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Latest version:
http://interguild.org/aeon_demo/

If you don't see any changes, you might have to do Ctrl+F5 on the direct link:
http://interguild.org/aeon_demo/Aeon.swf
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Yaya
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Thursday, May 15 2014, 6:19 pm EST

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'soccerboy13542' said:

hit by dynamite = fly back
=ludicrous gibs



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shos
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Thursday, May 15 2014, 6:34 pm EST
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'soccerboy13542' said:
For the future, possibly different dying animations?

getting hit by rock/metal crate = crushed
getting hit by arrow = falling
hit by dynamite = fly back
I can totally see blood sprites flying everywhere for example
'Yaya' said:
'soccerboy13542' said:

hit by dynamite = fly back
=ludicrous gibs

=pieces of brain all over the walls


Yimmy
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Thursday, May 15 2014, 6:36 pm EST
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If multiplayer co-op is in any way possible, that would be epic. And I rarely ever say epic.


Spoiler:

Interguild discord!! People use it!!
soccerboy13542
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Thursday, May 15 2014, 6:36 pm EST
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on second thought, let's just scratch the game entirely and only focus on the dying animations.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
shos
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Sunday, May 18 2014, 6:04 pm EST
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'soccerboy13542' said:
on second thought, let's just scratch the game entirely and only focus on the dying animations.
+1 to this.

I don't think multiplayer should be thought about yet; First game out the 1 player version, and only later start adding these.


Livio
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Sunday, May 25 2014, 4:53 am EST

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New version is out!
http://interguild.org/aeon_demo/

This version contains changes I've been working on during small chunks of free time during the last week or so. In particular, a lot of work has been done to polish the Level Editor. I'm not even going to explain what I did. Just play the game, try to make a level, and tell me how it feels. Also tell me how difficult/easy it was to learn how to use the editor's new features and stuff.
Mymop
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Sunday, May 25 2014, 12:01 pm EST
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Found a glitch or two on the Test Level of Doom and the Demo Level.  When you break an arrow crate and you're right next to it, it doesn't kill you.  And when you land on an arrow crate pointing up, the arrow passes through you.


Spoiler:
Livio
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Sunday, May 25 2014, 12:22 pm EST

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Thanks. The hitboxes for the arrows are way off. That's something that I've been meaning to fix.
krotomo
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Monday, May 26 2014, 1:10 pm EST
The Shepherd

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how do you find the id of your level?

(edit: nevermind, I didn't realize it was the actual id in the link of the level)
soccerboy13542
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Monday, May 26 2014, 6:36 pm EST
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How do you get the code for the level you make? I tried hitting publish but it doesn't do anything.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
krotomo
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Monday, May 26 2014, 6:41 pm EST
The Shepherd

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You have to upload it to the Interguild. It's the ID at the end of the link.
soccerboy13542
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Monday, May 26 2014, 6:50 pm EST
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I know I have to upload it but I can't get the code...


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
Livio
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Monday, May 26 2014, 11:00 pm EST

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Yeah so a lot of features aren't implemented. Right now the way to get the level code of your level is to go to File > Save, and it will allow you to save your level code file to your computer. You can then upload the level code in that file to the level database, much in the same way that you'd upload a HATPC level.

Daily Progress Report

I just uploaded the latest version:
http://interguild.org/aeon_demo/
If you don't see any changes, you might have to do Ctrl+F5 on the direct link:
http://interguild.org/aeon_demo/Aeon.swf

All of my progress was on the level editor this time;
1) I added a bunch of placeholder icons (the gears). There's a tool-tip that tells you what the icon is for if you can't figure it out.
2) I redesigned the list of tiles on the right side of the editor. It's more compact, so that you can see more tiles at once without having the scroll all the time.
3) I made the paste feature more intuitive to use. You used to have to hold Shift while pasting in order to ignore pasting blank tiles, but now that's the default behavior, mainly because the paste preview makes it look like that's what's going to happen. It was actually a pretty confusing design dilemma, because everything else I tried just made it more confusing. So now the default behavior is to ignore blank spaces when pasting, but in the chance that you want to actually paste blank tiles, you can hold Shift to do it.
4) Finally, I added a very basic Level Properties screen, which is where you'll be able to edit your level's title, dimensions, terrain type, and background.
Yaya
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Tuesday, May 27 2014, 11:35 am EST

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Alright I skimmed the previous posts and didn't see anything like what I'm gonna say so...

It'd be cool if you died when you fell down bottomless pits instead of have to open up the pause menu and restart the level yourself. See Soccerboy's level for what I'm talking about.

Also not a glitch but more of a concern. Do you see the demo ever being updated to a point where the earliest levels made for it become impossible or obsolete? It's not too much of a problem since most of the levels thus far have been made to mess around with the game, but it is an interesting dilemma.



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Livio
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Tuesday, May 27 2014, 2:17 pm EST

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Added to my todo list.

I've considered that. I think as long as the game is in "demo" mode, I'm not going to worry about keeping early levels possible. But once we made our first real release (like version 1.0), then that's when we'll start worrying about not breaking the game.
Isa
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Tuesday, May 27 2014, 5:00 pm EST
No. I'm an octopus.

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We already have old Aeon levels that are no longer possible to play.
Sefro
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Tuesday, May 27 2014, 5:50 pm EST

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The demo’s getting pretty awesome, the level editor especially. It would be cool if you mapped crates to keyboard keys, or gave the option to. (ie, WASD for arrow crates)

If I find the time, I could try to make some music or sound effects.
Livio
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Tuesday, May 27 2014, 7:45 pm EST

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Daily Progress Report

Just uploaded the latest version. I spent the day working on the Level Properties Screen, which you can now open by double-clicking on your level's tab. However, as you can see, I'm still working on the thing that lets you select your terrain type, but you can at least edit your level's title and dimensions now! I spent a lot of time making those text boxes look and feel nice, since I've always hated the default textbox design.

Also, I added a "Select All" feature.
Livio
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Tuesday, May 27 2014, 7:47 pm EST

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Sound effects and music would be awesome! Right now when you break crates, it just doesn't feel right, and I'm betting that adding sound and animation should help fix that problem.
krotomo
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Tuesday, May 27 2014, 9:20 pm EST
The Shepherd

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When going into "Play User Levels", the box does not appear, neither does what I type, but I can still enter an ID.
krotomo
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Tuesday, May 27 2014, 9:23 pm EST
The Shepherd

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Also, this may have been suggested before, but it would be really cool if we could upload custom sounds, sprites, and textures on the Interguild. Then, we could access these custom things and use them in our levels. Also, you are probably planning on adding this in anyway, but there should be a way to customize movement (speed, jump height, etc.) so that you can create unique levels that don't just rely on the current system.
FlashMarsh
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Wednesday, May 28 2014, 9:10 am EST

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what is up with the dynamite in this game, its so messed up
Bmwsu
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Wednesday, May 28 2014, 12:56 pm EST

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And what exactly do you mean by that?  That doesn't help too much...


buboy24
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Wednesday, May 28 2014, 1:19 pm EST

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I think what he means that when it explodes, it covers a wide area and took long before the burst disappear. Just jumping to it makes the space dog die.


It's good to be back.
shos
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Wednesday, May 28 2014, 6:05 pm EST
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can we have the 'open this game' link lead to the working demo? lol



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