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Messages - Aero88

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Other Projects / Re: TANK TACTICS is Finished! I did the thing!
« on: December 23, 2022, 01:15:12 am »
TANK TACTICS is now on sale through the holidays! Deep 80% discount!  Now is the time to check it out if you haven't had a chance to yet!

Other Projects / Re: TANK TACTICS is Finished! I did the thing!
« on: April 04, 2022, 12:27:47 am »
Thank you MG!  I remember you from back in the day!  I appreciate it!  It had always been something I wanted to finish so it feels nice to finally be able to check that box!

Other Projects / TANK TACTICS is Finished! I did the thing!
« on: April 03, 2022, 01:02:00 am »

Hey everyone!  I did the thing!  My team and I finished making a game after 10 plus years of messing around with the concept.  Thought I would post here since I used to be a fairly active member here and even talked about this project who knows how long ago.

About the Game:
Tank Tactics is classic arcade throw back as a top down action shooter puzzler. You are the hero in a world overrun by the ATTF (Autonomous Tank Tactical Force) which has "Almost" completely erased human society. Little do these robotic overlords know in a secret human base was developed a powerful new human controlled prototype tank capable of fusing any two weapons together to create overpowering combinations! Save the world with you and a friend to free humanity with your skill, quick thinking, and smart calculations of trajectories because... Bullets bounce!

Single/Local-Multiplayer Campaign
Arcade Mode
Battle Mode
In Game Store (None IAP)
Loads of Unlockable Content
Prologue / Epilogue Story
Semi-None Linear (Pick Your Path Through Each Area)
Complete Level Editor (Used By Our Team to Design the Game)
Customize Keyboard/Mouse Controls
Great Classic Graphics+ (turn on shock waves for a neat effect!)
Xbox Controller Support
PS4 Controller Support

About the Development:
Tank Tactics started out on the GMC forums in the late 2000's back in the GM7 & 8 days when I was learning to make games as a hobbyist. I also came here to ZFGC to learn and share knowledge about game maker and this community was a perfect place for learning back then! Tank Tactics has evolved and developed immensely over the years until now it has a full coop campaign, battle mode, an in game store, and a complete level editor all finally ready for release on the windows platform with STEAM. Something I always wanted to finish, but life kept getting in the way... Until Now! I can happily say Tank Tactics is ready for release. I hope you all enjoy playing it as much as I and my team enjoyed making it!


Do you enjoy Tank Tactics, want to give constructive feedback, or just talk about the game? Please rate and leave feedback & reviews on STEAM, or talk about it here as well! We would love to hear what you have to say! You can also reach us at aerogames.sup@gmail.com but there are only a few of us so please be patient if we don't get back right away but we will try! I hope we will hear from you one way or another! Thank you!

Other Projects / Re: Alttp - Horn of Balance
« on: October 04, 2021, 06:03:15 pm »
I just want to mention how impressed I am that progress is continually being made on this project.  I used to hang out here probably 10 years ago and I remember seeing progress updates it seems way back then.  Every couple of years I pop in again and see updates on this project. Way to stick with it!

Graphics / Re: SpritingBrad´s sprites
« on: June 29, 2018, 01:41:48 pm »
Those look great man!  I think I like the more yellow versions best myself.  Also it might just be me, but is the perspective on Daruke a little more top down than the other two Gorons?

Other Projects / Re: Alttp - Horn of Balance [demo 19]
« on: June 01, 2018, 03:37:52 am »
It is awesome that you have been able to get so far with this project!  Looking forward to seeing the finished product!  XD

Zelda Projects / Re: [Screens] The Legend of Zelda: Triforce Saga
« on: May 25, 2018, 02:13:16 am »
Hey this looks really cool!  I like how fast Link can move on the horse!  (Is that real time-ish?).  Also the boomerang locking looks sweet!

Coding / Re: SOURCE CODE - Ocarina of Time LTTP and ZELDA II LTTP
« on: April 08, 2017, 12:10:05 am »
sorry to be a noob but whats the source code?
No worries everyone here started out at some point in their life by asking just such a question.

Quote from: Google
Source Code: a text listing of commands to be compiled or assembled into an executable computer program.
Source code is what makes the game run.  It controls the graphics, the sound, the user input...  Everything.  When someone says they are programming a game they are typically referring to the creation of the games source code.

We do however typically try to keep threads on the topic the OP (original poster) started if we can.

