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Tellurium's New Game (extremely unfinished alpha 0.1.2)

TelluriumTellurium Friendly, Cool, Idle Game Master, Conversationalist, Turquoise Posts: 5,398 Mod
edited May 9 in Off Topic
Three years ago to this day I brought forth the first release of Wall Destroyer, the first game I ever made. I continued developing it until the end of 2014, and that period was a time of great prosperity, good tidings and balancing problems.

For a while now I've had interest in making a non-idle game (it originally came from an idea of making something "better than WD"), and I've been working on one off and on for a long time now in Game Maker. I think after months worth of bug struggling* and weeks worth of actual development, I've finally reached the point where I can give this brand new chuckle knucker a "public" release (though it's still an extremely unfinished alpha). Updates will come, as I repeatedly attempt to pry ™ off of "soon".

*don't you dare ask me about the infamous corner bug I swear

Screenshots:





LR alpha 0.1.2

Download link

Current features: WASD for movement, arrow keys for shooting (can be reversed), walljumping, 12 rooms (3 start, 6 middle, 3 end) that are randomly generated into 4-room "missions", 4 enemies, boxes that give INCREDIBLE CASH, one actual use for AMAZING CURRENCY.

Known bugs/issues:
  • Under certain rare circumstances you can go up through a wall. Collision code is the devil, I'll try to figure out what can be done about that.
  • Enemies sometimes stop moving when against a wall. This one is pretty mysterious. I'll work on it.
  • Ground enemies jitter rapidly sometimes when against walls. This was a partial fix to the above bug -- they used to get stuck even more.
  • Graphics scaling is kinda bad in full screen. Not sure if I can improve that.
Tell me if you find any more!


Very long term plans for features: a bunch of playable characters with different attacks and abilities, a ton of uses for ASTONISHING EARNS, a ton of enemies and rooms, much larger missions, bosses, different zones of the great tower, better graphics, and much more! And in the final release, a story and a ton of character dialogue.


Merciless criticism Feedback is appreciated!
Post edited by Tellurium on

Comments

  • UiomancantUiomancant Member, Cool, Flagger Posts: 9,830 ✭✭✭✭✭
    I found a bug, this post was three and a half hours late.

  • McJaggerMcJagger Member Posts: 1,220 ✭✭✭
    wow.... i just got to looking, this was made today! ill (hopefully) try it out some time!
  • TelluriumTellurium Friendly, Cool, Idle Game Master, Conversationalist, Turquoise Posts: 5,398 Mod
    Alright here's the first upgrate!

    Alpha 0.1.1
    Download link

    -added ability to upgrade your character for more lives & damage
    -made you fall slower when you're sliding on a wall (by popuiolar demand)
    -added very quick falling by pressing the down button
    -added option to switch controls to arrow keys movement and wasd shooting (by popularky demand)

    -fixed the bug where the lose screen wouldn't come up
  • 100lol100lol Member, Wiener Posts: 1,746 ✭✭✭✭
    make it playable without downloading because im full of stuff on my pc
    Lol, MAXIED GOT SMOKIED GOT WEEDIED!
  • TelluriumTellurium Friendly, Cool, Idle Game Master, Conversationalist, Turquoise Posts: 5,398 Mod
    100lol said:

    make it playable without downloading because im full of stuff on my pc

    It's 2.5MB... You could temporarily move like a couple photos to a cloud service :P

    (And I don't know how to do that in game maker, sorry.)
  • Drago_mehDrago_meh Member, Wiener Posts: 2,740 ✭✭✭
    edited May 4
    I'd love to try it but my computer's antivirus says it contains a virus so it immediately gets killed

    Best of luck with the game though
    "The true newbie of Dashnet"
    yes you all can call me a newbie

    Also I am a dragon and my young dragons must grow so please help
    http://dragcave.net/user/Drago_Meh
  • TelluriumTellurium Friendly, Cool, Idle Game Master, Conversationalist, Turquoise Posts: 5,398 Mod
    Drago_meh said:

    I'd love to try it but my computer's antivirus says it contains a virus so it immediately gets killed

    Best of luck with the game though

    I think that's gonna happen to most people since it's an .exe from a random internet source. Can't you tell it to open it anyway?
  • Drago_mehDrago_meh Member, Wiener Posts: 2,740 ✭✭✭
    Tellurium said:

