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PostPosted: Sun Jun 24, 2012 5:03 am 
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Type 2 cameras, level 6 :)

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PostPosted: Thu Jun 28, 2012 1:12 am 
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I imagined running through it, and found myself having fun doing so.

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PostPosted: Sat Jun 30, 2012 8:06 pm 
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Glad you liked it Commodore :) The completed version gets a bit harder.

8 out of the 15 sneaking levels have been completed.

The final version of the game will be slimmed down without all the extra boards and STKs as those take up some valuable KBs and if I have room, may re-add advanced mode.

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PostPosted: Tue Jul 03, 2012 2:41 am 
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Sneaking mode is past halfway done, heres the next update for you guys to try

http://gouki.tastyspleen.net/other/MGSVRM.ZZT

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PostPosted: Tue Jul 03, 2012 4:03 pm 
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I think the enemies in front of goal makes the first level too hard for a first level. It's a little annoying that enemies can still see you after you've touched the block at the end of the level. It takes a cycle for the block to die and for you to step into where it was, and in that time you can get screwed, this especially happens in level 5 of sneaking. I think it might be better to kill all the enemies when you touch that block, or get rid of the block and give the level completed message when the player touches the object that plays the music in front of the door.

Otherwise I enjoyed it. In the sneaking levels I liked the one with the blink walls the best, the top part. I think a cramped area with multiple decisions and possibilities for escape is better than mad dashes across wide expanses.

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PostPosted: Wed Jul 04, 2012 8:01 pm 
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Thanks for your input Commodore

The level design is based on the GBC version of Metal Gear Solid but I can make extension missions which utilizes multiple routes if I make the non-VR version.

Here are the changes done so far:
-I have moved/removed some of the enemies from level 1 and 5 of sneaking.
-Time limit on some of the sneaking and weapon maps increased
-Fixing the enemies as some of them will not die after shooting them with the pistol enabled.
-Fixed some weapon mode teleporters
-Increased ammo count for some weapon mode levels
-Fixed some color issues with some levels
-Completed level design
-Added conveyor belt system

Weapon mode should be 100% working now

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PostPosted: Sun Jul 08, 2012 4:26 am 
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http://gouki.tastyspleen.net/other/MGSVRM.ZZT

It is finished for now, need one last community test so I can do a final touchup before I upload :)

I also added a "demo version" of advanced mode which is the first level only,

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PostPosted: Mon Oct 22, 2012 1:20 am 
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How's this coming along q2k2k? It's pretty cool for only your second game and you made this on a Nintendo DS?? That's nuts.

I have to thank u personally because you inspired me to start a dev blog which had a huge impact on my first game. I might not have finished it otherwise. I would beta test yours but I'm totally swamped with Super ZZT Land, but this looks pretty solid. :tie:

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PostPosted: Mon Oct 22, 2012 6:36 am 
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bitbot wrote:
How's this coming along q2k2k? It's pretty cool for only your second game and you made this on a Nintendo DS?? That's nuts.

I have to thank u personally because you inspired me to start a dev blog which had a huge impact on my first game. I might not have finished it otherwise. I would beta test yours but I'm totally swamped with Super ZZT Land, but this looks pretty solid. :tie:


Hey bit of, glad I got you inspired :)
The game is pretty much done, I don't think I will be able to add the past mode due to having a large file size for the game. I do not want to corrupt any boards. As for the Nintendo ds, I had a gbc emulator on it with metal gear loaded to reference from while working on the game as there are no maps or any pics of the sort online that I can find :(

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PostPosted: Tue Oct 23, 2012 12:27 am 
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q2k2k wrote:
I do not want to corrupt any boards.

Corruption is a thing of the past with KevEdit. I was able to push it to 420k while retaining backwards compatibility.


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PostPosted: Mon Nov 12, 2012 8:52 pm 
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What would be the full limitations of KevEdit before I enter the danger zone? Need to see if its possible to add an entire gamemode.

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PostPosted: Tue Nov 13, 2012 1:01 am 
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I believe KevEdit and Zap allow you to make worlds without limit.

Traditionally, ZZT crashes running a game over 350k. However. external editors create a more efficient file that still runs on classic ZZT. The new limit varies but is somewhere between 350-450k.

Alternatively, Lyon can run larger worlds.

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PostPosted: Tue Nov 13, 2012 6:04 pm 
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Someone correct me if I'm wrong, but kevedit crashing and affecting a world was only a problem with the dos version.

Regardless, making backup is good practice. I switch between three file names when I'm making something (usually prefixed with a "1" or "A" to make them float to the top of the list), then save it back to the file name I'm going to publish it as when I'm done.

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PostPosted: Wed Nov 14, 2012 2:20 pm 
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The guy who did Preposterous Machines apparently had some problems.

I remember the Dos version being buggy, and I remember non-Dos versions of KevEdit crashing, but I've never lost data that was already saved to disk.

Still, backups are a really good idea.


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PostPosted: Thu Nov 22, 2012 7:09 pm 
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Quantum P. wrote:
The guy who did Preposterous Machines apparently had some problems.

I remember the Dos version being buggy, and I remember non-Dos versions of KevEdit crashing, but I've never lost data that was already saved to disk.

Still, backups are a really good idea.

Funny I just corrupted my file due to battery loss... It's a rare occurrence. I don't think it's a good idea to use the classic editor at all. Windows KevEdit is best for general use and the Dos version is necessary for music and gradient fading.

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