Alpha A.D.A.M. Pre-alpha 1.0.3.9 Updated 8/2/2016

Discussion in 'Work in Progress' started by alexde5th, Jun 26, 2016.

  1. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    [​IMG]
    Most recent version: 1.0.3.9
    This game is now on IndieDB! Yay! I guess?

    http://www.indiedb.com/games/adam-advance-dynamic-abnormal-military/downloads/adam-advance-dynamic-abnormal-military-v4

    A 2D platformer, military-style shoot them up.
    Right now, the game has no story mode, or survival mode. It's more of you can do whatever you could possibly do in this game with the Debug menu.
    I'm finally working on a Demo mode for the game! It's lackluster right now, and the only way to access it is to use the Debug menu. (F2)

    --Current game mechanics--
    Weapon attachments
    Puzzle like mechanics
    Basic abilities and leveling up
    Fully functional shop

    --Planned mechanics--
    Fully functional shop Introduced in Pre-Alpha 1.0.3.5
    Character customization
    A level editor?
    Interactive story, changeable ending
    Player abilities and leveling up

    Controls:
    WAD, Crouch and shift
    Left mouse to shoot
    1 and 2 to switch weapons
    C to open upgrade menu
    F1 to reset
    F11 to show/hide the HUD
    F12 to switch begin fullscreen/windowed

    Debug controls:
    F2 to open/close the Debug menu

    In the year 2622, the humans have launched a nuclear bomb near the equator, killing 4 evolved species, and mutating over 800 million humans. Turning them into the Himuun's, smoothed rectangular bodies with invisible arms, but stubby, hidden feet. Years later, war broke out. Only one species can rule the planet. Either the Human's, or the Himuun's. After 2 years of fighting, both sides decided to create an agreement to end the war. But as time went on, the Humans were still power hungry to rule the world. Months and months at a time, the humans slowly killed the Himuun's off to weaken the number. Before another war broke out, new species arose and prevented another massive war against the Humans and Himuuns. These species were sentient, but were not willing to enter diplomatic relations with either species. Both sides studies these animals, understanding how they worked, and what they could do. The Human's found this as a way to kill off the Himuun's for good. The Human's turned the new species against the Himuun's, creating propaganda and lies to cause them to hate the Himuun's. The year 2706, the Zarogoth was founded, a military dedicated to keeping the Human's and the Himuun's from entering another war. Although that's the known agenda, their true intent is to obtain world domination; Using their scientists and engineers to create special weapons of war, destruction, and mayhem to end both sides of power. To rise as the dominate power over everyone and everything. Finally, meet Adam J. Smith. A 28 year old scientist who works for the Zarogoth. All of the scientist are unaware to Zarogoth's agenda, and the engineer's are separated from the scientist to prevent information leaks. Adam finds out that the soldier's were beginning to die off in the Zarogoth, and is able to join the soldiers. Adam joins to help serve his people... Or so he thought. This is where his story begins.

    Version 1.3.0.9 Now with a Demo mode! It's lackluster, but yeah.
    Funfact - In earlier versions of A.D.A.M., when the player died, it executed enemy code instead of it's own code.

    --Additions--
    WORKING on a demo mode. if you want to try it (It's _extremely_ barebones with certain elements and whatnot.), Open the debug menu and it should show an option that allows you to access the Demo mode.
    -->The Demomode for now stops at level 3. More will be added in later. Obviously.
    Added in different props and items that will show up in the Demo.
    Added a sound effect for the Blastdoors.
    Added the ability to sell your current weapons in the shop.
    -->Not sure why it wasn't in originally, but it's in now.
    ---->Still working on a way to do "Trades". Meaning I haven't found a way to sell your weapon and buy a weapon at the same time yet.
    Added a debug menu option (In Other Options) to see the new HUD.
    Added a version of the Himoon that has a weapon.
    Added a song to the demo levels.
    -->Can also be played via the sound menu.
    ---->Just not in the demo... via the sound menu.

