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Thread: Halzo DS WIP 2 - Halo for Nintendo DS

                  
   
  1. #41

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    Can u make shootin with L and R buttons?

  2. #42

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    i can try

  3. #43

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    Hmm, it seems that people are more concerned about what button does what that how the game is actually going to play. Have you designed out any levels yet? Do you have any monsters to fight against yet? Sound?

  4. #44

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    i iknow there is an ini in the hidden beta but it isnt public yet

  5. #45
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    ok guys, we're now trying to determine the optimal button layout. i was thinking: L/R for fire
    dpad (or abxy) for movement
    touchscreen for direction

    that's the obvious stuff. these ideas i've taken from multiple fps games i've played on the ds:

    crouch-???
    melee-button on touchscreen, can activate at any time
    jump-double tap on touchscreen
    reload-tap gun on touchscreen
    switch weapon-drag weapon (as in cod)

    the only idea i have for crouch is double tap back (on dpad) which is what cod had. but imo, it was horrible. any thoughts?

    EDIT: zoom?
    Last edited by da_head; May 19th, 2008 at 19:55.

  6. #46
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    make buttons in the corners of the touch screen

  7. #47
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    Quote Originally Posted by masterchief929 View Post
    make buttons in the corners of the touch screen
    can you be more specific? is putting all those functions on the touch screen realistic? what kind of layout would that be :S

  8. #48

  9. #49
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    Quote Originally Posted by simonjhall View Post
    Gameplay?!
    i would love to comment on that, but i'm a newbie >.< i just joined this project, and frankly, i have NO coding experience. i'm learning everything off this site: http://www.palib.info/wiki/doku.php?...he_environment

    i talked to blackdragon and such, and he's not sure how to do somethings like put in all the guns, programming enemies, and such. we seem to have basic functions, level design, and sound dealt with. any tips simon?

  10. #50

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    I'd make a level editor first, allowing you to test some interesting level designs, prototype your game mechanics and finding out what it takes to make your game 'fun'.

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