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  #61  
04-05-2014, 06:21 PM
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I'm just wondering how these "texts" are going to be displayed, considering how when I suggested that there be something to display the score (and other such information) on, such as an LCD display you flat out refused to even acknowledge it as a viable option.

I'm genuinley curious.
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  #62  
04-06-2014, 06:44 AM
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Attention! Instead of power-ups I add a new obstacle: explosive Scrab Machine.
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  #63  
04-06-2014, 09:09 AM
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Explosive Scrab Machine?

Now this I gotta see.
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  #64  
04-06-2014, 10:29 AM
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This is just a Scrab, that Explodes upon contact. In Paramonia it is a Paramite (in future is to be replaced by the Paramitefall Explosive).

Most of the update is done. Only the Paramite's textures and remixed music are missing. Tomorrow may be the release day.

Note. The control shifts to the non-jump-roll, when a Scrab chases you. Tap extremely repedeatly to accelerate your running pace and escape. Then you shall shift to the Paramonian Minefield with jump-and-roll.

Texts are ridiculous. "LORNE CRUSH YOU".
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  #65  
04-06-2014, 11:31 AM
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If both the normal scrab and exploding scrab kill you upon immediate contact then what point does the exploding one serve? :I
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  #66  
04-07-2014, 11:37 AM
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UPDATE.
For Android:
http://www.mediafire.com/download/td...android(6).apk .

I have decided to do it:

For PC(play fullscreen, report all bugs like sound missing, etc.; you have to have JAVA on your PC):
http://www.mediafire.com/download/5b...sas/OddRun.jar .

The PC version interprets BOTH mouse buttons as touches. Moreover, I think, that it is dull on PC.
________________________________________________________________________________
New:

1. Texts.
2. Scrab/Paramite at the end of an area (tap/click extremely quick (easier - multitouch/both-mouse-buttons-click)).
3. The music is refreshed.
4. Scrab's Shred Power sound, Paramite's Stay sound before they start chasing you.

All the new code was 400+ new lines (especially lots of it on the state change restriction). Not really much, sorry for such a delay: I have only started it yesterday.

Last edited by gishygleb; 04-07-2014 at 12:48 PM..
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  #67  
04-07-2014, 11:55 AM
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It's actually pretty good, I'm stuck though, I can't figure out how to change when I'm jumping and when I'm rolling, it seems random (I'm on PC).

The animation is very smooth I must give credit to you for that. :P
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  #68  
04-07-2014, 11:58 AM
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The upper part of the window - jump, the lower - roll. If you hold the mouse button down, your input is read as if it was clicked.

When you adapt to the timing, it becomes primitive. My highscore was... 49,521.

Last edited by gishygleb; 04-07-2014 at 12:03 PM..
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  #69  
04-07-2014, 12:08 PM
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Hmm... I cant get it to work on my Android Nexus 7 Device.
Some Error while parsing. I would love to try it though...
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  #70  
04-07-2014, 12:10 PM
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Nexus? I shall check... try it on PC first.
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  #71  
04-07-2014, 12:12 PM
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I can't right now, but I will tomorrow!
I have set a notification, so I dont forget it.
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  #72  
04-07-2014, 12:16 PM
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Ehm... I am not divine yet. Show me the photo of the error/write the full name.

I played it only on rooted SGS3, SGS5. Works as it must.

Last edited by gishygleb; 04-07-2014 at 12:25 PM..
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  #73  
04-07-2014, 12:24 PM
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This is what shows up

Attached Thumbnails
Click image for larger version

Name:	Screenshot_2014-04-07-21-19-24.png
Views:	257
Size:	104.7 
ID:	13969  
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  #74  
04-07-2014, 12:28 PM
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Oh, it is too blurred to read. Could you do it more defined, please?
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  #75  
04-07-2014, 12:34 PM
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Blurred? Seriously?
Well, it says "There was a Problem while parsing the package" as soon as I start to install it.

Last edited by Pirfsich; 04-07-2014 at 12:37 PM..
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  #76  
04-07-2014, 12:36 PM
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Thank you. My fault. Browser did not open the link on the attachment, but the image.
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  #77  
04-07-2014, 12:38 PM
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Pirfsich, try to do this:

http://forums.androidcentral.com/mot...g-package.html

. Your issue is phone-model-related. It happens on all Nexuses.