    --Other changes--
    The Demo uses a different HUD
    The weapons on the back of the player now display both weapons.
    Grenades will not be use-able in the demo.
    -->Mainly because most of the enemies will be invincible to explosives.
    The Simulated Himoons are now hostile instead of neutral.
    -->They also drop ammo and health packs now. But they don't drop grenades (In the demo they don't)
    Enemies don't instantly turn around when shot by the player. There's a small delay now.
    The blastdoors' sprites have been changed.
    -->And now have a sound effect apon closing.
    Interacting with objects no longer freezes things as if you were in the menu.
    Changed the textbox's colour and font.
    Textbox no longer moves or is useable when the game is paused.
    The Giant Himoon V2 now drop more XP on death.
    Water now stops when the game is paused.
    Small changes to the testroom.
    Changed all "Armour" to "Armor".
    Deflected bullets deal 1/3 the damage to the player now.
    Unable to use the Debug menu for the Demo.
    -->So you know how the game is without cheating or so.
    The motion blur settings are now saved when changed in the main menu.

    --Removed--
    Removed the "No attachments" text in the shop because I haven't found a use for it.
    Removed the test events because of the Demo being worked on.
    Removed the puzzles test and Boss 1 test.
    -->because of the Demo.
    ---->The boss 1 test was broken anways.

    --Bugs/Glitches--
    Might remove The Wizard.
    Fixed some issues in the shop.
    Fixed a hole in the Test room.
    Fixed the textboxes not showing the correct sprites.
    Fixed the textbox not autoclosing itself if supposed to do so.
    Fixed the player's sprite not displaying the right image when tired with the last armor.
    Fixed the last armor's healing ability continueing while the game is paused.
    Fixed the shop displaying the wrong weapon names for certain shop items.
    Fixed more objects not stopping when the game is paused.
    Fixed the backweapon displaying a weapon that doesn't exist.
    -->It didn't crash the game, it simply displayed a sprite that showed a weapon you couldn't access.

    --Additions/changes that might be placed in the next update--
    none at the moment.

    Version 1.3.0.7 Less bugs, more content!
    Fun fact: There was a debug command that allowed you to change into the enemy, using what they had that attacked the player. And because of it, the main character (Adam) would be automatically set to enemy, meaning he would shoot you on sight. The command never got into a released build.
    --It simply didn't go the way I wanted to. The code is still in there that is I choose to re-enable it...

    --Additions--
    Added in the first 3 status effects for the player
    --Bleeding; losing health over time. No other debuffs. Fall damage has a chance to cause bleeding.
    --Toxic; Cancels out health regeneration. Toxic barrels (Which were placed in for this status effect now) cause Toxic.
    ----VERY slowly disappears.
    --Freezing; Slowed down movement speed. Freezing currently cannot be done normally in the game unless you use the debug menu.
    ----Also added in Debug options in the Player options to test these out.
    Added in an npc soldier type that follows the player. (Like the NPC partner).
    Added in fall damage noises.
    --Two different sounds if you take fall damage or not.
    Added a new attachment, fire bullets.
    --Because of adding in fire bullets, afterburn damage has also been buffed.

    --Other changes--
    A tad more optimization.
    The amount of money enemies drop has been changed.
    Changed some gun sound effects.
    Teleporters now have a flash and a sound effect when used.
    You can only pick up weapons if you're currently holding a weapon.
    If you're holding a crate, it actually follows you correctly when crouching.
    You can no longer open the menu when in the class selection room.
    Holding down the left/right arrow keys no longer causes the screen to shake.
    Starting money in the Soldier game play test has been set to 2500$.
    When holding down the right mouse button in a textbox to skip the text, it has been sped up.

    --Removed--
    Removed some more debug information.
    Removed some useless debug options in the player options.
    Removed being able to set the camera target.
    --There was going to be something that used this feature, but it's a huge pain in the ass to implement for some reason...

