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Work in Progress / Marvin the Magician

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C0wbox
18
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Location: 0,50,-150
Posted: 5th Jan 2008 16:33 Edited at: 7th Jan 2008 14:05
Ok people, I am finally back and able to reply to all the posts and do some more work (and hopefully recieve the collision code from Alquerian)

@ DB PROgramer
1. Ok I will look into the XP and money giving code and see if the Pink mushroom is any different from any other enemy (because it is the one that seems to be causing problems for people)
2. The mouse movement is somewhat different to simpley, moving the mouse and moving the camera corospondingly. - It is using a set camera to follow command to smooth it, and if you move the mouse excessively, it will simply move the camera to where the angle value ends up instead of actually moving the camera all the way round however many times the mouse moved. - It is hard to explain but it just means that when you move the mouse lots it doesn't actually have to move the camera that far.
3. I don't know of any problems with a laggy port or a laggy village but my advice would simply be to turn off the cartoon shading and try it again (if it is still laggy then let me know and I will look into texture sizes etc.)

@ DB newbie
Thanks although I can't imagine I will attempt to make this MMO. (To be honest, there are already enough MMOs out there to keep everyone happy (and I would have no server to host it on).)

@ DB PROgramer
Updates will be coming as soon as I get implement the collision code from Alquerian.

@ DB newbie
The menu will be redone eventually, with buttons that react to if the mouse is over it and things like editable controls, but for the moment it is all placehold until I have the actual game working well. (Once I have the engine working well enough that I can just tinker with the rest of the game, I will work on things like the menu.)
EDIT: Oh and the shakeyness will be sorted out in the next update with the new collision code. (The shakeyness has been the main reason I have been getting to collision code redone.)

Mr Z
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Posted: 6th Jan 2008 12:06 Edited at: 6th Jan 2008 12:07
Welcome back. And good luck with your coding. Looking forward for the next demo.

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Diggsey
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Location: On this web page.
Posted: 7th Jan 2008 15:44
@Cowbox
I don't know what it's called, but after you buy the key, and unlock the big rock thing near the village you start in, you carry on and there is a small door. When you go through that, it crashes

Roxas
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Location: http://forum.thegamecreators.com
Posted: 7th Jan 2008 16:02
ROFL! You can change your player model by pressing 1 and then typing a number..


Click For Details!
C0wbox
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Location: 0,50,-150
Posted: 7th Jan 2008 16:05
@ Diggsey
Yes it crashes there because there is no more game through that tunnelway. It is available in the update I'm making. (Which should be released soon.)

@ Roxas
Yes the player model changing is to do with the map editor. (If I were to change my player model to that of an NPC and then press enter, it would place that NPC at the location I am standing. (Then if I press 0 and type in the filename I wish to save it as, it will save that map which can in-turn, be used in-game.))

Roxas
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Posted: 7th Jan 2008 16:22


My little Spider Farm I also summonned giant far there


Click For Details!
C0wbox
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Posted: 7th Jan 2008 16:34 Edited at: 7th Jan 2008 16:38
@ Roxas
Lol thats kinda random, but still funny.

What's with the giant on the bridge?

@ Everyone else
By the way people, while I've been waiting for the collision code, I've been working on Map1.x (The Calger area, as I'm going to call it) and I have a screenshot of how it may look in the update. (By the way, this should be quite a big update by the time I have it all together and ready for everyone.)

Screenshot of a bridge, with the old style at the back, and the new style at the front:


As well as this newer modeling (which will be noticable on some other objects too) there will be the cave area and a new cartoony skybox. (This skybox is placehold, so someone else can make one if they wish.)

Screenshots follow:

Inside the cave.


Inside the cave again.


The cartoony placehold skybox.



DB PROgrammer
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Posted: 7th Jan 2008 18:28
I like the new bridge. Can't wait for the update

DB newbie
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Posted: 8th Jan 2008 01:28
sweet the caves look awsome


Come see the WIP!

C0wbox
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Posted: 9th Jan 2008 20:48 Edited at: 10th Jan 2008 02:22
----------------

MTM Major Update

----------------


Finally the update we've all been waiting for has arrived. After Alquerian gave me the code with the newly implemented collision engine I quickly edited in the parts I required (like turning the sound back on (they were starting to annoy him in his testing ) ) and got the new version of Marvin the Magician working.

