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 Need For Madness A9 V1

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A9
Mercenary
Mercenary
A9
Number of posts : 1415

Age : 26
Join Date : 2010-03-07

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 1:59 pm

Need For Madness A9 Alpha is coming out in 14 days. Progress are in the first post.

Warning! If I see anyone copied EVEN 1 car(s) or track(s), then that's the end of NFM A9. I will not continue this version if all my hard work will just fly away.
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Big Jilm
System Failure
System Failure
Big Jilm
Number of posts : 13384

Age : 26
Join Date : 2010-09-09

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 2:15 pm

What about giving credit?

What does A9 mean?
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https://sites.google.com/site/koner1ssite/
A9
Mercenary
Mercenary
A9
Number of posts : 1415

Age : 26
Join Date : 2010-03-07

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 2:24 pm

koner1 wrote:
What about giving credit?

What does A9 mean?

A9=my username(guess it by yourself)

not even giving credits... i mean you can do the credits thingy when the full version is released...
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WolfInABox
Ascended
Ascended
WolfInABox
Number of posts : 6926

Age : 28
Join Date : 2010-11-17

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 2:30 pm

azri965 wrote:
Need For Madness A9 Alpha is coming out in 14 days. Progress are in the first post.

Warning! If I see anyone copied EVEN 1 car(s) or track(s), then that's the end of NFM A9. I will not continue this version if all my hard work will just fly away.

Alpha?

The first must be Alpha, then Beta, then full version. You're doing it Beta, then Alpha, then full version Smile

I don't copy your cars or tracks.
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A9
Mercenary
Mercenary
A9
Number of posts : 1415

Age : 26
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 2:37 pm

!NFMestonia! wrote:
azri965 wrote:
Need For Madness A9 Alpha is coming out in 14 days. Progress are in the first post.

Warning! If I see anyone copied EVEN 1 car(s) or track(s), then that's the end of NFM A9. I will not continue this version if all my hard work will just fly away.

Alpha?

The first must be Alpha, then Beta, then full version. You're doing it Beta, then Alpha, then full version Smile

I don't copy your cars or tracks.

in my memory, games usually comes out Beta first then Alpha(optional) then full version... has any other version except NFP2 starts with Alpha? no... Alpha is just optional... creator can just release full version after beta if they want...
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Blackreaver
Limited Divinity
Limited Divinity
Blackreaver
Number of posts : 2518

Age : 26
Join Date : 2010-10-11

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 2:39 pm

!NFMestonia! wrote:
azri965 wrote:
Need For Madness A9 Alpha is coming out in 14 days. Progress are in the first post.

Warning! If I see anyone copied EVEN 1 car(s) or track(s), then that's the end of NFM A9. I will not continue this version if all my hard work will just fly away.

Alpha?

The first must be Alpha, then Beta, then full version. You're doing it Beta, then Alpha, then full version Smile

I don't copy your cars or tracks.

I told you that -.-

anyway good luck
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Big Jilm
System Failure
System Failure
Big Jilm
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 5:23 pm

Then shouldn't it be A965? What I meant about credits is "Is it okay to use them and give credit?"
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A9
Mercenary
Mercenary
A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 22 Apr 2011, 5:32 pm

A965 is too long, so i made it into A9... uuhh...my cars are not as good as MDX or any other car makers anyway... i'm good at tracks
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A9
Mercenary
Mercenary
A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeSat 23 Apr 2011, 4:15 am

Double Post

13 days till Alpha release. Alpha is 58% done.

Edit: 400th post!!! (I didn't even realize I already got the "Rogue Gamer" rank...)
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WolfInABox
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Ascended
WolfInABox
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeSat 23 Apr 2011, 10:25 am

13 days? I CAN'T WAIT!
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A9
Mercenary
Mercenary
A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeMon 25 Apr 2011, 2:31 pm

whoops... surprising Mid-Year test in two weeks... in that case i have to delay NFM A9 Alpha... sorry about that... i didn't even expect the test is coming... No
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Blackreaver
Limited Divinity
Limited Divinity
Blackreaver
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeMon 25 Apr 2011, 4:19 pm

well that too bad
good luck if there is a test
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A9
Mercenary
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A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeMon 02 May 2011, 3:37 am

Day count to Alpha release: 19
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A9
Mercenary
Mercenary
A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeFri 20 May 2011, 5:29 pm

Topic Updated. Please take few minutes to re-read them.
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A9
Mercenary
Mercenary
A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeSun 29 May 2011, 11:01 am

This version is discontinued.

Reasons:

1. The awesome NFMM is coming out. So what's the point making the old NFM1 version?
2. I can't Java Hack because my com can't take the load of Netbeans.
3. I'm focusing on my clan and other NFM stuff.
4. I hate the music reading for NFM1. NFM2 can read music more clearer.
5. Because I can't Java Hack, I can't raise the track and car limits.

For any discontent, please PM me instead of posting here.
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A9
Mercenary
Mercenary
A9
Number of posts : 1415

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeTue 14 Jun 2011, 3:03 pm

Well, thanks to IP, I have NFM1 spirit again. Now I can make even bigger tracks and cars than NFM2. (That's what IP said when he give me his Trackers.class and Checkpoints.class) But, I'll try to paste the class files first to check whether it work or not.

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Lucky XIII
Game Reaper
Game Reaper
Lucky XIII
Number of posts : 933

Age : 29
Join Date : 2011-04-07

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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeTue 14 Jun 2011, 3:36 pm

good luck with your version .... hope it comes out great... Smile
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Guest
Guest


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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeTue 14 Jun 2011, 8:02 pm

Same here bro! Smile
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Guest
Guest


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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 1:41 am

when is the alpha coming out?
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InhumanPwnage
Need For Madness A9 V1 - Page 5 Meltgr10
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InhumanPwnage
Number of posts : 2907

Age : 31
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 1:55 am

Let me interject before you continue, if you may:

The difference between Alpha Testing and Beta-Testing.
You are all familiar with Beta Testing, but not Alpha testing. Alpha testing is when the creators of a software test their own software. We are always alpha-testing our NFMs for car/track making, but the creators are never the best people to test it. This is so as they know what has to be tested, and therefore less likely to do unexpected things with it.

Beta Testing always comes after Alpha Testing. There can be many Beta Tests, not only one! Same goes for Alpha Testing.


On another note, glad to see that you're giving it a try! Smile
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A9
Mercenary
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A9
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 10:12 am

Meh, it still have the same limit. And aren't Trackers.class is for the replay thingy?
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iexrrr
Noob Owner
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iexrrr
Number of posts : 594

Age : 26
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 10:28 am

Yes, it is.
But you can increase the limit of pieces that replay can handle there (I think).
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InhumanPwnage
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InhumanPwnage
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 10:41 am

it's in GameSparker the limit, although if we could find an editor that will let us edit, and compile it as it is, then we can't do anything more.

If it has to do with it (Trackers.class), then I'd use it.
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iexrrr
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iexrrr
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 10:57 am

618 said something about it here.
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InhumanPwnage
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PostSubject: Re: Need For Madness A9 V1   Need For Madness A9 V1 - Page 5 Icon_minitimeWed 15 Jun 2011, 11:17 am

iexrrr wrote:
618 said something about it here.

We know. It's how it's done, but as i said, don't bother because GameSparker has error for everyone. I hacked mine, but there's 1 big consequence to it.
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