    --Bugs/Glitches--
    Fixed the shop displaying the wrong names for weapons/armor.
    Fixed armour not regenerating power when purchased from the shop.
    Fixed up the two Test Events "Test event 1" and "Yustumi's search"
    Fixed the sprint system not regenerating when the player is interacting/other.
    Fixed the player's sprite not updating properly when interacting/other.
    Fixed the moveable crates moving when you're not moving.
    Fixed a couple of textbox pictures not correctly displaying when the textbox first shows up.
    Fixed the textboxes not disappearing automatically when supposed to.
    Fixed being able to pick up crates when interacting with certain objects.
    Fixed being able to kill the enemies while they're disabled.
    Fixed some corpse's collision boxes not being correct.

    --Additions/changes that might be placed in the next update--
    none at the moment.

    Version 1.3.0.6 --Quick update--
    --Additions--
    Added an easter egg at the top right of the main Test level

    --Other changes--
    Nerfed the first test event.
    >>Also added lighting in there finally
    >>And added in a bit of more props to Test Event 1
    >>>>Now General Harold no longer does important general stuff at a home computer.
    >>Gave the player's weapons attachments
    Bullets create less particles when destroyed

    --Removed stuff--
    noone.

    --Bugs/glitches--
    Fixed being able to switch weapons while the game is paused
    >>That is you're not using the old weapon system
    >>>>It can be fixed, I just choose not to. It's not going to be in the final game itself anyways.
    Fixed a reload error where if you were to reload the first rocket launcher and then enter a coversation, it breaks the weapon system.
    Fixed more objects still moving when the game is pauased
    Fixed the screen being shrinked in when having the application surface enabled.
    Fixed the stock SMG's max clip being set to 1
    Fixed the Engineer in Test event 1 not stopping when placing the crate down.
    >>At least he SHOULD stop moving...

    --Additions/changes that might be placed in the next update--
    Noone. At the moment.

    Version 1.3.0.5
    Finally! I have created a useable shop in A.D.A.M.! Being able to buy a different weapon, armour, and attachments!
    The boss 1 test (Press O on the keyboard to access it) is buggy, with the boss's animations being broken, and the spawners spawning the wrong enemy. It will be updated eventually.

    --Additions--
    Added in a little more visual feed back that you leveled up
    Added a useable shop!
    >>Right now, I'm not exactly sure on how I'm going to make a system where you buy your weapon, and it "trades" in your previous and you recieve a little money for it.
    >>Killing enemies has a chance to drop money.
    >>Soon, there will be a semi-demo to be made.
    Added screen shaking, useable from the debug menu in the Other Catagory.
    Added an add money button in debug menu's Other Catagory

    --Other changes--
    Updated 2 armour sprites
    You can no longer melee while reloading.
    Going into the shop no longer freezes everything
    Changed the clip size of the last grenade launcher from 2 to 3
    Picking up a weapon no longer sets it to a pre-determined slot. It now goes in the slot that is currently being held (Primary or Secondary)
    You can no longer open the menu while in the shop.
    Slowed down the death sequence a little bit.

    --Removed stuff--
    Removed some debug information.
    Removed the special equipment catagory of the shop
    >>Might not have anything to put in there for now

    --Bugs/glitches--
    Fixed variables being sped up, a second layer for the lighting, and other stuff happening when going into the puzzle test 1 then back into the testroom
    Fixed the back weapon showing the wrong sprite when having a rocket launcher/grenade launcher that isn't the first rocket launcher
    Fixed the hostile NPC soldiers not dropping a corpse
    Fixed some more crash related bugs

    --Additions/changes that might be placed in the next update--
    Update the wizard a bit
    Redoing the pause menu.

