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I've uploaded an early demo of Aeon:
http://www.interguild.org/aeon/

Play it now!

Right now the only thing in the build is the character and terrain, but the main purpose of releasing this demo is so that you guys can experiment with all of the options in the Debug Menu and determine the best set of options for the default settings. Read the help guide on the aeon page to help you use the Debug Menu.

For now mess around with the game and with the options. Comment on things you like, or don't like. Also post some options here if you think they're amusing or interesting. And suggest your tweaks to the default options as well. Also, you can resize the screen to whatever you want without having anything distorted, except for maybe the pause screen, but I thought that was kinda cool...

I'll use this post to keep track of any glitches or ideas that will have to be added to the game later. In the meantime, please comment below.

Things to do for Aeon:
-Have the bounce lag affect all types of user-input, not just horizontal motion
-Possibly add a recoil lag (there's a recoil lag already, but it's not customizable )
-Let you change the opacity of background images too
-Glitch:
'Krotomo' said:
If you hit reload level while the level is loading the whole thing stops once it reaches 100%.
-glitch: letting go of the crawl button under a tile.
-independent accelerations for running and crawling?
-glitch: walking/crawling backwards doesn't work all the time.
-add an acceleration modifier for tiles
-an option so that you can't accelerate/turn in mid-air?
-glitch? Clicking a terrain block during the map screen makes another character block. o_o;
-glitch: default run speed is used until you crawl. Then it references the run speed in the debug menu.
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canadianstickdeath
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Monday, October 26 2009, 2:43 am EST

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Those settings are about right. I think something like 7.2 would be better, for max running speed, but, like I keep saying, decimals don't seem to work in those fields. Are you going to investigate that at all? I don't really have a feel for the terminal velocity, so I can't really say if that ones about right or now. I also don't know how the character dimensions would look, but the image doesn't need to correspond to the hit-box, so that doesn't really matter.

"you can say goodbye to jumping into crawl spaces in corners"
Sounds good to me.
Ckjr
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Monday, October 26 2009, 3:53 am EST

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I found an awesome glitch. Keep spamming the down arrow and jump while in a tight space and the character will actually fall through the terrain.  
Isa
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Monday, October 26 2009, 4:11 am EST
No. I'm an octopus.

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Lol. You're nowhere near to be the first to notice that.
Ckjr
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Monday, October 26 2009, 4:19 am EST

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lol yeah. I havent been online many days to know that. And another thing,.... sometimes before the game building process is finished, the "press jump to start" sign shows up, and then i pressed jump and a white screen of death showed up.


jellsprout
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Monday, October 26 2009, 6:45 am EST
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'canadianstickdeath' said:
Those settings are about right. I think something like 7.2 would be better, for max running speed, but, like I keep saying, decimals don't seem to work in those fields.


First type in the 2. Next move your cursor before the 2 and press the period. Move the cursor to the front again and press the 7.

And I'm also against duck jumping. We've had a discussion about this in the old Interguild and the majority thought duck jumping had to go.


Spoiler:
canadianstickdeath
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Monday, October 26 2009, 12:48 pm EST

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*sigh*

I notice a huge difference between 2.5 and 2.51, for example, but no difference from 2 to 2.5 and from 2.51 to 3. I think it's rounding, but I can't be sure.
jebby
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Monday, October 26 2009, 4:56 pm EST
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'Quirvy' said:
Personally, I have no problem with being able to jump into crawlspaces, but if we do go with it, then we should make it so that you will consistently make it into the crawlspace, which I doubt that you can do, so, yeah, you should probably just fix it.


Yes, I agree that players should be able to jump into crawlspaces - it gives a little extra freedom for both the player and levelmaker.  
Dekudude
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Monday, October 26 2009, 11:19 pm EST
Dekudude

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That's why I suggested the grabbing on corner ledges thing. That way, people can still get up into small places, but it seems more natural.


NP Username: xaantan
Sefro
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Monday, October 26 2009, 11:25 pm EST

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Yeah, I forget. We approved ledge-grabbing, right? I think I suggested that recently and it got shot down, but I dunno if there was a previous discussion about it.

Anyway, yeah, ledge grabbing is great. It should be in the game.
Bmwsu
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Tuesday, October 27 2009, 4:21 pm EST

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No.  Please please please no ledge grabbing.


krotomo
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Tuesday, October 27 2009, 5:03 pm EST
The Shepherd

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I do agree that you should be able to do

Code:
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always but not

Code:
xx
   
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xxx
  
jellsprout
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Tuesday, October 27 2009, 5:54 pm EST
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I don't agree with that. If you are able to jump into a crawlspace, you should also be able to do that if it isn't in a corner.


