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Cavadius Official forum for the original game Cavadius by ForteMP3

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Old 24th January 2008, 23:26   #16
TGMagus
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Default Re: Keep an eye on these forums...

I can't wait either.
I think it'll be awesome.
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Old 25th January 2008, 08:23   #17
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Well, hopefully we'll have something soon, before the end of February I'm sure, if not sooner. Right now we're working on the graphical functions of the Power Gauge, which are a bit iffy due to the new way it's being coded. I'll say this much though, once it's working, you guys are gonna LOVE the new Gauge system.
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Old 25th January 2008, 21:36   #18
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Alright, the gauge is now 100% functional. To give you an idea of what's currently done as of now, here's a quick list.

-Weapon Arrays Type-1 through Type-4
-Level scrolling
-Left/right screen panning (Think DoDonPachi when you fly left/right)
-Power Gauge/Power Capsules (Just finished!)
-Variable Framerate support (30 or 60 FPS, game is designed around 60 so there might be some oddities in timing at 30 FPS, but they SHOULD be minor...)

What's left to do before the first public beta test?

-Finish BulletGMLStudio (Separate app) for bullet pattern designs
-Import BulletGML into the current Cavadius engine
-Enemies
-A test level with test boss (Relax, this one'll be reasonable)
-Difficulty/Rank system (This one will be tricky...)
-Option Bombs
-Weapon balancing

To be fair, the first public beta may actually LACK fancy bullet patterns in favor of letting a base engine for testing purposes get out. Right now I'm interested in what kinds of systems will be able to handle the new Cavadius build, given the changes here and there. The only real issue I can think of for anyone is that using vsync will cause a SPIKE in processor usage (Cavadius uses about 5-7% of my dualcore 3ghz Athlon normally, with vsync it goes up to 40%). needless to say, vsync will be a user option.
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Old 29th January 2008, 18:53   #19
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I can't wait to see the graphical improvements. ;) ;) ;)
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Old 31st January 2008, 04:19   #20
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Alright, some good news. Type switching is now implemented proper. Option Bombs now work as well, though graphically they're a little glitchy on Types 3 and 4, I also want to implement some unique visuals for each ship. However, that said, the Option Bombs were giving me a huge headache, so the fact they work is VERY good news.

At this point, bulletGML and enemies are all that's really left for a test release.
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Old 19th February 2008, 19:25   #21
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Keep it coming, Forte! I've been following this since the beginning, and I can't wait until we get a new demo!

EDIT: Something I've always wanted to know, is the music for the first level an original creation or is it from another game? It rocks!

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Old 20th February 2008, 03:19   #22
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It's Fire Tripper from Salamander 2. The song was never used for anything, hence why, if you go to the sound test in Salamander 2 on Salamander Deluxe Pack Plus, it's one of the 4 no use songs.
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Old 21st February 2008, 18:40   #23
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Hey Forte -

I sent you a reply PM a while ago about contating me, looks like you didn't get it. Best way is via e-mail, which is easy to find.

I'd be interested in what you discussed, so if you have anything send it my way :)
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Old 24th February 2008, 06:33   #24
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You got it, Postman.

As for current status, bit slow but things are going. I'm working on a secondary feature in Cavadius that won't be used in the game itself, but WILL be useful later on for source code...Specifically, a horizontal system for the game so that the source will be able to be used in horizontal Gradius games as well. Once that's done, we're considering going with a bit of a new sound system that should help make sounds less ear-gratingly annoying since they overlap in Gamemaker when they play over and over.

After that, we've got BulletGML, enemies, and level design. I can't promise anything, but at this rate, we MIGHT have something playable by the end of March.
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Old 25th February 2008, 03:01   #25
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thanks for my Idea about the option bombs!
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Old 7th March 2008, 22:01   #26
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Okay, I got some good news and bad news. Bad news, demo isn't ready yet. Good news, when it is ready, I think you guys are gonna like what's been done.

My codeveloper has finally gotten his copy of GM7 working right (Things on the remote end didn't let him register) and he's been helping me with adding new features to the engine that'll help us in the testing phase, such as debugging tools and whatnot. However, the REALLY good new feature that I KNOW you guys are gonna love

New Control System
Most of you won't notice a difference, but what's basically happened is we've made it so the controls for the game are not hardcoded anymore. This means that controls will be properly customizable. On top of this, we have xinput extensions working that properly enable joysticks/gamepads. In fact, the extension even NATIVELY supports the Xbox 360 controller and force feedback.