    Version 1.3.0.4
    Testing a new deactivation system!
    --Additions--
    Added a "No blood" option for more optimization
    Added knockback when being hit by the Giant Himoons (See first post for more information)
    Added an indicator that you leveled up (Finally...)
    Added muzzle flashes to the rocket/grenade launchers
    --Other kinds of changes--
    Rocket/grenade launchers now fire their projectiles from the muzzle
    Grenades now fade away like ammo/health boxes
    Made more changes to the testroom
    Made the golden/yellow grenade launcher's explosion larger
    --Fixes/bugs--
    Fixed the first pistols max clip being set to the 9th pistols max clip
    Fixed the first rocket launcher having (Techinically) infinite ammo
    Fixed objects still moving when the game is paused/other
    >Like enemy 1 (Ghost version or something)
    Fixed up the NPC partner AI
    Fixed friendly AI weapons not having a knockback effect when shooting a turret
    Fixed the pistol, shotgun, and machinegun muzzle flashes' positions
    >Also fixed where the secondary projectile is fired from
    Fixed enemy turret's animation still moving when the game is paused
    Fixed the first rocket launcher showing the wrong sprite when pausing the game
    Fixed the rest of the rocket launchers not receiving an ammo capacity upgrade
    Fixed enemy 1 dropping its corpse even with gibs disabled
    Fixed a feature I attempted to make work...
    Fixed enemy soldiers dropping the wrong sprite when dying

    Version 1.3.0.2
    Version 1.3.0.1
    Version 1.0.3.0

    First release (on this forums)

    Thanks GMC forums for capping the post at 20000 characters.

    The Himoon
    [​IMG] 60-70 HP, the second weakest enemy in the game
    There are currently two versions of this enemy
    --Normal, nothing special.
    --"ghost version", slower, weaker, and will be used for training purposes.
    Then there's a giant version of it. Having 633-656 HP, there's two versions of it.
    --Normal, no special abilities.
    --Armored, More HP, faster attack, and projectile deflecting armor
    Metal turtle
    [​IMG] 125-160 HP, has a chance to deflect projectiles back at you.
    There are currently two versions of this enemy
    --Normal, damages the player when close enough
    --Ranged, Throws a projectile, slower than the normal version
    The Yi-stook
    [​IMG] 180-235 HP, fastest enemy so far, but can be out ran when the player is sprinting.
    Has the ability to climb walls
    (Unconfirmed) Plant creature The Involli (In-Vo-Lee)
    [​IMG] 240-260 HP, creates homing projectiles that can be destroyed in mid air when they begin following the player/other friendly NPC
    Has the ability to heal itself overtime
    Hired Mercenary(ies)
    [​IMG] 300-335 HP, shields that need to be destroyed in order to damage it with anything else.
    Hostile Zarogoth soldiers
    [​IMG] 78-85 HP, no armor (yet)
    Cauy clones
    [​IMG] 266-283 HP
    When destroyed, it creates an explosion that damages the player

    [​IMG]
    [​IMG]
     
    Last edited: Aug 2, 2016
  2. Tem Matthews

    Tem Matthews Member

    Joined:
    Jun 21, 2016
    Posts:
    21
    I really like the art style (apart from the font). This looks like a somewhat of an interesting game (even though there are many army style games out there)
     
  3. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    A.D.A.M. Update 1.3.0.1!
    Download link: https://www.dropbox.com/s/by2ek5iek9kkf7g/ADAM pre1.0.31.zip?dl=0