OOPS, DOUBLEPOST.
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  #78  
04-07-2014, 12:44 PM
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Did not work
"Install from other sources" is active and I uploaded it in GDrive aswell... Still the same message.
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  #79  
04-07-2014, 12:46 PM
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Then you have to wait for me to fix it, sorry. It shall not be immediately done.
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  #80  
04-07-2014, 12:47 PM
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No problem
I will try the PC Version tomorrow and give you feedback.
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  #81  
04-07-2014, 03:12 PM
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  #82  
04-08-2014, 01:27 AM
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Wow. It's surprizingly... playable and cool!
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  #83  
04-08-2014, 10:59 AM
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I have found an exploit on multitouch phones → being fixed.
Mines are unnatural in Paramonia → being fixed.
Nexus 7 issue → later.
Paramitefall → after the Nexus 7 issue.
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  #84  
04-08-2014, 11:10 AM
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I really do like this. I think the music, animations and backgrounds etc. are all really good.

Only 2 things I'm not keen on:

1. The bombs that sometimes fly in out of nowhere and kill you. They feel like cheap deaths because, really, the only way to dodge them is by simply rolling whenever you're not jumping over a mine. Maybe just make them 50% slower so that the player can see them as an obstacle and have to react? I think they're just too fast and unfair at the moment :P

2. There's now so much text on screen :O Perhaps you could reduce the amount of score counters that show up in the foreground so that they only show at certain milestones or something? Or just make them appear less. They often get in the way as you have to jump over a mine. Or put the new text bar higher up and out of the main way. Just feels a little cluttered at the minute with all the numbers and text I feel

Other than that, I think it's dead addictive and a cool Oddworld fangame. So keep it up!
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  #85  
04-08-2014, 11:41 AM
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Look. The minefields may be randomly generated this way:
1. Mine, mine, mine, fbomb.
2. Mine, mine, fbomb, mine.
3. Mine, fbomb, mine, mine.
4. Fbomb, mine, mine, mine.
5! Mine, mine, mine, mine, !FBOMB FLYING AT YOU!

So, if 4 mines are there, roll after them.

Too much text? Ok, I shall move the fgobjects to the space between the minefields.
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  #86  
04-13-2014, 08:16 PM
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A lazy update.

1. Added Monsaic Lines (now it is like Monsaic-Scrabania-Monsaic-Paramonia).
2. Fixed some bugs (but not the Nexus issue).
3. Massively enhanced the music.
4. Shading in Paramonia, Monsaic is now more realistical.

What was NOT done:
-Paramitefall;
-Bell ding-dong-boom;
-Tiny cleanings.

Android:
http://www.mediafire.com/download/tj...android(7).apk
PC:
http://www.mediafire.com/download/6s.../OddRun(2).jar
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  #87  
04-14-2014, 03:13 AM
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This is getting much better with each update. Thanks for reducing the amount of scoreboard objects in the FG - makes a massive difference.

I really like the music by the way, especially for Monsaic. What do you use for it, out of interest?

Looking forward to the next version!!

Oz
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  #88  
04-14-2014, 03:33 AM
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Being chased by a mudokon is stupid. Make a mudokon coming from the other side (standing) with a swingshot aimed at you, and then you turn around and run back
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  #89  
04-14-2014, 05:22 AM
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That Mudokon is a to-change thing. Instead of it there shall be thr bell ding-dong-boom course. The Paramite Explosive Machine shall be changed to something like from Helicopter - you would be able to climb on the web to avoid Paramites, which are stuck there and would be able to fall.

AT THIS TYPE OF GAME A PLAYER SHOULD NOT BE DISTRACTED BY A SUDDEN DIRECTION CHANGE.

I create music in Caustic 3 (Android application) on my SGS. The percussion is IndianPerscussion, it is imported from the Internet.

I update it every weekend, not earlier, sorry.

I would be honored, if some one could draw more appropriate FG objects for the Monsaic Lines.


Nexus is still painful to fix.


In future there MAY be a forum edition with Abe's model changed:
- Nepsotic;
- Sexy Blonde Abraham;
- Majestic Violet;
- Nate Till It Is Late;
- LORNE ABSOLUTE.

Last edited by gishygleb; 04-14-2014 at 05:37 AM..
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  #90  
04-14-2014, 05:28 AM
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:
AT THIS TYPE OF GAME A PLAYER SHOULD NOT BE DISTRACTED BY A SUDDEN DIRECTION CHANGE.
Why?
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