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Project: Doubleteam Open Source Engines
Project Started: 17th January, 2011 Last Update: 28th January, 2014
Project Owner: Jeod Project Members: Sgamer8t88 shadowlink
Project Type: Engine Project Progress:

....all quiet on the Devlog front....
Posted 3rd Feb 11, by Sgamer8t88  
Hey everyone this is Sgamer8t88 from DoubleTeam.


Time for a quick update.

Just so you all know V1.2 of the engine is right around the corner. We have been hard at work. Just a couple of the new features will be the hookshot and digging capabilities. We also have many other surprises waiting for you in 1.2 but we will let you wait to tell all of them when we make the release. Here are some screen shot sneak peeks of V1.2.




Please don't be so afraid of leaving us comments. We love the feedback. So if you have any questions, suggestions, or comments feel free to speak up. We promise we don't bite....too hard


Also just as an F.Y.I. in case none of you have noticed we have set up a new blog site that we will post to. We will still post to The Daily Click as well as a few other big game making and Zelda sites.

So why go to our forum you may ask.

1) More frequent updates and more content.

2) More about our GBC engine.

3) More information on our upcoming secret project.
4) Learn more about DoubleTeam and its members.

5) Try your hand at little games we will post.

So what are you waiting for? Stop by our new site and sign up to get the latest DoubleTeam news.

http://doubleteam.awestruckdesign.com/world/?page_id=2

Preview

Preview


Posted by The Chris Street 3rd February, 2011

The vertical scrolling is inconsistent. When Link moves up to a new screen, the engine pushes him upwards by "X" pixels.

However, "X" always seems to be a random number

Other than that, pretty impressive so far, although you owe a LOT to the external contributors (in particular to Simon, who made the inventory engine, which I know is not a simple thing to do), and I think you need to give them more credit. Perhaps in-game credits would be a start.

There are so many external people out of your team who have helped, and if it weren't for them your project would get nowhere fast.
 
Posted by Jeod 3rd February, 2011

Chris, thanks but we know the scrolling's bugged. We're still trying to find the cause of it. Yes, we do owe a lot to the external contributors. We're not downplaying them at all, but don't forget that we've done a lot of this ourselves.

I'm sorry, but your comment sounded way negative. If you would read the readme file, we've given everyone credit for their work. The engine is not large enough to warrant in-game scrolling credits yet. However, we are pretty close to starting our big game project, to which we will definitely add in-game credits. Don't worry, we give credit where it's due!
 
Posted by The Chris Street 3rd February, 2011

Sorry if it sounded overly negative, didn't mean to come across that way

I did think that what was there was very good, it would have been nice perhaps to see a bigger area to explore... maybe enemies to hit, to see their recoil actions, that kind of thing
 
Posted by Jeod 3rd February, 2011

Nah we haven't got to enemies yet. But the next version (1.2) does have nine zones instead of four. Just enough to get you to use all the items.
 
Posted by Sgamer8t88 4th February, 2011

Also it should be noted that its a demo for an engine not a full game. So we only will make what we need to get the job done for now till we iron out the bugs. Then we can move on to bigger areas
 


 



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