    Drago_meh said:

    I'd love to try it but my computer's antivirus says it contains a virus so it immediately gets killed

    Best of luck with the game though

    I think that's gonna happen to most people since it's an .exe from a random internet source. Can't you tell it to open it anyway?
    no
    "The true newbie of Dashnet"
    yes you all can call me a newbie

    Also I am a dragon and my young dragons must grow so please help
    http://dragcave.net/user/Drago_Meh
  • UiomancantUiomancant Member, Cool, Flagger Posts: 9,830 ✭✭✭✭✭
    Drago_meh said:


    no

    Instead of replying with a bad non-descriptive answer, tell us what antivirus you use.

  • MyloMylo Member Posts: 48 ✭✭
    Of course we are not going to open it if our antivirus gives us a warning, no matter what antivirus we use or how much we trust Tellurium.
  • adam_antichristadam_antichrist Member Posts: 448 ✭✭✭
    WTF? There is such a thing as a false positive...

  • UiomancantUiomancant Member, Cool, Flagger Posts: 9,830 ✭✭✭✭✭
    Mylo said:

    Of course we are not going to open it if our antivirus gives us a warning, no matter what antivirus we use or how much we trust Tellurium.

    Except many people have played it and had no problems, also it's a thing most antiviruses do when there's no publisher.
    Tellurium isn't malicious at all, you're just being paranoid.

  • ¤RunninginReverse¤¤RunninginReverse¤ Member, Friendly Posts: 15,471 ✭✭✭✭✭
    Mylo said:

    Of course we are not going to open it if our antivirus gives us a warning, no matter what antivirus we use or how much we trust Tellurium.

    Antiviruses often give false positives to things without a publisher, whether they're an actual virus or not. Most free antiviruses aren't even worth listening to due to false positives, with few exceptions.
  • DarkmatterfireDarkmatterfire Member, Friendly, Cool, Conversationalist Posts: 4,395 ✭✭✭✭✭
    edited May 5
    Yeah, GMS games always get a false positive regardless of what's in the code itself.
    I think I even get them from my own games :p

    You're 100% safe running his game.
  • BrainstormBrainstorm Member Posts: 10,432 ✭✭✭✭
    Yay for a new lurigame!
    "Calm your caps, bro." -Brainstorm

    the following link is the best thing that could happen to you: http://forum.dashnet.org/discussions/tagged/brainstormgame

    Currently managing a large-based forum game.. DashNet RPG! Play it now: http://forum.dashnet.org/discussion/15882/dashnet-rpg-dashnets-greatest-forum-game-of-all-time
    Dashnet RPG Pastebin: https://pastebin.com/6301gzzx
  • PalutenaPalutena Member Posts: 466 ✭✭✭✭✭
    this looks pretty cool. might look at it later.
    Best of luck designing this game
    I am a bot, and this action was performed automatically. Please contact the moderators of this forum if you have any questions or concerns.
  • LefianLefian Member Posts: 1,777 ✭✭✭
    I don't like it because I can't play it on Chromebook
    mmmmMMMMMMMMMMMMMMMMMMMMMmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMmmmmmmmMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMmmmmmmmmmmmmmmmmmmmMMmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMMMMMMMMMMMmmmmmmmmmmmm
  • ReepileReepile Member Posts: 1,703 ✭✭✭✭
    This game has a lot of potential, good luck making it better!
    whats wrongwith me
  • TelluriumTellurium Friendly, Cool, Idle Game Master, Conversationalist, Turquoise Posts: 5,398 Mod
    Update 0.1.2, which has an excessively long changelog for a not-that-major update.
    Download

    -added 1 second of invincibility after respawn, so the robots can't spawncamp you
    -added a new enemy: big robots with big guns
    -added 1 more middle room
    -edited a few rooms
    -ground enemies now jump towards you, and have more sprites
    -flying enemies are a little slower
    -enemy bullets damage other enemies
    -added a couple more player sprites
    -boxes now give 20-50 money instead of 0-50, and +5 to both ends of the range with each additional floor of the tower
    -added tier 2 boxes, which have a chance of spawning instead of tier 1s and give 4 times as much BREATHTAKING STACKS
    -upgrades cost more
    -fixed fuzzy scaling (it still looks a little bad but at least it fits the pixel art)

    new bugs:
    -the big enemies sometimes turn away from you when shooting, no idea what's with this but it's only visual
  • cherylwilliamcherylwilliam Member Posts: 1
    McJagger said:

    wow.... i just got to looking, this was made today! ill (hopefully) try it out some time!

