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Attack of the Mutants 0.3

This is a discussion on Attack of the Mutants 0.3 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Here's version 0.3 of Attack of the Mutants =) Changes -Ported AOTM to PSPSDK -New Music Added using Mikmodlib. -Disabled ...

  
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    Default Attack of the Mutants 0.3

    Here's version 0.3 of Attack of the Mutants =)

    Changes
    -Ported AOTM to PSPSDK
    -New Music Added using Mikmodlib.
    -Disabled anti-aliasing on 3D sprites to better fit the classic style (minor difference)
    -Added 2 Bonus levels
    -Basic modding support added to allow customized sprites/graphics. See README_MOD.txt for Info
    -Size of eboot and game greatly reduced from version 0.2 (almost 70%)
    -Added some 1-liners submited by BrokenWing
    -Many minor bug fixes (all I know off), thanks to everone who submited them
    -A few minor gameplay changes/additions


    Thanks again for all the positive feedback so far, hope you guys enjoy version 0.3 :)

    --DeNitro
    Last edited by DeNitro; 10-23-2005 at 01:49 PM. Reason: Change DL Link

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    oh sweet thanks! I LOVE THIS GAME!!!!!

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    I look forward to checking it out when I get home. ;)

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    *runs away from pc,does a chicken dance and gets psp,plugs in USB*D/L to PSP*
    Very good game just like 0.2,i just played the first bonus lvl and it's very good,but can you make it so that if you killed everything in a lvl and they spawn again you are invincible for 1 second or maybe more(and maybe that you can't shoot while you're invincible),always when they spawn i get killed because of spawning right on me.
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    Nice. Like the new music, does the MikMod lib take up a lot of processor compared to MP3?
    I like the Bonus Games, although I did manage to find a very obscure bug -
    <spoiler>
    If you get hit by an asteroid just as the time runs out, you begin to die, respawn on the next level and die. All this needs is to reset the variable when each level begins. I doubt this will affect many people, but it's still worth fixing.
    </spoiler>
    This game is really improving, can't wait for some more bonus games .
    For bonus games, you could have one where there are some helpless salt shakers falling from the right, and you've got to try and save as many of them as you can....

    Also, I agree that when the enemies respawn, you should get a second or so of immortality - getting spawn-killed by the angry faces is annoying.

    Oh yeah, it'd also be nice if the power-ups went past 3 (and maybe some other sorts of power-up like super speed, invincibility.etc would be nice).
    Last edited by AnonymousTipster; 10-16-2005 at 12:33 AM.
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    Power-up past 3 idea:when u shoot 3 bullets and you take another upgrade you should fire like this:
    *---(3 bullets)
    |(1 down)
    next upgrade:
    -*---
    |
    kust that when u shoot that at the left or right side you shoot 1 bullet too,when u get at all sides 1 bullet u fire 2 at the left or right side...
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    Does this one work with V2.0 like the other one did?

    Edit* Just tried it, i had no luck with both the V1.0 and the V1.5
    It loads to a black screen
    Last edited by Matty323; 10-16-2005 at 04:08 AM.

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    Another nice upgrade :icon_smil
    The asteroid bonus level turned out very good I have to say.
    I haven't messed around with the modding support too much yet but when I get to it I'll edit this post and leave more feedback.
    Great Job!

    -BrokenWing-
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    Quote Originally Posted by AnonymousTipster
    Nice. Like the new music, does the MikMod lib take up a lot of processor compared to MP3?
    Actually playing music (.mod, .s3m, .xm...) in MikModlib seems to take hardly any cpu power at all which is great. I don't have any numbers to compare against mp3 playback yet but I imagine it's a significant difference. I had some idea's I was going to play with involving mp3's sometime soon, if you like I can let you know how it turns out (performance wise).

    Quote Originally Posted by AnonymousTipster
    I like the Bonus Games, although I did manage to find a very obscure bug
    Doh! I missed that one, got it fixed now thanks =)

    Quote Originally Posted by Matty323
    Does this one work with V2.0 like the other one did?

    Edit* Just tried it, i had no luck with both the V1.0 and the V1.5
    It loads to a black screen
    Someone else had the same problem. There was a lot of internal changes in this release and something must have broke compatability. I don't have a 2.0 to play with atm but I'll definitly look into it.


    As for the suggestions with the Repawn and Power-ups, I'll play around with some ideas and see what I can come up with :icon_smil

    Thanks guys =)

    --DeNitro

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    Great Looking Game. Love the Nintendo Boss.

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    Great game. Haven't tried out the new version yet, but I'm already happy that the file size is actually smaller. Could you perhaps post the default images/sprites to help with modding?