Updates:
New collision engine obviously.
The new "cave" map. (Map 3)
Remodeled maps with nicer, more fitting geometry.
A new placehold cartoony skysphere texture.
Credits included in the main directory.

Laim updates that don't mean a lot:
Fixed a bug with the gold key that may or may not have been in the last version but was a bug none-the-less in this one.
Made it so you can easily distinguish which tunnels ingame are active and which aren't.
Added a title to the mainmenu.
Added a cooler cursor.
Put the map files in their own folder in the main directory so they don't clutter the executable and keep things tidy. (This will be done for the saved games too, when I add functionality to have more than one.

The new collision engine means:
You no longer slide through thin objects and have a 1 in 100 chance of actually jumping directly on a collidable polygon in it.
You can no longer jump up cliffs by alternating movement with jumping.
You can actually get to the Breezey Plateau with reletively little effort as Marvin actually stays on the trees and jumps where you want him to.

Known issues with the update:
If you jump onto a cliff face and stop moving, it will jitter. This isn't a major issue at the moment and doesn't really affect gameplay - it just looks a bit odd.
Because I haven't found a cure yet, I assume the pink-mushroom-of-wonder bug still exists.

Screenshots:

Showing off the bridges in The Calger area.


Showing off the water walkway in The "cave".


Showing off the newer geometry and added parts of the map in The Snowton area. (Also the new feature shows tunnels that are inoperative as boarded up tunnels.)

Download:
As usual you can download the ZIPed version of this game from:
http://www.soharix.homestead.com/Marvin_the_Magician.zip

Please play this new version because it is now at the stage where I am happy with it and I intend to continue with the gameplay instead of the engine. Also, report bugs refering to the map it was on and the 3D position of Marvin at the time of the bug. (Or if it wasn't in one place, just give a rough area.)

DB newbie
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Posted: 10th Jan 2008 01:11 Edited at: 10th Jan 2008 01:18
ill be sure to try this out right now

edit: ok somethign crazy happended and i cant give much detail ok here we go...i was killing the green mushrooms and when i went to get a potion i turned the camer and it just went back to the main screen???the only other thign i can tell you is that it is by the far bridge.


Come see the WIP!

C0wbox
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Posted: 10th Jan 2008 01:34 Edited at: 10th Jan 2008 01:38
@ DB newbie
Hmm, that is odd. I can't think why it would do that. I'll have a look tomorow as I'm out of time tonight.

EDIT:
Although it's possible that you were snuck up on by a mushroom from somewhere that killed you really quickly and in the confusion you pressed a key that skipped the dieing gosub. (Skipping the dieing gosub, where Marvin turns over on the ground (to look like he's dead) goes to the menu gosub.

Did you hear anything? Was there anything near you? Were you moving past a building that a mushroom could have been hiding in or moving towards you through?

Meanwhile I'm uploading a slightly better version of the last update with a few more groovy things to make it a bit more appealing.

The ZIP can still be downloaded as usual from:
http://www.soharix.homestead.com/Marvin_the_Magician.zip

DB newbie
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Posted: 10th Jan 2008 01:56
that is a very possible reason....i will try to re do it tonight.


Come see the WIP!

Alquerian
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Location: Reno Nevada
Posted: 10th Jan 2008 02:18
Cool work on the bridges and levels

I noticed 2 things that should be taken care of (one for you and one for me )

1) You now have to jump to re-enter building entrances (I have the code in there to fix this, I just need to make a little change to it)

2) I went to the second level and went into options, when I did this, my mouse cursor disappeared and I was unable to exit it

I liked the work that was done on this though. Good job!

Support the indie!
C0wbox
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Posted: 10th Jan 2008 02:21 Edited at: 10th Jan 2008 02:33
Ah yes, I know why the mouse cursor disapeared. - It was because just before the second update I made, I put in a second cursor. One for the actual clicking, and one to be the big overlay sprite. On the options I forgot to add the big overlay sprite, so you can't actually see the cursor.

I've reuploaded the update with a fix for the options menu and also made it so for the moment you can walk into buildings without having to jump. (But you are about 1wu (World Unit) above the floor while standing or walking.)