    Yay for a new lurigame!

    Tellurium said:

    Three years ago to this day I brought forth the first release of Wall Destroyer, the first game I ever made. I continued developing it until the end of 2014, and that period was a time of great prosperity, good tidings and balancing problems.

    For a while now I've had interest in making a non-idle game (it originally came from an idea of making something "better than WD"), and I've been working on one off and on for a long time now in Game Maker. I think after months worth of bug struggling* and weeks worth of actual development, I've finally reached the point where I can give this brand new chuckle knucker a "public" release (though it's still an extremely unfinished alpha). Updates will come, as I repeatedly attempt to pry ™ off of "soon".

    *don't you dare ask me about the infamous corner bug I swear

    Screenshots:





    LR alpha 0.1.2

    Download link

    Current features: WASD for movement, arrow keys for shooting (can be reversed), walljumping, 12 rooms (3 start, 6 middle, 3 end) that are randomly generated into 4-room "missions", 4 enemies, boxes that give INCREDIBLE CASH, one actual use for AMAZING CURRENCY.

    Known bugs/issues:
    • Under certain rare circumstances you can go up through a wall. Collision code is the devil, I'll try to figure out what can be done about that.
    • Enemies sometimes stop moving when against a wall. This one is pretty mysterious. I'll work on it.
    • Ground enemies jitter rapidly sometimes when against walls. This was a partial fix to the above bug -- they used to get stuck even more.
    • Graphics scaling is kinda bad in full screen. Not sure if I can improve that.
    Tell me if you find any more!


    Very long term plans for features: a bunch of playable characters with different attacks and abilities, a ton of uses for ASTONISHING EARNS, a ton of enemies and rooms, much larger missions, bosses, different zones of the great tower, better graphics, and much more! And in the final release, a story and a ton of character dialogue.


    Merciless criticism Feedback is appreciated!
    make it playable without downloading because im full of stuff on my pc
  • Lava_EntityLava_Entity Member Posts: 1,637 ✭✭✭
    edited September 4

    McJagger said:

    wow.... i just got to looking, this was made today! ill (hopefully) try it out some time!

    Yay for a new lurigame!

    Tellurium said:

    Three years ago to this day I brought forth the first release of Wall Destroyer, the first game I ever made. I continued developing it until the end of 2014, and that period was a time of great prosperity, good tidings and balancing problems.

    For a while now I've had interest in making a non-idle game (it originally came from an idea of making something "better than WD"), and I've been working on one off and on for a long time now in Game Maker. I think after months worth of bug struggling* and weeks worth of actual development, I've finally reached the point where I can give this brand new chuckle knucker a "public" release (though it's still an extremely unfinished alpha). Updates will come, as I repeatedly attempt to pry ™ off of "soon".

    *don't you dare ask me about the infamous corner bug I swear

    Screenshots:





    LR alpha 0.1.2

    Download link

    Current features: WASD for movement, arrow keys for shooting (can be reversed), walljumping, 12 rooms (3 start, 6 middle, 3 end) that are randomly generated into 4-room "missions", 4 enemies, boxes that give INCREDIBLE CASH, one actual use for AMAZING CURRENCY.

    Known bugs/issues:
    • Under certain rare circumstances you can go up through a wall. Collision code is the devil, I'll try to figure out what can be done about that.
    • Enemies sometimes stop moving when against a wall. This one is pretty mysterious. I'll work on it.
    • Ground enemies jitter rapidly sometimes when against walls. This was a partial fix to the above bug -- they used to get stuck even more.
    • Graphics scaling is kinda bad in full screen. Not sure if I can improve that.
    Tell me if you find any more!