While I can't promise it, if things go right, we may be able to go so far as to even add Wii controller support to the game. Yes, Wii controllers. No motion sensor stuff, but you would be able to use the remote's buttons, a nunchuck, or classic controller.

Anyway, things might be a bit slow for awhile, as Smash Brothers Brawl will be out soon, and I intend to play that quite a bit. However, things are going, rest assured we're getting somewhere.
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Old 8th March 2008, 01:07   #27
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Sounds nice. As long as it supports PS2 controllers, I'm good. :)

So, how's the new Stage 1 going? What's going to be different about this stage, if any, from the Trial stage?
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Old 18th March 2008, 21:58   #28
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Sadly, no stage work has been done yet. We want to more or less get the entire base engine written before moving onto level design. Part of the problem with the old Cavadius was we tried level design ALONGSIDE engine design. Bad idea, VERY BAD idea. Everything needs to work properly BEFORE we work on levels.

However, I can give you an idea of how Stage 1'll differ in the next release. We hope to balance out the enemies a bit better, expect slightly different bullet patterns, big enemies to join in with the little ones, and stuff like that. Also, we're hoping to make the Stage 1 background a bit more interesting by adding some actual capital warship fights you'll take a look at while flying around.
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Old 6th June 2008, 03:48   #29
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Wow, I'd like to apologize for the severe lack of updates.

Anyway, while I still lack a public demo, progress has been made, and I have some potentially good news about future developments.

First, the good news. Team Cavadius will be operating a YouTube channel for showing off the game once we have something to show. Also, I'm happy to announce that while he lacks an account here at the moment, Team Cavadius has expanded to add another coder to the list. While he hasn't used our platform before, he has plenty of C++ experience, and while we won't be migrating to that (At least anytime SOON) his prior knowledge should be of great help to the team.

So where do we stand? Well...While I can't say much at the moment, I can give our current plan of action so to speak.

Currently, we have basic enemy functionality, and have begun importing the old revision of BulletGML, but I may be re-writing part (Or all) of it to give it better control over what we want it to do. Also, we've finally gotten the ugliness that is Solid Terrain under control, so we'll now see MUCH MUCH BETTER duckers that can actually use ramps and whatnot. Missiles also have seen partial improvement thanks to this setup. So yeah, this is all good, considering solid terrain has been an utter nightmare for us up until this point.

So what's on the agenda for us? Well, at the moment, what I want to do is something like this:

-Get BulletGML 100% done and implemented, along with an editor so everyone on the team (Even non coders) will be able to help in designing bullet patterns or tweak what we come up with. Assuming the Cavadius engine becomes some kinda open source editable in the future (This is possible folks, I'm very much for it) I'd also be including this utility.

-Get our basic enemy types re-coded. Turrets, duckers, bases that spawn things, fans, etc. Bigger/special enemies would come later down the road.

-BOSSES! Since bosses will kinda be a big thing in this game, I want to actually get them figured out before we implement actual level design. Or at least get some of them done and THEN work on level design.

-Levels. Yeah, this is kinda a given. We'd also probably start working on special/level specific enemies here (IE, Moai heads).

-The menu. This is one we're waiting for word on from our interface artist. >.>;

Now, as far as extras go, we've got some in mind, but we'd be focusing on finishing the main game before working on these. In fact, once the main game is done, we do plan to make a release out of that, a 'standard' version if you will. Extra features below would be in a future release.

-VR Training-Think Metal Gear Solid to an extent. There'd be basic exercises to familiarize oneself with the game, as well as advanced exercises to see how much you've learned, as well as various challenges for the truly skilled.

-Replay Mode-This is possible, though it'll be VERY far down the road mind you. But let's face it, nothing makes a shmup more fun than being able to watch replays of other people doing 'em. So we definitely want to implement this. It won't be for awhile, but I want this in, no doubt about it.

-Classic Mode-This one's a bit iffy, but an idea nonetheless. Classic Mode would be a somewhat toned down Cavadius where you have a larger hitbox, far less onscreen bullets, and classic gameplay system (No bombs, weapons don't need to level up, etc). Something that's a bit more akin to classic Gradius. This hasn't been 100% decided upon yet, and would be something that comes after the main release anyway.
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Old 6th June 2008, 17:42   #30
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DEFINITELY replays, especially if you guys still plan to do Rankings for all of those that played it so that players have proof of their times/scores. Plus, some helpful videos on the CRAZY bosses would help newer players find some patterns. Videos showing how to get high combos would be good as well.

Can't wait to see how this huge project turns out. Take your time guys, make Cavadius as enjoyable as possible. :)
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