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G.E.A.R: Project Clover

author=supremewarrior
Man I remember this since it was made in RPG Maker 2003, whatever happened to it?
author=supremewarrior
Man I remember this since it was made in RPG Maker 2003, whatever happened to it?

author=Overload
Is this project dead? Don't leave us here in the dark, man. :(


Things have kept getting in the way of this project... I have not given up on it, there's just sooo much to fix and truth be told I have not touched it since like June 2011. I have changed the status to hiatus for now, but it is not cancelled.. I really want to finnish this cuz I've invested lots of time in it, I'm talking hundreds of hours here so I'm not about to go throw it all away. I've been working on it (in different engines) since 2006 I think and I still think about it all the time, I just have a lot to do with university, social life, other projects etc. I will do my best to revive this project when I have more time (maybe this summer or sometime during the spring), til then it is on a hiatus. I'm really glad you guys care though, it gives me more motivation to get back on work with this. Just keep in mind that making a project of this magnitude is a huge workload. I'm doing all the programming, music scoring and most of the mapping for this and a friend of mine writes the story and designs the bosses and levels and does some mapping. For two people that's a lot of work, even for a 2D game with pre-ripped graphics.. BUT! It's not completely dead.. keep checking back here every now and then and maybe one day I will have posted a demo for you guys to play :)

As for progress the story has been sort of finnished for a while and mapping and level design is maybe 30-40% done for the whole game and 100% done for the demo. What's really left before there can be a demo is to iron out LOTS of bugs with AI (all of them are really small things but together they really ruin the mood of the game), finnish some works on the bosses and get ppl to do the last voices.. Maybe do some better mixing work on the soundtrack.. It's not that much but it still requires time that I don't have at the moment. But as soon as I do I will!

Thanks for caring!!!! <3

edit: PS. I know we've failed a lot of release dates, and that's not because we didn't invest time, it's because of unforseeable problems in the production. Just sayin' so you guys don't think we just post dates to get your hopes up and then don't give a shit!

G.E.A.R: Project Clover

Yeah sorry about that, I had to study more over christmas than I planned. I have sent a working copy to one of my beta testers today, I hope testing it and ensuring quality won't take too long!

G.E.A.R: Project Clover

Haha sorry to keep you waiting, a playable demo that doesn't crash all the time SHOULD be done by late december/early january! I know we keep moving the date forward but we are struggling with university, this and various other creative projects, not to mention social life in general!

We've made a cinematic trailer, go check it at
http://www.youtube.com/watch?v=MKx96AczxcA

Don't forget to comment rate and subscribe!

fightfightfightfightfight.png

Thanks man!

light uber 2.png

Thanks, and the HUD can be deactivated in the options menu :)

about to fight the head of staff.png

Yeah, mgs is a bit of an inspiration ;D

G.E.A.R: Project Clover

Thanks and yeah man I can see how that would give anyone a seizure. Only the captions were supposed to be all red and huge etc but the tags don't seem to have closed properly. I have edited them out of the summary and changed some of it to better describe the current status of the game. Hopefully we'll get a demo o ut before the end of June!

Release Something! V - Discussion Thread

I'm assuming you actually got the "höhöh" error? This is not a random error that I ignored, it is a debug message appearing when the weapon you're trying to fire has no ammo, and for some reason items appear to have no ammo before the inventory has been activated atleast once. This is something I've been trying to fix on and off since May. As for unforgivable I'm not sure I agree with you, the release something thread said that half broken semi finished demo projects were fine. However, yes. I should have changed the debug message to something along the lines of "If you see this message and the weapon has ammo please play with the inventory" instead of the random gibberish I amuse myself with when testing the systems.


Now that you mention it, I understand why that made the fighting annoying. As for not getting an indication of a hit, are you sure? The guards hiss when you shoot them and scream when they die. If you're reffering to mele, there is an indication in the form of a *boom* sound, whereas if you just hit thin air it goes *swiish*, kinda poor onomatopoeia on my part here, but I hope it's understandable.

I understand if you didn't look at the FPS, but did it lag?

Thanks for the feedback

Release Something! V - Discussion Thread

author=Fallen-Griever link=topic=2730.msg53612#msg53612 date=1230917764
This is my feedback for Project X; don't play Project X. It is horribly broken for several reasons:

  • The use of pixel movement with normal chipset passabilities means that if you are even a pixel out the passability breaks and you get stuck.
  • There are pink tiles everywhere for absolutely no reason.
  • The mapping is generally shoddy, and not helped by the first point on this list.
  • Nearly everything comes from Metal Gear Solid, and I mean nearly everything. Music, HUD Graphics, Codec Animations, Weapons. The only things not directly from Metal Gear Solid are the chipsets and charsets, and those are clearly based on MGS. This shouldn't be a bad thing, but the poor execution of this game makes the use of MGS resources dissapointing. (Okay, this isn't really the game being broken, it just annoyed me personally.)
  • Strafing doesn't work. It instead brings up a box with a random bunch of numbers in (an error box I assume) and then makes the character walk in an unstoppable straight line until you turn the strafing off.
  • Throwing grenades crashes the game/decides it doesn't want to work.
  • The hand-to-hand combat is terrible.
  • Gunfighting is terrible.
  • In fact, all aspects of fighting are broken.
  • In fact, everything is terrible.
  • This list could not be long enough.

I'm not even gonna grace it with a proper review, just don't bother downloading it. It is literally a waste of diskspace.

Thanks for playing, and while I will not argue against most of those points, (the demo was rushed so I agree on parts) I hope you don't mind answering some questions that might help me remedy whatever problems you may have had.
What exactly happens when you throw a grenade? If you're reffering to a message showing up saying "höhöh", it is a bug that is adressed in the readme (it tells you to open your inventory and browse through it to avoid indexing problems, this is one of them).
What parts of the mapping were bad? I'm generally curious as I want to improve as a mapper.

As for broken fighting.. what parts in general were broken? I know the police guys (people wearing green raincoats) are kinda buggy. This is because I rushed through debugging them since they are not the focus of the game. Instead I focused on other things. Did you progress far enough to take on any guards (black/gray uniforms with helmets and submachine guns)?
Also, what parts of hand-to-hand and gunfighting were terrible? I think they are pretty similar to the fighting in MGS, which is what I tried to emulate.

I apologize for the strafing, that is entirely my fault: I used the shift-button to find out the value of the player instance's sprite index during runtime, it is thus a debug message. This was not in the original release but I forgot to take it out after working on memory issues. Simply hit any moving button to stop whatever movement that may occur after the message (if u care^^).

As a final question, I would like to know about performance. What framerates did you get, and how much memory did the game allocate?

Thank you for playing :)

Also, the chipsets are not based on MGS and the HUD graphics (aside from the red weapon pix) are original.
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