    Very long term plans for features: a bunch of playable characters with different attacks and abilities, a ton of uses for ASTONISHING EARNS, a ton of enemies and rooms, much larger missions, bosses, different zones of the great tower, better graphics, and much more! And in the final release, a story and a ton of character dialogue.


    Merciless criticism Feedback is appreciated!
    make it playable without downloading because im full of stuff on my pc
    Yeah, it would be nice to not have to download the game if I want to play it..
    Current Status : Normal

    "What in God's name is happening dare I ask?"-me
    "Do you ever just skLat?"-QuentinPlaysMC

  • ShelbyTerryShelbyTerry Member Posts: 10
    You better not be suggesting I need to lower the upgrade costs again... I have nightmares
    One of my favorited is probably Super Mario Cross at http://www.kizifan.com/. This game is funny, light and available without installation.
  • RegianRegian Member Posts: 21 ✭✭
    How many time take you to code this hell?
    Hi. There is a surprise in your eldeer cookish monsterish pact.You gotta be tha cookie in the elderish knowish world. A minecraftish worldish can be cookish with portalliminium lavalavalavalavolous nether in tha tha altho tha.

    Pheder, 437 BC, in the CCSWVerse that is tha righttha inttha forum of Mc, statha Phreder isn't better than.......
    _____________________________________
    -------------C-O-U-R-T-E-M-A-N-C-H-E-4-3-7-------------------
    ----------------I-S-T-H-E-B-E-S-T-U-S-E-R-----------------------
    _____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________If you're Regian, u know tha.




















    DELETE MY ACCOUNT:-)
  • YosukeHanamuraYosukeHanamura Member Posts: 113 ✭✭

    You better not be suggesting I need to lower the upgrade costs again... I have nightmares

    Trevin v9999
    In modern physics, antimatter is defined as a material composed of the antiparticle (or "partners") to the corresponding particles of ordinary matter.

    In theory, a particle and its anti-particle have the same mass as one another, but opposite electric charge, and other differences in quantum numbers. For example, a proton has positive charge while an antiproton has negative charge. A collision between any particle and its anti-particle partner is known to lead to their mutual annihilation, giving rise to various proportions of intense photons (gamma rays), neutrinos, and sometimes less-massive particle–antiparticle pairs.

    Annihilation usually results in a release of energy that becomes available for heat or work. The amount of the released energy is usually proportional to the total mass of the collided matter and antimatter, in accord with the mass–energy equivalence equation, E = mc2.

    Antimatter particles bind with one another to form antimatter, just as ordinary particles bind to form normal matter. For example, a positron (the antiparticle of the electron) and an antiproton (the antiparticle of the proton) can form an antihydrogen atom. Physical principles indicate that complex antimatter atomic nuclei are possible, as well as anti-atoms corresponding to the known chemical elements.

    There is considerable speculation as to why the observable universe is composed almost entirely of ordinary matter, as opposed to an equal mixture of matter and antimatter. This asymmetry of matter and antimatter in the visible universe is one of the great unsolved problems in physics. The process by which this inequality between matter and antimatter particles developed is called baryogenesis.

    Antimatter in the form of anti-atoms is one of the most difficult materials to produce. Individual antimatter particles, however, are commonly produced by particle accelerators and in some types of radioactive decay. The nuclei of antihelium have been artificially produced with difficulty. These are the most complex anti-nuclei so far observed.

    Formally, antimatter particles can be defined by their negative baryon number or lepton number, while "normal" (non-antimatter) matter particles have a positive baryon or lepton number. These two classes of particles are the antiparticle partners of one another.

    The idea of negative matter appears in past theories of matter that have now been abandoned. Using the once popular vortex theory of gravity, the possibility of matter with negative gravity was discussed by William Hicks in the 1880s. Between the 1880s and the 1890s, Karl Pearson proposed the existence of "squirts" and sinks of the flow of aether. The squirts represented normal matter and the sinks represented negative matter. Pearson's theory required a fourth dimension for the aether to flow from and into.

    The term antimatter was first used by Arthur Schuster in two rather whimsical letters to Nature in 1898, in which he coined the term. He hypothesized antiatoms, as well as whole antimatter solar systems, and discussed the possibility of matter and antimatter annihilating each other. Schuster's ideas were not a serious theoretical proposal, merely speculation, and like the previous ideas, differed from the modern concept of antimatter in that it possessed negative gravity.

