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  #1  
07-26-2009, 09:41 AM
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Oddworld Slig Wars

Another Fan Game in the making so far includes first level

Link

i am not abandoning abes prophecy
here is a link to the latest version
in this game you play as a group of slig rebels and fight against the glukkon tyrany
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  #2  
07-26-2009, 11:16 AM
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I will be watching this very closely!
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  #3  
07-26-2009, 11:26 AM
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i have no idea why
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  #4  
07-26-2009, 12:24 PM
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Any game with Sligs is a game I would love to play.
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  #5  
07-26-2009, 06:26 PM
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Not bad, I might consider helping out but I've been awfully busy lately...
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  #6  
07-26-2009, 10:20 PM
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Good luck, I'm terrible at making games.
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  #7  
07-27-2009, 02:39 AM
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Nice.
its looking good.
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  #8  
07-27-2009, 02:41 AM
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forgot to mention the controls
a/d-move left/right
w-jump
left click-fire
right click-throw grenades
mouse-aim
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  #9  
07-28-2009, 10:29 AM
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UPDATES
missions 1&2 now complete
look at the spoilers if you want to know what happens and cant be bothered to play the game
mission 1--you must steal the industrialists supplies by any means
mission 2--you must infiltrate the encampment of the sligs without being seen
SLIG WARS LINKand now a trailer
http://www.youtube.com/watch?v=brB5nr7sBG8
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  #10  
07-28-2009, 12:47 PM
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Pretty good so far. A few little suggestions;
- Put a death barrier around the stage to kill players who jump off the level
- Arrows to help players know where they are going

Apart from that, it's quite an impressive little game. I like the way the Slig heads move depending on what direction they are facing. Great work so far!
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  #11  
07-28-2009, 02:02 PM
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Not a bad game... I suggest you work on the messages that pop up, because it breaks the general flow of the game. You could fade into another room telling you that you've done great and then press Space Bar to continue. Or you could make cutscenes. Whatever floats your boat.
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  #12  
07-29-2009, 05:20 AM
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:
Pretty good so far.
thanks
:
- Put a death barrier around the stage to kill players who jump off the level
putting one in as this is being posted
:
- Arrows to help players know where they are going.
arrows spoil the fun of it i will try and make a mini-map/radar though
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  #13  
07-29-2009, 08:35 AM
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Okay that's a valid point. I've recorded the sounds by the way. They're not 100% line-for-line but most of them are good quality. Hope you like them. (I'll send them in a Private Message)
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  #14  
07-29-2009, 09:03 AM
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thanks cant wait to hear em
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  #15  
07-29-2009, 01:16 PM
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Oh snap. A game with Sligs in it. I am also watching this develop with interest. Keep up the good work.

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  #16  
07-29-2009, 02:30 PM
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What exactly are all the requirements for throwing grenades? I wasn't using them at first, but the second level made that mandatory. I'm pretty sure it checks for if the right mouse button is pressed and if the amount of grenades you're carrying is higher then 0.

I've right clicked 6 times before I can get my first grenade to come out. Also is one of those displays suppose to check how many grenades you have? It would be simpler if in the draw event of what ever object you have doing the displays you would also have it draw 'Ammo: Grenades:' and what not.
Multiple times I've used a grenade and the grenade variable would go up and then remain at that number. even after using all my grenades. Giving me no real indication.
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  #17  
07-30-2009, 03:16 AM
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well in the first mission you have 3 grenades and in the second mission you have 3 grenades.the grenades are just the fastest way to dispatch of enemy sligs without them noticing.
and for those wondering what me and alexfili are talking about we are making the game more interactive by me adding slig voices which alexfili will record
mission 3 added i will updated link
i have added a radar to the game which makes it easier to track enemy movement
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  #18  
07-30-2009, 04:46 AM
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I think what you mean is "more immersive". When you're immersed in the game, you ignore everything else besides the game itself.

While voice files will improve the realism and immersion, they won't directly affect the interaction itself. Just thought you'd like to know. I'm a video-game fanatic so I know all about these terms!
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  #19  
07-30-2009, 10:56 AM
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i have added a new breifing screen so you can hear the commander(alexfili) talking to you and explaining the mission as well s an interat button like from strangers wrath to hear the player give you tips of what to do next will update link soon
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  #20  
07-30-2009, 02:21 PM
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Regarding the interface, the radar is okay, but should be a darker colour which also covers the numbers with enough space. The textbox at the bottom is really quite hard to read. Can you please set the background there to be black? Thank you. Glad you like the voices, sorry I can't improve the clarity of the techno voice.
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  #21  
07-31-2009, 04:24 AM
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its hard to read because i had to half the size of the printscreeen then convert it in a jpeg in the actual game you can read it fine.in all of my screen shots i have done this
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  #22  
07-31-2009, 10:38 AM
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Can't wait for the nex version. I like the improvements you're speaking about.
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  #23  
08-01-2009, 03:18 AM
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Happy updates

link updated
now includes mission3 a briefing screen with voices by alexfili and if you dont press anybuttons the slig will say "time for a cig"

SLIG WARS LINK
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  #24  
08-01-2009, 09:26 AM
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I have to say the empty white square makes for an uninteresting chat log. Why not take a look at the industrial skin here on Oddworld Forums for some inspiration. More color and actual borders would make it look more interesting.

Again I still have the same complaint that there are values being displayed on the top left corner of the screen, but no indication as to what those are.

Also if you shoot all your ammo and have no grenades you have no way of defeating the enemy. There should always be a melee option or some weak, slowly reloaded pistol alternative.

Edit: I did enjoy the AI partner on the third level. He's not the brightest guy, but since when have Sligs been smart? XD
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  #25  
08-01-2009, 09:46 AM
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A few complaints;

1) The voices are played before the text is shown (and both voices are played at the same time, not line per line as the text is)
2) The character repeats "Time for a cig" almost constantly, quite an annoying bug
3) The stealth mission is really hard, I'm not even sure if I can beat it... but i'll try again soon.
4) The text box still looks white to me. Please try to make it dark and give it an oddworldy theme to it.

I really like the game so far and I like the attention to details. Some gun SFX would be good too
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  #26  
08-01-2009, 09:55 AM
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i will and the values are from top to bottom--current gun,ammo left in clips,clips left,and player health.and there is no known way to make them play at the same i will however turn the briefing into a cutscene so no blank box.and i will fix the "time for a cig" bug aswell as making it quieter.thank you all for helping me fix it
edit--i will replace some of the values with images such as a health bar and an ammo counter
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  #27  
08-02-2009, 07:13 AM
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Awesome man. Keep up the good work. Looking forward to your next version.
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  #28  
08-04-2009, 01:02 AM
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i have updated the version and fixed most of the glitches.
pressing ctrl will reload your gun
pressing shift will turn on te laser pointer(needs more testing)
pressing e will let you pick up a gun on the floor and drop your current one.
LINK
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  #29  
08-04-2009, 08:25 AM
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I like this version even better. Mostly because of the new weapon you added. Though I would call it a Shotgun rather then a battle rifle cause of the awesome spread shot it has.
I would still love to see words describing what those random numbers are on the top left. I would also love to see another level that allowed me to run around killing things with the new weapon.
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  #30  
08-04-2009, 09:30 AM
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i will do that in the next version.
i have now included a throwable knife for when there is no ammo left.
i have updated the LINK all it includes so far is just the throwing knife nothing else
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