Recruitment / Re: I need helpers
« on: April 07, 2017, 11:51:17 pm »
One of the most important qualities that must be in place for any fan game to be made is a passion for the project.  Above the initial coding experience, the art skills, or musical ear.  If you have passion for the project then a natural process will begin to take place.  You will start looking for ways to get it done and in that process you will begin to learn how to code, how to do simple pixel art, and even how to either find, or make simple music.

One of the best ways to encourage people to help with a project is to show that you are passionate and dedicated to seeing it though.  That is difficult to do if you don't have a code base, story, or graphics to show.  That doesn't mean the passion isn't there, it just means you are in the beginning stages.  I know, because that is exactly where I started.  No coding experience, pixel art experience, sound experience.  Nothing...  Just a passion to make something.  I started out trying to make a zelda fan game.  I asked questions at  the GMC, since I was using Game Maker...  And I mean a LOT of questions!  Not question like "how do you make a zelda fan game?", but instead questions like.  "How do you make Link move left when you push the left arrow key?"

Building your game will be a very long list of individual questions such as the example I gave above.  As you piece the answers together both by your own research and by asking others for answers, your game will start to take shape.

I hope that this thread does not discourage you from working towards building the project you would love to see finished.  If "skyward sword in 2D" is something you feel passionate about than it is exactly the driving force you need to help motivate you to learn.  As you work on it you will learn more and more!  At some point you may even get to a point where you feel like you learned so much that you need to start over to make it better.  That is okay.  It is all part of the process.

Discussion / Re: Lines of Code
« on: March 30, 2017, 04:09:55 am »
Remember less code doesn't necessarily mean better code ;)

Ah.  I hope that is not how I came across.  I was certainly not trying to compare quality of code.  Just a difference in style.  Looking at the numbers alone doesn't say anything of ones abilities.  I have a great deal of respect for the effort that goes into the projects here.

Discussion / Re: Lines of Code
« on: March 18, 2017, 07:21:53 pm »
Ah these results are rather interesting!

@ Martin dh:
Ah.  It is cool to see how programming habits differ.  The overall scale of our projects seem to be similar.  However the majority of my coding by far is in the objects whereas the majority of your code is script driven.

I also have a great deal of comments as I find it to be invaluable when tracking down my thoughts later on.  I also am not entirely sure where the lines of coding from the shaders category are coming from as I do not specifically recall using shaders, but I do have some graphical effects that might be related to the shaders.

You also seem to have on average more characters per line of code.  Which makes since because our lines (excluding empty lines) is almost identical.  Very interesting!

@ Rayo
Yeah shouldn't be any different just from an import.  Seems we share rather similar characteristics when it comes to white space usage.  .08 to .09

I have had a tendency to shy away from script usage because I had read at one point that they ran a little slower than code embedded in objects.  That was a long time ago though and may not be the case at all especially with Studio.

@ LorentzChronon
Thanks!  It has been lot of work, but a lot of fun too.  I have learned a ton during the process!  A lot of the room code is somewhat repetitive though as it is basically setting up specific object entity settings and room specific benchmarks for achieving gold, silver or bronze medals when playing.

edit:  It would be interesting if it also produced a count for the resources.  I know I have a lot of sprites and sound files as well.

Discussion / Lines of Code
« on: March 18, 2017, 03:56:18 pm »
So I have been working on my game Tank Tactics for a long time.  Out of curiosity I downloaded a

"Line of Code" calculator: https://forum.yoyogames.com/index.php?threads/lines-of-code-counter.3307/

Here are my results

   Lines: 15548
   Empty lines: 2491
   Characters: 270917

   Lines: 90
   Empty lines: 15
   Characters: 2007

   Lines: 71793
   Empty lines: 4802
   Characters: 1897633

   Lines: 7003
   Empty lines: 703
   Characters: 200936

   Lines: 94434
   Empty lines: 8011
   Lines (excluding empty lines): 86423
   Empty lines ratio (empty lines/lines): 0.08
   Characters: 2371493
   Characters per line: 25.11
   Characters per line (excluding empty lines): 27.44

I found this to be quite high.  Some of those lines are comments I believe...  At least I'm not sure if the calculator takes them out or not.  But I have apparently made a game with more characters than many novels.  Keeping in mind this project has spanned about 4-5 years of development.

I was curious how many lines of code you guys typically have in your projects?

