More screenshots in the next update, I promise.
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