    So much code rewritten....
    Next to be worked on: The shop... and arrays are difficult to work with sometimes...
    Um... apparently, you can access two unused rooms Rm_Boss1_test and Rm_Puzzle_Test 1
    By pressing I and O.
    When you complete the puzzle test, the game 'resets', and the game lighting
    is darken, guns fire faster, reload faster, and you can't access all of the
    weapons in the old reload system.
    Added in an interactable NPC
    Added a new sprite for when the player is tired
    Added individual weapon attachments to the pistols, shotguns, and machineguns
    Added a particle effect when a bullet is destroyed
    Added a new debug option to set the player sprite to a certain animated character.
    A couple of changes to more minimum priorities.
    Enemy turrets no longer shoot at nothing when turning to you, they now shoot when you're closely aligned with them
    And because of me being unable to set up a width thing for the collision line, they can now rotate faster to counter their new AI
    Enemy weapons use the new AI system the enemy Turrets do.
    Same goes for friendly turrets and weapons
    General Harold in Test Event 1 can no longer be interacted with for the default conversation
    Each weapon's laser sight now comes from a certain point in the weapon
    Each weapon can use all of the weapon attatchments now
    Excluding the machinegun and pistol unable to use 1st shotgun attatchment
    And the shotgun and pistols being unable to use attachment 7 (triple bullets for machineguns)
    Machineguns cannot use attachments 2 and 4 (Burst fire mode and Additional bullets)
    If a weapon uses an invalid weapon attachment, it will simply not work as intended, maybe even crash the game. (Still testing that...)
    All machineguns can now use the "Triple bullets" attatchment
    Changed weapon attatchment "Fast Burst Fire" to "Burst fire"
    Changing weapons disables the current attachtment active
    Changed how the audio listening works in the game
    Lowered the last shotgun's damage from 34 to 29
    Updated a couple of weapon sprites
    Updated the jetpack sound effect (Kinda sounds like farting...?)
    Trigger blocks no longer show up
    You can no longer switch weapon attachtments with the mouse wheel
    This option was moved into the Debug menu, page 3 of Player options
    Fixed an upgrade perk being automatically upgraded without giving the upgrade
    Fixed reloading when you have no ammo left
    Fixed homing missles still rotating when the game is paused/other
    Fixed a small sprite glitch when equiping armour
    Fixed interacting with doors causing the HUD reappear to early
    Fixed textbox pictures being used for the wrong characters
    Fixed machinegun 2 (SMG) from enabling triple bullets everytime an attatchment is enabled
    Fixed flicker when looping back and forth in the Old Weapon System
    Bug: Certain objects may still move while the game is paused.
    Unpausing and repausing fixes this... I think.
    Bug: Colliding with a trigger that disables your weapon causes the game to crash for some reason...
    FIXED!!
     
  4. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    A.D.A.M. Update 1.3.0.2! Now with more debugging.
    https://www.dropbox.com/s/xj7bs7gcgd001nq/ADAM pre1.0.32.zip?dl=0

    I forgot why, but the Cauy clones are using old sound effects I made back in 2014-2015
    Still figuring out how I'm going to set up the alpha shop
    Fun fact: There were supposed to be an invincibility timer whenever the player got hurt.
    Another Fun fact: The reloading sprite for the first rocket launcher has it's own reload, fire speed, damage/other.
    Except it's unusable because of how its been coded.
    Added a new projectile fired from the golden/yellow grenade launcher (Or rocket launcher, I guess.)
    Added a debug option to change the global brightness
    Added a debug option to change the ceiling light type
    Combined 2 rooms together
    Other small changes to the test room
    All entities with the body shape of Adam (The main character) use the falling corpse instead of exploding into gibs
    Increased the max ammo for a couple of rocket launchers
    Changed where one of the turret's location is in the testing room
    The testroom no longer has a camera boarder by default
    The reload icon no longer shows up when the game is paused
    Getting ammo for the rocket launchers is no longer added by a set value, but now by their max ammo
    Like all of the other weapons...
    Why in the world didn't the rocket launchers follow that code in the first place? I don't know...
    Gibs no longer move (or at least they shouldn't be) when the game is paused/other
    Fixed (Semi) enemy 2, 3, and 4 showing the wrong sprite in the air while the game is paused/other
    Fixed the jetpack regenerating fuel when the game is paused
    Fixed a debug option showing an extremely small negative number
    Fixed explosive bombs (from grenade launchers) not really doing any damage for some reason...
    And rockets actually do set damage instead of a fixed value.
    Fixed more objects not freezing/slowing down when the game is paused/other
    Fixed being stuck in crouch when in a cutscene/can't control character
    Fixed enemy weapons turning to you when they haven't spotted you yet.
    Fixed the game crashing in Test Event 1 while defending (Or hoard mode, I guess.)
    Fixed the last machinegun being able to reload
    Fixed the player being unable to crouch into a wall block hole with the last armor equiped
    Fixed the enemy 1 death corpse moving when the game is paused/other
    Fixed enemy 1 creating gibs when dropping a corpse
    Fixed enemy 1's corpse causing jittering when on the ground.
    It's still there, but its very hard to see it.
    The corpse still can't rotate on slopes :[
     
