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FPSC Classic Work In Progress / [X9] T. Greep & Co.

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JRH
17
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 18th Apr 2010 21:03 Edited at: 3rd Aug 2010 19:01


UPDATE!!! New Mini Demo released... Download [81.2MB]

STORY
In 1874, Thomas Greep created an elite team of mastermind thieves and assassins, that would work for whoever payed his set price. The team was extremely effective, and it was not long before they had accumulated large amounts of money. Over the years the team grew larger, and more skilled as generation after generation of pure 'Greep' blood created superior criminals.

On the 3rd of March 2005, Ryan Brown embarked upon his first mission; a simple DATA retrieval from a poorly guarded government office in USA.

Greep & Co. Policy No. 3: Should an agent fail, abort or sabotage a mission then he should be assinated withing 24 hours.
Records that 0 in 12 failing agents have lived beyond 19.4 hours.


BASE FEATURES
*Some nice new scripts
*Rigged Explosions
*Squealing hostages
*New AI:- enemies and civilians talk
*Teammate communication.
*Some other stuff


GENERAL PLAN
My intentions are to create a game which covers a wide variety of locations and scenarios. If your struggling to understand what I mean, then imagine the Hitman series, but more defined; some missions are covert, others are more rush in, blow stuff up, blam Blam, BLAAAM!


DEVELOPMENT PROGRESS
Level 1 - Complete
Level 2 - Complete
Level 3 - Testing
Level 4 - Not Started
Level 5 - WIP


SCREEN SHOTS

The Office - A photo from Brown's first mission.


Screen Text - A photo from Brown's first mission.


Detonation - A photo from Brown's first mission.


The Forest - The forest scene from the last mission.


The Stairs - Stairs leading to the chemical lab in last mission.



Thanks for Looking,
JRH

DarkJames
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Posted: 18th Apr 2010 21:48
Awesome work , JRH!

looking forward to it


"Feel free in a world of madness,be the bright spot"
-Bloody James
JRH
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Location: Stirling, UK
Posted: 18th Apr 2010 21:55 Edited at: 18th Apr 2010 21:55
Thanks

I'm still having difficulties with lighting in the first three screenshots (level 1), but I think the moonlight in the fourth, and the stair lighting turned out fine. Any ideas how to improve Level 1?

AbdulAhad
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Location: Karachi, Pakistan
Posted: 19th Apr 2010 04:47 Edited at: 19th Apr 2010 04:59
Nice man!

Use light sources for the first pics and dont just use pure ffffff colors, use different hexcodes. Theres a helpful thread by Bloody James. Here you go:
http://forum.thegamecreators.com/?m=forum_view&t=168088&b=21

Abdul Ahad
DarkJames
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Posted: 19th Apr 2010 20:53
Thanks for advertising my game AbdulAhad!

and it keeps looking great JRH, Any updates?


"Feel free in a world of madness,be the bright spot"
-Bloody James
bobochobo
15
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Location: My house, in the middle of my street
Posted: 15th May 2010 00:54
I don't know why this was at the bottom of page 1, it looks really good. Original story too.

Metal Devil123
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Location: Suomi, Finland
Posted: 19th May 2010 15:40
I think it looks cool too, and I was going to bump it some time.


Heimo Vesa ROCKS!!!!!
JRH
17
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Posted: 19th May 2010 21:38
Thanks. I have a new level to add.

I decided that I would create a 'snipe hit' level. Screens:


AaronG
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Location: Millstone, NJ
Posted: 19th May 2010 22:02
Wow, the design is awesome and very out of the box thinking here. (Literally. Boxes are the only thing FPSC usually works with.)

JRH
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Posted: 20th May 2010 18:55
Thanks AaronG.

I'm working on a short one level demo. I'll try and post this as soon as possible.

Metal Devil123
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Posted: 20th May 2010 18:56
Looks really good! Keep it up!


Heimo Vesa ROCKS!!!!!
JRH
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Posted: 20th May 2010 19:26
Ok, I have a working demo. It doesn't show all of the features, only some. Its also pretty short, but its close to the standard I expect my games to be.

If you have the time I'd appreciate it if you could download and comment.

Download [81.2MB]

Metal Devil123
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Posted: 21st May 2010 20:16
And you release a demo when I am not home for weeks and can't play!

Well, I guess I have to wait... or use the time machine or hte teleporter I haven't used for years.


