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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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shos
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Friday, October 30 2009, 1:28 pm EST
~Jack of all trades~

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wow, totally. no need to approve - this is auto agreed.


Livio
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Friday, October 30 2009, 7:38 pm EST

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'jellsprout' said:
I do have another request. Could you make WASD an alternate control scheme?
oh yeah, i forgot all about that.
Virus
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Saturday, October 31 2009, 1:44 pm EST
The Ghostly Virus

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um

wall spikes?
Yaya
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Saturday, October 31 2009, 3:16 pm EST

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Will it be possible to have over lapping of objects? Like destroy a steel crate and a treasure is under it? N uses it in some levels and it's pretty cool Imo.



COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma.
Harumbai
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Saturday, October 31 2009, 3:47 pm EST
[|]-X-[|]

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If we do I think there should be some way of showing that rather than searching everywhere  because you dont know where the treasure is.


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
Livio
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Sunday, November 1 2009, 11:32 am EST

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I was actually thinking about that. Theoretically, the level maker is set up so that you can only place one item for each 32x32 tile. But if that item just happens to be a custom object, what if that object is larger than 32x32? It would probably overlap with other nearby tiles when you play the level. Actually, that could lead to some really cool glitches when you think about it, considering how the collision tests work right now..
Isa
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Sunday, November 1 2009, 11:37 am EST
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Accel, please - let all tiles remain the same size at least.
Livio
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Sunday, November 1 2009, 11:40 am EST

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well, the varied sizes is mostly dependent on the fact that there are things such as spikes, that don't take up the entire tile. And enemies that take up several tiles
jellsprout
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Sunday, November 1 2009, 12:34 pm EST
Lord of Sprout Tower

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Autoscalers are your solution.


Spoiler:
Dekudude
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Sunday, November 1 2009, 5:21 pm EST
Dekudude

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And don't think "cool glitches" are a good thing either.


NP Username: xaantan
Isa
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Sunday, November 1 2009, 5:25 pm EST
No. I'm an octopus.

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Cool glitches are cool indeed, just check HatPC - play Cascades to see what all these cool glitches can do.
Dekudude
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Saturday, November 28 2009, 4:56 pm EST
Dekudude

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I mean, glitches should never be intended, and always eliminated where possible. Features are fine; GLITCHES are bad.


NP Username: xaantan
Livio
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Saturday, November 28 2009, 5:03 pm EST

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lol if a glitch is intended then, it's not a glitch is it?
Dekudude
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Saturday, November 28 2009, 5:16 pm EST
Dekudude

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True, but if you find a glitch, and leave it there because it's "cool," that's just silly, haha.


NP Username: xaantan
Isa
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Saturday, November 28 2009, 5:52 pm EST
No. I'm an octopus.

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That reminds me of wavedashing in SSBM (Jell will understand me at least). The developers said that they found the glitch  but left it in the game because how useful it was. They said that when the general public found the glitch.

In SSBB they removed wavedashing.

Anyway, some of the glitches in HatPC could be converted into features in Aeon. Everyone is happy.
Bmwsu
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Saturday, November 28 2009, 6:01 pm EST

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I have to agree with Isa.  Some of the glitches are fun, and can add much more to the cave,


Dekudude
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Saturday, November 28 2009, 9:28 pm EST
Dekudude

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I'm cool with glitches being convert into features. (meaning intentional, and with their own animation and stuff) However, if you just let people fly through walls after bouncing off a box and think it would be neat for puzzle levels, so you just leave it as is, that's no bueno.


NP Username: xaantan
Isa
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Saturday, November 28 2009, 9:33 pm EST
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Do you think we'd let those glitches stay in the game? We're talking about small but useful glitches, like the drop-objects-through-floors one in HatPC.  
Sefro
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Saturday, November 28 2009, 11:35 pm EST

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There's no reason to bring that glitch over, or any for that matter. We're going to have more than enough features to create a brand new experience and open up many new possibilities; we don't need to take anything more from HatPC than we already have. Especially miscellaneous glitches things like that.

The exception that comes to mind is jumping into single-tiled spaces, which wasn't all that much of a glitch in the first place.
Isa
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Saturday, November 28 2009, 11:39 pm EST
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Not saying that should be implanted, but it is a good example of a useful glitch.
Livio
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Sunday, November 29 2009, 12:35 am EST

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I don't know, I always liked duck-jumping because it sort of adds another dimension to maneuvers. And jumping into single-tiled spaces is useful for conserving space in levels.
Isa
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Sunday, November 29 2009, 12:51 am EST
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I agree that duckjumping is good because of the added possibilities it adds, but it seems like we got the entire community against us
Livio
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Sunday, November 29 2009, 1:19 am EST

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and you know what? Duck-jumping is also an unintentional glitch in the coding of Aeon, just like it is in HATPC. lol but I probably would've gone out of may way to include it anyway
jellsprout
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Sunday, November 29 2009, 8:33 am EST
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Wavedashing isn't a glitch. You are supposed to be able to do anything normal on the first frame of your jump. You are supposed to be able to airdoge in any direction. You are supposed to keep momentum when landing. So how is it suddenly a glitch when all of these get put together? A better example would have been moonwalking:


I never liked duck-jumping anyway. It makes many traps very annoying and ruined many other traps. I never liked starting invincibility either.


Spoiler:
Silver
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Sunday, November 29 2009, 9:46 pm EST

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Invincibility reminds me of why TNT left it out in HATIC. The answer is bascially, they are lazy.

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