  5. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    New version of A.D.A.M.! Less bugs, more features... whenever I can squish all of the bugs...
    Testing a new deactivation system!
    --Additions--
    Added a "No blood" option for more optimization
    Added knockback when being hit by the Giant Himoons (See first post for more information)
    Added an indicator that you leveled up (Finally...)
    Added muzzle flashes to the rocket/grenade launchers
    --Other kinds of changes--
    Rocket/grenade launchers now fire their projectiles from the muzzle
    Grenades now fade away like ammo/health boxes
    Made more changes to the testroom
    Made the golden/yellow grenade launcher's explosion larger
    --Fixes/bugs--
    Fixed the first pistols max clip being set to the 9th pistols max clip
    Fixed the first rocket launcher having (Techinically) infinite ammo
    Fixed objects still moving when the game is paused/other
    >Like enemy 1 (Ghost version or something)
    Fixed up the NPC partner AI
    Fixed friendly AI weapons not having a knockback effect when shooting a turret
    Fixed the pistol, shotgun, and machinegun muzzle flashes' positions
    >Also fixed where the secondary projectile is fired from
    Fixed enemy turret's animation still moving when the game is paused
    Fixed the first rocket launcher showing the wrong sprite when pausing the game
    Fixed the rest of the rocket launchers not receiving an ammo capacity upgrade
    Fixed enemy 1 dropping its corpse even with gibs disabled
    Fixed a feature I attempted to make work...
    Fixed enemy soldiers dropping the wrong sprite when dying
     
  6. marius

    marius Guest

    use an original font ( search it here dafont.com)
     
  7. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    I suppose you mean the main title "ADAM" should have it's own original font. It does, but right now I'm still working on the thread itself. Give it some time :]
     
  8. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    New update in A.D.A.M.! Less bugs! And now with a shop! MicroTransactions not included.
    Finally! I have created a useable shop in A.D.A.M.! Being able to buy a different weapon, armour, and attachments!
    The boss 1 test (Press O on the keyboard to access it) is buggy, with the boss's animations being broken, and the spawners spawning the wrong enemy. It will be updated eventually.

    --Additions--
    Added in a little more visual feed back that you leveled up
    Added a useable shop!
    >>Right now, I'm not exactly sure on how I'm going to make a system where you buy your weapon, and it "trades" in your previous and you recieve a little money for it.
    >>Killing enemies has a chance to drop money.
    >>Soon, there will be a semi-demo to be made.
    Added screen shaking, useable from the debug menu in the Other Catagory.
    Added an add money button in debug menu's Other Catagory

    --Other changes--
    Updated 2 armour sprites
    You can no longer melee while reloading.
    Going into the shop no longer freezes everything
    Changed the clip size of the last grenade launcher from 2 to 3
    Picking up a weapon no longer sets it to a pre-determined slot. It now goes in the slot that is currently being held (Primary or Secondary)
    You can no longer open the menu while in the shop.
    Slowed down the death sequence a little bit.