    The modern theory of antimatter began in 1928, with a paper by Paul Dirac. Dirac realised that his relativistic version of the Schrödinger wave equation for electrons predicted the possibility of antielectrons. These were discovered by Carl D. Anderson in 1932 and named positrons (a portmanteau of "positive electron"). Although Dirac did not himself use the term antimatter, its use follows on naturally enough from antielectrons, antiprotons, etc. A complete periodic table of antimatter was envisaged by Charles Janet in 1929.

    The Feynman–Stueckelberg interpretation states that antimatter and antiparticles are regular particles traveling backward in time.

    There are compelling theoretical reasons to believe that, aside from the fact that antiparticles have different signs on all charges (such as electric charge and spin), matter and antimatter have exactly the same properties. This means a particle and its corresponding antiparticle must have identical masses and decay lifetimes (if unstable). It also implies that, for example, a star made up of antimatter (an "antistar") will shine just like an ordinary star. This idea was tested experimentally in 2016 by the ALPHA experiment, which measured the transition between the two lowest energy states of antihydrogen. The results, which are identical to that of hydrogen, confirmed the validity of quantum mechanics for antimatter.

    Positrons were reported in November 2008 to have been generated by Lawrence Livermore National Laboratory in larger numbers than by any previous synthetic process. A laser drove electrons through a gold target's nuclei, which caused the incoming electrons to emit energy quanta that decayed into both matter and antimatter. Positrons were detected at a higher rate and in greater density than ever previously detected in a laboratory. Previous experiments made smaller quantities of positrons using lasers and paper-thin targets; however, new simulations showed that short, ultra-intense lasers and millimeter-thick gold are a far more effective source.

    Antimatter cannot be stored in a container made of ordinary matter because antimatter reacts with any matter it touches, annihilating itself and an equal amount of the container. Antimatter in the form of charged particles can be contained by a combination of electric and magnetic fields, in a device called a Penning trap. This device cannot, however, contain antimatter that consists of uncharged particles, for which atomic traps are used. In particular, such a trap may use the dipole moment (electric or magnetic) of the trapped particles. At high vacuum, the matter or antimatter particles can be trapped and cooled with slightly off-resonant laser radiation using a magneto-optical trap or magnetic trap. Small particles can also be suspended with optical tweezers, using a highly focused laser beam.

    In 2011, CERN scientists were able to preserve antihydrogen for approximately 17 minutes.

    Scientists claim that antimatter is the costliest material to make. In 2006, Gerald Smith estimated $250 million could produce 10 milligrams of positrons (equivalent to $25 billion per gram); in 1999, NASA gave a figure of $62.5 trillion per gram of antihydrogen. This is because production is difficult (only very few antiprotons are produced in reactions in particle accelerators), and because there is higher demand for other uses of particle accelerators. According to CERN, it has cost a few hundred million Swiss francs to produce about 1 billionth of a gram (the amount used so far for particle/antiparticle collisions). In comparison, to produce the first atomic weapon, the cost of the Manhattan Project was estimated at $23 billion with inflation during 2007.

    Several studies funded by the NASA Institute for Advanced Concepts are exploring whether it might be possible to use magnetic scoops to collect the antimatter that occurs naturally in the Van Allen belt of the Earth, and ultimately, the belts of gas giants, like Jupiter, hopefully at a lower cost per gram.

    Matter–antimatter reactions have practical applications in medical imaging, such as positron emission tomography (PET). In positive beta decay, a nuclide loses surplus positive charge by emitting a positron (in the same event, a proton becomes a neutron, and a neutrino is also emitted). Nuclides with surplus positive charge are easily made in a cyclotron and are widely generated for medical use. Antiprotons have also been shown within laboratory experiments to have the potential to treat certain cancers, in a similar method currently used for ion (proton) therapy.

    Antimatter has been considered as a trigger mechanism for nuclear weapons. A major obstacle is the difficulty of producing antimatter in large enough quantities, and there is no evidence that it will ever be feasible. However, the U.S. Air Force funded studies of the physics of antimatter in the Cold War, and began considering its possible use in weapons, not just as a trigger, but as the explosive itself.
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