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    ..I love you

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    Wow, the modding feature is awesome. I'm working on a Doom "Tileset" for it and it's coming along very nicely. Great Feature :) Can't wait to see what new features will be in the next version. Great Job.
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    Quote Originally Posted by Matty323
    Does this one work with V2.0 like the other one did?

    Edit* Just tried it, i had no luck with both the V1.0 and the V1.5
    It loads to a black screen
    Currently it doesn't work with the 2.0 EBOOT loader.
    This is one of my favourite homebrew games, so it's near the top of the list of things to get working again. (DeNitro, if you don't mind sending a copy of the source to fanjita@fanjita.org, it might make things a little easier :) ).

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    Great job on AOTM, it's times like this i wish i had 1.5 :)

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    Hey Denitro,
    The modding is working very well so far but I don't know how to do the animated tiles. I made a tile for the power-up and it appeared as static. I know this has something to do with the animation but I don't know how to do this . Could you please explain this to me like I'm a noob?

    P.S. I found a major glitch that could be used as cheating so I'l pm you about it.
    Last edited by BrokenWing; 10-16-2005 at 08:05 PM.
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    haha nice game..addicting :P

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    Quote Originally Posted by DeNitro
    Actually playing music (.mod, .s3m, .xm...) in MikModlib seems to take hardly any cpu power at all which is great.
    Sounds good, I'll have to look into it for my next project. Also, have you heard some of the other stuff by Purple Motion? (the guy who wrote the song you chose) Because he's done some pretty cool tunes, and this one here which is absolutely hilarious.
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    Another idea,porbably already mentionedlaying your own mp3's from the music folder while playing :)
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    Damn I didn't notice this thread so I posted in the Homebrew discussion section. Here is a link to it. http://forums.qj.net/psp-homebrew-hacks-discussion/21990-new-aotm.html#post212700

    Denitro good work. Check out the above link for some suggestions I have that I don't what to re type here.
    If you love AOTM then join the official AOTM fan site forum here: [url]http://www.attackofthemutants.de.tt/[/url]

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    Quote Originally Posted by AnonymousTipster
    Sounds good, I'll have to look into it for my next project. Also, have you heard some of the other stuff by Purple Motion? (the guy who wrote the song you chose) Because he's done some pretty cool tunes, and this one here which is absolutely hilarious.
    I use to be a fan of Future Crew and their demo's back in the 386 days. I havn't heard that song by Purple Motion though, kinda reminds me of the Hampster dance song =P

    Quote Originally Posted by chrislee149
    Great game. Haven't tried out the new version yet, but I'm already happy that the file size is actually smaller. Could you perhaps post the default images/sprites to help with modding?
    Sure, Here's a link to the Default Graphics. That might help out others too, like with how the Animation Tilesets are setup :icon_wink

    Quote Originally Posted by Fanjita
    Currently it doesn't work with the 2.0 EBOOT loader.
    This is one of my favourite homebrew games, so it's near the top of the list of things to get working again. (DeNitro, if you don't mind sending a copy of the source to fanjita@fanjita.org, it might make things a little easier :) ).
    Thanks Fanjita. Sure I'll send over a copy of the source when I get back to my PC tonight.

    Quote Originally Posted by xxxdvlman
    Damn I didn't notice this thread so I posted in the Homebrew discussion section. Here is a link to it. http://forums.qj.net/showthread.php?p=212700#post212700

    Denitro good work. Check out the above link for some suggestions I have that I don't what to re type here.
    Will do =)


    --DeNitro

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    Thumbs up AOTM - Doom Edition

    My AOTM Doom Mod is now complete :ROFL: lol. Email me at Skiesword_mike@hotmail.co m and I'll send you the folder with the pictures. All you have to do is put all of the pics in the AOTM folder without the %
    Thanks for the modding support DeNitro :icon_smil
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    Wow nice mod BrokenWing :) Feel free to add to the bottom/top of the Titlescreen graphic "Mod by BrokenWing" or "Doom mod by BrokenWing" or whatever fits nice =)
    I was trying to think of a way to make those eye's blink... The more I played the more I was expecting one of those eye's to just blink at me out of nowhere. It definitly would have made me jump lol. Do you have graphics of those eyes closing out of curiosity?

    I also see a need to maybe add custom text file support into AOTM with the 1-liners so the level change text can be changed to fit the mods too =)

    Great work on the mod, especially with the Doom movie comming out this week in the states and Holloween approaching soon :icon_smil

    --DeNitro

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    Talking

    hey one of my buddies found a bug every day i take it to school and my last period of the day i let my buddy hang on to it cause i got swimming so when i got on the bus he was playing and somehow he got it so the imvimcible podgun freezes and wont do anything but i didnt want that so i found if that happens just restart the entire game and it works again but im not really sure what he did

    p.s. love this game and finally beat the boss today and i agree with the 1-2 second invince and the few more powerups i hate it when they respawn right on top of me

    edit: what happend to the highscore thing you were ganna do? you should make a website
    Last edited by slicer4ever; 10-19-2005 at 12:35 PM.
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    Someone else actually mentioned that bug too. I'm hoping it's pretty rare, I'll see if I can get it fixed up for the next version.

