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What's new in this demo?

--Can login/create username under Marketplace->Login
--Can upload/download scripts under the Online tab in the Script Editor
--Closing the Item Tree window is not permanent

(The online functionality is built in Python on Google App Engine, for those interested.)

What looks like it should work but doesn't?

--All of the other options under the Marketplace Menu
--All of the other menus at the top of the screen
--The Function Reference tab in the Script Editor
--Tags. I believe they get uploaded but ignored by the server. I am still working out a way to store them efficiently.
--The money display in the top right corner.

Note: the security/reliability of any data you upload in the game is not guaranteed. In fact I'll likely wipe everything at some point down the line before I release a proper beta version. That being said, passwords are encrypted (md5 hashed) both before being sent by the client player, and again on Google's servers before being stored in the database.

Please let me know of any bugs you encounter, no matter how seemingly insignificant!

Also, one thing I'm really looking for is ideas about how to implement the "Marketplace" for buyable scripted weapons and game modes. How should the scripts be organized? What kind of feedback should be available (certainly a number based rating system is a must)? What kinds of features should it have ("script of the day", "author of the week", suggested scripts based on what the user does in-game, etc are some possibilities)?

As always, all comments are welcomed and appreciated!

And hopefully now that I'm getting this stuff done, I'll be able to get to the actual gameplay soon.
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:iconpielover88888:
pielover88888 Featured By Owner Oct 24, 2011
XD are you taking in people to test it, befor you post it at all?
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:iconjoshualun002:
Joshualun002 Featured By Owner Nov 3, 2009
I wounder if u can give the script for the object to us
Reply
:iconuitham:
uitham Featured By Owner Aug 11, 2009
Oh, and make a fullscreen mode!It will rock!
Reply
:iconuitham:
uitham Featured By Owner Aug 11, 2009
I'm so excited about this, since flash physics are improved heavily!But please don't make the buddy to realistic! Maybe a little more but not too much!
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:iconshock-value:
shock-value Featured By Owner Aug 11, 2009
I'm thinking the buddy will mostly look and move just like in IB1, what do you think?
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:iconbludragoon:
BluDragoon Featured By Owner Jun 4, 2009  Hobbyist Digital Artist
How will the purchase of scripts and items be made with, IB money?

Maybe make a list like "Top Rated" "Newest" and separate that into "Objects" "Weapons" "Effects" etc.

Looking good so far, you are really putting effort into this! ^_____^

Keep it up, I can't wait for the full client.
Reply
:iconshock-value:
shock-value Featured By Owner Jun 5, 2009
I'm not too sure about that yet. I'm not sure if the money will be "stored" locally on the user's machine, remotely on the server, or some hybrid system involving both.

I like the list ideas you proposed--I'm definitely thinking along the same lines.
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:icontuxisme:
tuxisme Featured By Owner May 25, 2009
what in the heck-...
Reply
:iconwildeagle76:
wildeagle76 Featured By Owner May 25, 2009  Hobbyist Photographer
How exciting! I played the first one a long time ago and it was a blast! It's great to see the project coming along. Congrats on the progress!
Reply
:iconfigishpig:
FigishPig Featured By Owner May 25, 2009
Looks like its coming along!
Reply
:icondanish752:
Danish752 Featured By Owner May 24, 2009  Professional Artist
I don't get the point of this version. I like how you can actually move things on the original.
Reply
:iconshock-value:
shock-value Featured By Owner May 25, 2009
I'm purposely leaving out the actual gameplay until the very end. These demos are just so that individual features can be tested and people can see where the project is going. They aren't really supposed to be fun.
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:icondanish752:
Danish752 Featured By Owner May 25, 2009  Professional Artist
thats weird
Reply
:iconshock-value:
shock-value Featured By Owner May 26, 2009
Not really--if I release a feature complete demo that turns out to be really fun, I know people are going to post it at tons of game sites without my consent (just like what happened with the full version of IB1--to be honest I'm really not ticked at all about that, though I would be this time around). Then when I release the full game with advertisements embedded (in order to make at least some money off this project) plenty of sites won't even bother to replace the demo with the real version since the demo is already fun enough and, as a bonus, doesn't have ads in game.

That's my main concern here. In fact maybe calling these releases "demos" is a bad name. Maybe "tech preview" or something like that would be better.
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:icondanish752:
Danish752 Featured By Owner May 26, 2009  Professional Artist
ah, ok.
Reply
:iconbigbosstx:
bigbosstx Featured By Owner May 24, 2009
if the next demo isn't playable make it so we can mess with the amount of objects or size ect...
Reply
:iconshock-value:
shock-value Featured By Owner May 25, 2009
Yeah dealing with the physics/object system is pretty much my next task. I don't know how much of that I will put into a demo though, since I want to leave most of the fun stuff for the final game.
Reply
:iconthe-eternal-flame:
The-Eternal-Flame Featured By Owner May 24, 2009
First~

Now were getting somewhere!
Anyways, I don't have any ideas at the moment, But im thinking.
Reply
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