Entertainment / Re: AM2R is Amazing!
« on: August 19, 2016, 10:47:12 pm »
I was under the impression that the ending was finished, but maybe I missed it.  I haven't got that far yet, but it plays incredibly smoothly.  He just released a 1.1, but I think it was addressing a few minor bugs rather than additional gameplay.  Either way it is well worth keeping an eye on.

edit:  After completing the game I can confirm that the game is complete clear through to the credits.  They really did an outstanding job!  I wish Nintendo would reach out to them and make a deal to get it on there systems.  It is a great remake.  Both parties could benefit from it if they did...  However unlikely that may be.

Entertainment / AM2R is Amazing!
« on: August 19, 2016, 05:08:44 pm »
I haven't been on these forums much recently, but I didn't see any post here about project AM2R.  So for those who may not have heard the full release of the Metroid 2 remake is out and it is really good!  It is well worth your time if you like Metroid.  The AM2R team did a fantastic job. It is every bit good enough to have been made by the big N themselves.  Congrats to them on finishing a fan-game in such a spectacular way!

The AM2R site is http://metroid2remake.blogspot.com/

Discussion / Re: Zelda II Remake/Revamp Inventory Test
« on: September 28, 2015, 01:11:34 pm »
Cool!  I like where you are going with this.  Two minor suggestions.  Shouldn't getting a heart piece play the animation where Link holds it over his head?  Also talking to NPCs is extremely slow (You should also be able to talk to them from the sides).  The text should be generated faster and there needs to be button to press to go even faster or even fill the box instantly with text (If this mechanic is already in there I missed it).  Unless of course the way it works now is supposed to be a throwback to Zelda 2.

Other Projects / Re: AeroGames Presents: Tank Tactics [DEMO]
« on: September 19, 2015, 04:18:54 pm »
Hi everyone!  So Tank Tactics has been in the works for over 3 years while working days jobs trying to keep our houses. You understand...  Many of you are also indie developers.  Anyhow,  My team has now launched a crowdfunding campaign for Tank Tactics.  We would greatly appreciate any support for your fellow indie friends.  Please feel free to spread the word, and try out our game, and perhaps even consider supporting us.

Check our indiegogo campaign and support its development!


Other Projects / Re: AeroGames Presents: Tank Tactics
« on: July 25, 2015, 05:35:34 pm »
Hello Everyone!  Please see the first post!  We have released a new demo and have launched a greenlight campaign on steam.  Please take a moment to check it out and perhaps even upvote the game on steam!  Thanks! You guys are the best!

<a href="http://www.youtube.com/watch?v=hY_YQ3abLb4" target="_blank">http://www.youtube.com/watch?v=hY_YQ3abLb4</a>

Check out Tank Tactics Greenlight Campaign!
Download Tank Tactics Demo!

Entertainment / Re: Super Smash Bros DLC Fighter Ballot!
« on: June 24, 2015, 12:45:36 am »
Okay those are good, but really what smash needs is... ... ...

Rash / Zitz from the Battletoads series NES era

From the beginning of Smash I thought one of the Battletoads characters would fit in perfectly.  One of the iconic characters from the NES era of gaming, these comical fighting toads large boots, ram horns, and oversized fists would make for a solid addition to the roster and would undoubtably be a fan favorite.  They are designed from head to frog foot to Smash!  Such an addition would certainly be one of my go to fighters.

Of course it is probably unlikely due to Rare being owned by Microsoft, but the reality is that they were a large part of the NES era gaming and being in smash could bring them back into relevance.  I would love to see them in smash!

Zelda Projects / Re: [Trailer] OoT Mod: Project 3rd Quest
« on: June 21, 2015, 02:13:47 pm »
Ah.  This look cool.  Keep it up!  I look forward to seeing more.

Other Projects / Re: Tank Tactics
« on: March 15, 2015, 12:49:21 pm »
Thanks for taking the time to try it out.  Hm.  No...  Robotic is not the intention.  It should move smoothly.  What are your computers specs if I may ask.  Are you running windows 7 or 8?    Sounds like it is not running correctly on that machine for some reason as I have not seen any of these issues pop up before.  Did you have other programs running in the background?  While is was running, other than the cursor, was the game running smoothly?  It sounds like the cursor probably stopped moving for the same reason the windows behind it were being selected.  Strange behavior indeed.

It sounds like the white screen was probably Game Maker throwing an error.  If you had pressed the windows key you might have been able to see what the error was.  For whatever reason when you are in full screen mode, game maker has a hard time displaying the error pop up.  Did the white screen show up more than once?

Has anybody else here seen similar problems?

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