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PostPosted: Thu 15 Jun, 2006 5:03 pm 
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You'll all get invites. There's going to be an open beta, which was the main motivation I had for asking for this forum... but I will need a handful of more dedicated beta testers, and you all can look for PM's when that time comes ;).

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PostPosted: Thu 15 Jun, 2006 8:24 pm 
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sweet, I'll help beta test... I actually have loom, and I've started playing it again, so you can count on me if you need to :P


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PostPosted: Thu 15 Jun, 2006 9:00 pm 
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Calc King

Joined: Thu 13 Oct, 2005 1:54 pm
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I just got Loom, I'm going to try it out. From what I've heard it's a pretty neat game. :)

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PostPosted: Fri 16 Jun, 2006 7:00 am 
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It is... but I'm probably biased ;).

Just letting everyone know that, while there haven't been any changes made to the look of the game (hence no screenshots to post), I have been coding. I spent tonight working the scoll routines. I had them working before, but it was a work-around that was going to make the scripting engine nearly impossible, so I rewrote them to play nice with my other routines.

This weekend, I plan to work on the scripting engine. That's the thing that handles all the cut scenes (and there's a lot of cut scenes in Loom). This is probably too ambitious, but I am hoping against hope to finish enough of the engine to write the big opening cut scene. Don't get your hopes up... but if I do get that far, it means the first release ;). Hardly even an alpha test by any standards... just something that you will be able to play with on your calc.

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PostPosted: Fri 16 Jun, 2006 12:43 pm 
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Calc King

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Hey, anything released is nice. I'd love to see the opening scene on calc. :) The quest quest release was nice also, even though it was short.

And thanks for keeping us updated on your progress. screenshots or not, it's always nice to hear what's happening. :) You are really amazingly fast at coding.

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PostPosted: Sat 17 Jun, 2006 7:11 am 
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Well, I kind of got sidetracked. Instead of working on the scripting engine, I did more graphics work. I drafted some new sprites that I hadn't drawn yet, and binarified about 100 sprites that I had drawn but not added to the library yet. All told, there will be aboue 170 sprites just on Loom Island (the first area of the game), and that's not counting Bobbin's sprites, which is another 30 something. I also re-worked my map loading routine and have started plotting the rest of the maps on Loom Island.

What does that mean? It means the release will be pushed back a bit. However, it means that when the release comes out, it won't be just the Loom Sanctuary, but all of Loom Island. Basically, the first release will be entire first part of the game. So I'm not sure if this is good or bad news... but it's an update either way :).

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PostPosted: Sat 17 Jun, 2006 11:50 am 
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Wow cool.. if you ask me, it's good news... the bigger the beta, the better imho! Can't wait to play the first part of the game :)

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PostPosted: Sat 17 Jun, 2006 2:36 pm 
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Calc King

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yeah, sounds good to me. I can't wait to try this out. :)

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PostPosted: Sat 17 Jun, 2006 4:10 pm 
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Wow, we are going to get teh whole island ... awesome! The sprite situation is kind of like another game that i was going to make ... there were like 32 sprites for just 1 characters walk (8 directions).

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PostPosted: Sat 17 Jun, 2006 10:40 pm 
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Calc Wizard
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wow...Loom Island. That just sounds fun. I cant wait for the demo king, keep us posted mate.

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PostPosted: Sat 24 Jun, 2006 5:17 pm 
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Just played the original game again... took me about 2~3 hours, but it was so much fun :P

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PostPosted: Sat 24 Jun, 2006 11:12 pm 
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Yeah, it is short. I will probably add a few more puzzles on to the end to make it a bit longer, and also a bit harder. The last hour of the game is really easy, IMO.

Expect walking screenshots of all of Loom Island tonight or tomorow :).

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PostPosted: Sun 25 Jun, 2006 6:56 am 
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Awesome!

A non-RPG calculator game that can provide you with more than 2 hours of gameplay is a really good effort imo.

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PostPosted: Sun 25 Jun, 2006 4:44 pm 
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Sweet keep us posted King! I cant wait to see some more progress. And like tr1p said anything upto or over 2 hours for a calc game is really a good effort! I cant wait I might actually have to sit down and play this game just like I did with Desolate... ;)

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PostPosted: Mon 26 Jun, 2006 6:23 am 
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Sorry guys, but I overestimated what I would be able to get done this weekend. School is kicking my arse lately, as we are getting close to exams.

I did get some work done though. So far I have all the maps and their relevant sprites made. I have the walking and scrolling engines working. I have the animation engine fixed (the original was just a work-around), and I have the map loading routine finialized. Basically, all I have left is some house-cleaning and some kind of code to switch between maps, and I will have a full walking demo of Loom Island to show you.

Once that's done, I need to get the trigger engine running. That will be a big, hard, and very important piece of code. Once that's done, I'll have to actually add all the triggers and cut scenes to the maps, and then the first release will be ready. :)

In the mean time, check out the "Redesign My Rock" contest in this forum.

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