Spoiler:
krotomo
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Tuesday, October 27 2009, 6:01 pm EST
The Shepherd

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But then it would ruin the "having to get the metal crate down to get in to the crawlspace" thing I use  all the time.  
jellsprout
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Tuesday, October 27 2009, 6:24 pm EST
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It still works in HatPC.
We aren't making a HatPC clone, but a new game. It only makes sense you will need new traps.


Spoiler:
Livio
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Tuesday, October 27 2009, 9:08 pm EST

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hey that also means you'd be able to do this:
Code:
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Well, I'm still gonna include duckjumping as a separate option for those who still want it, but I guess it won't be the default anymore and edge-grabbing might become the new default. I guess it would be an automatic thing, like if you walk up to the situation above, you'll sort of crawl over it. And then when you jump up to something, you should grab on and then either keep moving towards it to crawl over or go in another direction to get down. And I'm assuming stuff like boulders shouldn't be able to be grabbed onto. Sounds like a lot of stuff.

I thought my idea to just have you "squished" when you hit the ceiling was creative and simple enough, though.
Dekudude
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Tuesday, October 27 2009, 10:12 pm EST
Dekudude

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Don't do "options." Gameplay should NOT be altered via options. That is BAD.

Just have everyone agree on something. I think if we allowed edge grabbing into corners, but no where else, that would work well. It would not be limiting, or make the game stray too far from HatPC, but would still be a decent feature.


NP Username: xaantan
Livio
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Tuesday, October 27 2009, 10:29 pm EST

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actually edge-grabbing would change the game pretty drastically. Instead of being limited to jumps of 3 tiles high, you can just grab onto anything up to five tiles high. It's sure gonna be annoying to deal with that based on the current style of levels we're making.

and it's just for user levels, where you can change stuff around if you want. It won't affect the actual game.
Dekudude
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Tuesday, October 27 2009, 10:59 pm EST
Dekudude

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-Maybe. Like I said earlier, how about we just make a new character that can do it? That way, it will be impossible for some characters to get into small corners, while others can. (yes, I still hate the idea of duck-jumping into them. It's more of a glitch you're trying to program in rather than a feature)

Still not a good idea. Sorry. How many games do you know where people can change things like that? Zero. Different characters have different abilities, of course, but if you can turn of a character's abilities or weaknesses, that's just silly.


NP Username: xaantan
Sefro
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Wednesday, October 28 2009, 1:21 am EST

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I was under the impression the options were just for the sake of messing around with the demo. I agree that they shouldn't make it to the final product in any form. Not the game-altering ones, anyway.

And I persist that we should only have one character and that (s)he is able to ledge-grab. I think it would be a nice way to open up some cool new level-making opportunities and distance Aeon from the HatPC clone so many of us seem to be suggesting it become.
jellsprout
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Wednesday, October 28 2009, 6:37 am EST
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'Livio' said:
It's sure gonna be annoying to deal with that based on the current style of levels we're making.


WE AREN'T MAKING A HATPC CLONE!!!
The purpose isn't to make a game which will play the exact same as HatPC. We are making a completely new game. If you can't use the exact same traps anymore, good. We've still got HatPC for those.


Spoiler:
neofriendly
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Wednesday, October 28 2009, 2:31 pm EST
LOLZ LOLZ LOLZ

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The only problem I found in this demo not counting incomplete features, is that you slide as if you were on ice. Of course, I know you can change that but the default friction should be a bit higher. Other then that, I can't wait to see the next beta come out!
Quirvy
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Wednesday, October 28 2009, 5:24 pm EST
  

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I support the ledge grab, and if it gets put into the game, I also support being able to jump 4 tiles with the ledge-grab, and just 3 tiles without the ledge grab.



spooky secret
Livio
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Thursday, October 29 2009, 8:59 pm EST

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'Dando' said:
I was under the impression the options were just for the sake of messing around with the demo. I agree that they shouldn't make it to the final product in any form. Not the game-altering ones, anyway.
Yeah, the debug mode is only for the sake of the demo. But I'm not sure if dekudude was talking about this or the level-maker options that I want to add.
'Dekudude' said:
Still not a good idea. Sorry. How many games do you know where people can change things like that? Zero. Different characters have different abilities, of course, but if you can turn of a character's abilities or weaknesses, that's just silly.
Like for this argument, it makes sense if he was talking about the debug mode, but I initially thought he was talking about the level maker options, which confused me.

I have some things to say about this whole options thing, but I'll post about it in a more appropriate topic
jellsprout
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Friday, October 30 2009, 7:37 am EST
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I do have another request. Could you make WASD an alternate control scheme?


Spoiler:
Bmwsu
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Friday, October 30 2009, 1:26 pm EST

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'jellsprout' said:
I do have another request. Could you make WASD an alternate control scheme?


I APPROVE that idea.  I can't believe we never thought of that before...



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