    --Removed stuff--
    Removed some debug information.
    Removed the special equipment catagory of the shop
    >>Might not have anything to put in there for now

    --Bugs/glitches--
    Fixed variables being sped up, a second layer for the lighting, and other stuff happening when going into the puzzle test 1 then back into the testroom
    Fixed the back weapon showing the wrong sprite when having a rocket launcher/grenade launcher that isn't the first rocket launcher
    Fixed the hostile NPC soldiers not dropping a corpse
    Fixed some more crash related bugs

    --Additions/changes that might be placed in the next update--
    Update the wizard a bit
    Redoing the pause menu.
     
  9. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    A.D.A.M. quick update 1.0.3.6
    This game is now on IndieDB! Yay! I guess?
    http://www.indiedb.com/games/adam-a...ads/adam-advance-dynamic-abnormal-military-v2

    Now with less problems!
    --Additions--
    Added an easter egg at the top right of the main Test level

    --Other changes--
    Nerfed the first test event.
    >>Also added lighting in there finally
    >>And added in a bit of more props to Test Event 1
    >>>>Now General Harold no longer does important general stuff at a home computer.
    >>Gave the player's weapons attachments
    Bullets create less particles when destroyed

    --Removed stuff--
    noone.

    --Bugs/glitches--
    Fixed being able to switch weapons while the game is paused
    >>That is you're not using the old weapon system
    >>>>It can be fixed, I just choose not to. It's not going to be in the final game itself anyways.
    Fixed a reload error where if you were to reload the first rocket launcher and then enter a coversation, it breaks the weapon system.
    Fixed more objects still moving when the game is pauased
    Fixed the screen being shrinked in when having the application surface enabled.
    Fixed the stock SMG's max clip being set to 1
    Fixed the Engineer in Test event 1 not stopping when placing the crate down.
    >>At least he SHOULD stop moving...

    --Additions/changes that might be placed in the next update--
    Noone. At the moment.
     
  10. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    A.D.A.M. Update 1.0.3.7
    http://www.indiedb.com/games/adam-a...ads/adam-advance-dynamic-abnormal-military-v3

    Fun fact: There was a debug command that allowed you to change into the enemy, using what they had that attacked the player. And because of it, the main character (Adam) would be automatically set to enemy, meaning he would shoot you on sight. The command never got into a released build.
    --It simply didn't go the way I wanted to. The code is still in there that is I choose to re-enable it...

    --Additions--
    Added in the first 3 status effects for the player
    --Bleeding; losing health over time. No other debuffs. Fall damage has a chance to cause bleeding.
    --Toxic; Cancels out health regeneration. Toxic barrels (Which were placed in for this status effect now) cause Toxic.
    ----VERY slowly disappears.
    --Freezing; Slowed down movement speed. Freezing currently cannot be done normally in the game unless you use the debug menu.
    ----Also added in Debug options in the Player options to test these out.
    Added in an npc soldier type that follows the player. (Like the NPC partner).
    Added in fall damage noises.
    --Two different sounds if you take fall damage or not.
    Added a new attachment, fire bullets.
    --Because of adding in fire bullets, afterburn damage has also been buffed.

    --Other changes--
    A tad more optimization.
    The amount of money enemies drop has been changed.
    Changed some gun sound effects.
    Teleporters now have a flash and a sound effect when used.
    You can only pick up weapons if you're currently holding a weapon.
    If you're holding a crate, it actually follows you correctly when crouching.
    You can no longer open the menu when in the class selection room.
    Holding down the left/right arrow keys no longer causes the screen to shake.
    Starting money in the Soldier game play test has been set to 2500$.
    When holding down the right mouse button in a textbox to skip the text, it has been sped up.

    --Removed--
    Removed some more debug information.
    Removed some useless debug options in the player options.
    Removed being able to set the camera target.
    --There was going to be something that used this feature, but it's a huge pain in the ass to implement for some reason...