Heimo Vesa ROCKS!!!!!
JRH
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Posted: 21st May 2010 20:28
Shame

I tried to make a walk-through recording, but failed at that.

AbdulAhad
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Location: Karachi, Pakistan
Posted: 31st May 2010 22:19
Am downloading the demo as I type! I must say I like the new pics.

Abdul Ahad
The Storyteller 01
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Posted: 1st Jun 2010 00:36 Edited at: 3rd Jun 2010 22:33
I have just played the demo twice and here is my review.

The Good:
It's a cool idea to build two opposit buildings. The rooms on the other side are well done and well lightened.

The Bad:
The basic idea to shoot a non-moving target is just interesting enough for the mini-demo you provided. And the victim would probably move if you first shoot the windowglass on your side, then on his side before the third shot finally gets aimed at him.

The Ugly:
Shooting a defenseless human in the head just because the game *says so* is an ugly game idea imo.

In case you find my grammar and spelling weird ---> native German speaker ^^
JRH
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Posted: 3rd Jun 2010 19:39
Thanks for C&C. I wanted to give the idea of what the game 'was'.

JRH
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Posted: 29th Jul 2010 21:06
A video of my still WIP backstreets level. Skybox, lighting, etc... are wrong or unfinished, as are a few scripts. Sorry for the bad video, I haven't worked out how to stop the jerky movement yet.

THE VIDEO

Also, some screens:



JRH
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Posted: 3rd Aug 2010 19:02
Bump as first post updated.

Bugsy
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Posted: 3rd Aug 2010 22:43
nice looking game, I like the alley, battles would be fun there, and a snipe level is a good idea too!

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
JRH
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Posted: 4th Aug 2010 23:34
Thanks Bugsy That level is actually rather difficult, what with people shootng out of windows in an ambush style.

Anyway, I have decided that I shall make this into a series, as the game has reached a rather large file size, and my competition deadline is due. I have packaged this game up, and think I'm perhaps ready to move to the Showcase board.

Nbt
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Posted: 5th Aug 2010 01:21
Nice job so far, I'm liking it

One little teeny thing in the alley screenshot the light from the bulkhead seems wrong?? like the light marker is too near and too the bulkhead entity and a bit too high??
The light emits from the very top of the little lightbulb marker and not the actual bulb part if that's any help.

Nice job though over all

JRH
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Posted: 5th Aug 2010 02:21
Thanks. I'm using V1.17, with no lightmapping. All the detailed shadows I worked on have turned into flaring bloom. It's driving me crazy, I need to work out how to get lightmapping back, or revert to V116 with frequent crashes.



Nbt
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Posted: 5th Aug 2010 08:32
Just edit the post-bloom.fx file and change the BloomScale to this. It gave me far less eye burning. You can experiment about with the two settings to get a bloom you like, but this should get you started.



Change the "> = 2.0f;" to "> = 1.0f;"

JRH
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Posted: 6th Aug 2010 20:53
Thanks. I've done that and the levels are much nicer. I think I may use both lightmapping and bloom, so as the shadows I worked hard to achieve are still there.

JRH
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Posted: 17th Aug 2010 18:44
New update!!! I am have decided to use shaders on as many segments as possible, and some of the major entities. So far, level 1 is looking rather nice, the others I am working at.

bruce3371
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Posted: 17th Aug 2010 21:31
Quote: "The light emits from the very top of the little lightbulb marker and not the actual bulb part if that's any help."


Although meant for JRH, that is a very usefull tip, one that I didn't know about! I'm going to go back to my first level and see if I can maybe tweek my lighting, bearing that in mind!

I game therefore I am.
PW Productions
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Posted: 20th Aug 2010 01:17
News?


If something is perfect, it probably doesn't work. -PWP
JRH
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Posted: 21st Aug 2010 13:02 Edited at: 21st Aug 2010 13:03
Ok, I've finished level's one and two compelte with the new PS 2.0 shader, and Bond1's PS 3.0 shader. A modified version of the bumpbone shader has been applied to all characters, and some entities.

Heres a before an after shot:


I am still having trouble with the new level limit, and so have reduced some background entity texture sizes. The shaders I am using are making this harder though.

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JRH
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Posted: 21st Aug 2010 13:04 Edited at: 21st Aug 2010 13:04
I have also been making more of my own segments, using either generated textures or some from cgtextures.com. With Bond's shader applied they look great!

Thanks for looking,
JRH

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