    Great job on beating the boss =)
    I'm still looking at the respawn thing but I'll probably change how it works.

    I was still thinking about the hall of fame list. This version makes it a little hard to keep it fair with the modding support without first changing how the high scores are kept. Since the collision detection is on a per-pixel level, the difficulty can be slightly changed with different graphics. I'll probably get it in with a future version, along with extending the mod support. :icon_smil

    Thanks for the feedback =)

    --DeNitro

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    Quote Originally Posted by DeNitro
    Wow nice mod BrokenWing :)
    I was trying to think of a way to make those eye's blink... The more I played the more I was expecting one of those eye's to just blink at me out of nowhere. It definitly would have made me jump lol. Do you have graphics of those eyes closing out of curiosity?

    --DeNitro
    Sorry but no eyes closed graphics. That would be cool though. Blink out of nowhere. I may end up changing the ships graphic or the pizza face graphic again so there won't be so many eyes lol.
    Quote Originally Posted by DeNitro
    Feel free to add to the bottom/top of the Titlescreen graphic "Mod by BrokenWing" or "Doom mod by BrokenWing" or whatever fits nice =)

    --DeNitro
    And I was going to put words on the title screen but the two picture editing programs I have aren't so hot with letters lol.
    Quote Originally Posted by DeNitro
    I also see a need to maybe add custom text file support into AOTM with the 1-liners so the level change text can be changed to fit the mods too =)

    --DeNitro
    That would be good to have on some of the levels. Mainly the bonus levels would be good to edit. That way instead of see how many pizzas you can destroy before the time runs out! I could just put Eyes instead of Pizzas.
    By the way, were you thinking about custom mp3 support?
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    Talking

    hey denito i was wondering but how did you get your ship to move by self control because i'm working on a small little app to learn how to use lua(i thought you used lua for this anyways) but i dont know how to make something be self controled if you did make this in lua i was jw if you could tell me it would be nice to add that to my mini program

    =-)
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  28. #28
    QJ Gamer Green
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    Quote Originally Posted by slicer4ever
    i dont know how to make something be self controled if you did make this in lua i was jw if you could tell me it would be nice to add that to my mini program
    Here's the code for that


    background = Image.load("HT.png")
    object1 = Image.load("Rock.png")
    object2 = Image.load("Chest.png")
    player = Image.load("LI.png")

    -- player starting positions
    x = 75
    y = 50
    x_object = {0, 100, 200}
    y_object = {0, 100, 200}

    while true do
    screen:clear()
    pad = Controls.read()
    -- showing the background + objects
    screen:blit(x_object[1], y_object[1], background)
    screen:blit(x_object[2], y_object[2], object1)
    screen:blit(x_object[3], y_object[3], object2)
    -- showing the player
    screen:blit(x, y, player)

    if pad:up() then
    y = y - 1
    if y < 50 then
    for i=3,1,-1 do
    y_object[i] = y_object[i] + 1
    end
    y = y + 1
    end
    end
    if pad:down() then
    y = y + 1
    if y > 222 then
    for i=3,1,-1 do
    y_object[i] = y_object[i] - 1
    end
    y = y - 1
    end
    end
    if pad:right() then
    x = x + 1
    if x > 430 then
    for i=3,1,-1 do
    x_object[i] = x_object[i] - 1
    end
    x = x - 1
    end
    end
    if pad:left() then
    x = x - 1
    if x < 50 then
    for i=3,1,-1 do
    x_object[i] = x_object[i] + 1
    end
    x = x + 1
    end
    end

    if pad:start() then
    break
    end
    screen.flip()
    end

    while true do
    screen.waitVblankStart(10 0)

    end
    [url]http://card.mygamercard.net/BrokenWing+Mike.png[/url]

  29. #29
    QJ Gamer Blue
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    what level is it that u get to the boss

  30. #30
    QJ Gamer Green
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    10,hard if you're a beginner ;)
    This is a review site for PSP homebrew,made by me,check it!Link

    http://www.petitiononline.com/homebrew/petition.html Sign it everyone!

    1.PSP
    2.32MB MS,1GIG MS
    3.Metal Gear Acid,Burnout Legends
    4.Snes emu,genesis emu,gb/gbc emu,and lots of homebrew games
    5.ROM's

    I messed my avatar,saved it at too low setings :(
    If anyone wants a tech banner/avatar/sig PM me,i use photoshop,imageready,fire works,flash mx but itdon't know how to use the last 2 :p


 
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