    --Bugs/Glitches--
    Fixed the shop displaying the wrong names for weapons/armor.
    Fixed armour not regenerating power when purchased from the shop.
    Fixed up the two Test Events "Test event 1" and "Yustumi's search"
    Fixed the sprint system not regenerating when the player is interacting/other.
    Fixed the player's sprite not updating properly when interacting/other.
    Fixed the moveable crates moving when you're not moving.
    Fixed a couple of textbox pictures not correctly displaying when the textbox first shows up.
    Fixed the textboxes not disappearing automatically when supposed to.
    Fixed being able to pick up crates when interacting with certain objects.
    Fixed being able to kill the enemies while they're disabled.
    Fixed some corpse's collision boxes not being correct.

    --Additions/changes that might be placed in the next update--
    none at the moment.
     
  11. alexde5th

    alexde5th Member

    Joined:
    Jun 26, 2016
    Posts:
    93
    A.D.A.M. Update 1.3.0.9! Now with a Demo mode! It's lackluster, but yeah.
    http://www.indiedb.com/games/adam-a...ads/adam-advance-dynamic-abnormal-military-v4
    Funfact - In earlier versions of A.D.A.M., when the player died, it executed enemy code instead of it's own code.

    --Additions--
    WORKING on a demo mode. if you want to try it (It's _extremely_ barebones with certain elements and whatnot.), Open the debug menu and it should show an option that allows you to access the Demo mode.
    -->The Demomode for now stops at level 3. More will be added in later. Obviously.
    Added in different props and items that will show up in the Demo.
    Added a sound effect for the Blastdoors.
    Added the ability to sell your current weapons in the shop.
    -->Not sure why it wasn't in originally, but it's in now.
    ---->Still working on a way to do "Trades". Meaning I haven't found a way to sell your weapon and buy a weapon at the same time yet.
    Added a debug menu option (In Other Options) to see the new HUD.
    Added a version of the Himoon that has a weapon.
    Added a song to the demo levels.
    -->Can also be played via the sound menu.
    ---->Just not in the demo... via the sound menu.

    --Other changes--
    The Demo uses a different HUD
    The weapons on the back of the player now display both weapons.
    Grenades will not be use-able in the demo.
    -->Mainly because most of the enemies will be invincible to explosives.
    The Simulated Himoons are now hostile instead of neutral.
    -->They also drop ammo and health packs now. But they don't drop grenades (In the demo they don't)
    Enemies don't instantly turn around when shot by the player. There's a small delay now.
    The blastdoors' sprites have been changed.
    -->And now have a sound effect apon closing.
    Interacting with objects no longer freezes things as if you were in the menu.
    Changed the textbox's colour and font.
    Textbox no longer moves or is useable when the game is paused.
    The Giant Himoon V2 now drop more XP on death.
    Water now stops when the game is paused.
    Small changes to the testroom.
    Changed all "Armour" to "Armor".
    Deflected bullets deal 1/3 the damage to the player now.
    Unable to use the Debug menu for the Demo.
    -->So you know how the game is without cheating or so.
    The motion blur settings are now saved when changed in the main menu.

    --Removed--
    Removed the "No attachments" text in the shop because I haven't found a use for it.
    Removed the test events because of the Demo being worked on.
    Removed the puzzles test and Boss 1 test.
    -->because of the Demo.
    ---->The boss 1 test was broken anways.

    --Bugs/Glitches--
    Might remove The Wizard.
    Fixed some issues in the shop.
    Fixed a hole in the Test room.
    Fixed the textboxes not showing the correct sprites.
    Fixed the textbox not autoclosing itself if supposed to do so.
    Fixed the player's sprite not displaying the right image when tired with the last armor.
    Fixed the last armor's healing ability continueing while the game is paused.
    Fixed the shop displaying the wrong weapon names for certain shop items.
    Fixed more objects not stopping when the game is paused.
    Fixed the backweapon displaying a weapon that doesn't exist.
    -->It didn't crash the game, it simply displayed a sprite that showed a weapon you couldn't access.

    --Additions/changes that might be placed in the next update--
    none at the moment.
     

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