As usual the ZIP can be downloaded from:
http://www.soharix.homestead.com/Marvin_the_Magician.zip

Oh and did anyone happen to notice the very medievil camera Marvin's holding on the main menu? (Hehe.)

Virtual Nomad
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Location: SF Bay Area, USA
Posted: 10th Jan 2008 03:35
ran the latest version and it's very cool. the FPS hit i had before is slightly less now (if i remember correctly); still getting ~ 35 fps with ~ 35k polys; otherwise 60+ below 35k polys. still "acceptable" in my book (with my sub-par system).

the collision is definitely "improved". still issues with the floor heights on (most, if not all) Port Cager-side buildings, having to "jump" in. i assume you'll tweak those/lower them a notch. the tree-top stuff was suprisingly good all the way up to breezy plateau. same with the building with the skylight which "worked" very well i did get "stuck" in one of the exterior walls right near the Port; camera went a little wacky, too, but was able to back away from the snag before becoming shroom food.

nice update; looking forward to more!

Virtual Nomad
AMD XP 1800+ (~1.6 Ghz) / 1.5 GB RAM
ATI Radeon 8700LE 128 MB / Windows XP
draknir_
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Location: Netherlands
Posted: 10th Jan 2008 12:24
i get 55 fps.
forgive me for not reading the whole thread but i couldnt find it on the first page: how do i attack? and how do i earn money to buy all those fancy items?
another note: the mouse rotation is ridiculously sensitive for me, could you add a mouse sensitivity option so i can lower it?

otherwise looking terrific, cant wait to see some more gameplay
C0wbox
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Posted: 10th Jan 2008 16:56
@ Virtual Nomad
Thanks for the positive comment Much apreciated.
Yeh the FPS will be raised, this is just a version of the collision engine that "works", when Alquerian gets some more time he will eventually optimise it.

There are still some problems with the collision, but I'm sure Alquerian can sort something out. (Or I'll add notches to slide up into the houses.)

And yeh I was impressed how easy it was to use the treetops now, and how well it worked compared to the previous engine.

@ draknir_
Attacking is done with the control key.
You earn money from killing things and using chests in houses. (Use is the left mouse button.)
The mouse sensitivity can't be set at an optimum level for everyone, so I set it at a managable level for most people, and anyone who needs it changed by pressing V and typing in a number. (2 is the default setting, an increased number should make it slower and a lower number should make it faster (But I can't quite remember, so you'll just have to try some numbers and see what's best.).)

Jean Philippe
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Posted: 13th Jan 2008 19:17
yeah interesting exemple of game
C0wbox
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Posted: 14th Jan 2008 18:04 Edited at: 14th Jan 2008 18:05
@ Jean Philippe
Thanks

@ Everyone else
Not that anyone really cares about MTM anymore but I thought I'd let you know there will be more music in future versions, as I have an agreement with a composer named Amber G. and I am allowed to use one of her songs in-game. (Don't think; "Oh no, it's going to turn into one of those games where the creator just wants to stick music he likes into it." - This music does actually fit. When I first heard a preview of it, I thought "That would fit really well into MTM", and after some E-Mailing, I have an agreement that allows me to use it.)

tha_rami
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Posted: 14th Jan 2008 18:56
Don't get your hopes down. I'm awaiting an update, they just don't seem to be coming along. Get back to work, you.


A mod has been erased by your signature because it was larger than 600x120
C0wbox
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Posted: 14th Jan 2008 20:42


I just released the major update everyone was waiting for, I just think everyone missed it because it was at the end of the last page, so no-one can see it on this page.

Currently I'm not doing much work because I'm engaged with some science exams and revision etc.

They will be there, you'll just have to wait, or level your character on the current update.

tha_rami
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Posted: 14th Jan 2008 20:44
Oh crap! You're right, I missed it . Downloading now.


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NeX the Fairly Fast Ferret
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Location: The Fifth Plane of Oblivion
Posted: 14th Jan 2008 21:57 Edited at: 14th Jan 2008 21:58
I had a crack at turning Marvin into a darkSMASH character. What do you think?




By putting a signpost in the middle of nowhere, you're making it somewhere.

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C0wbox
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Posted: 14th Jan 2008 22:05
@ the_rami
Hehe, good one. Yeh it isn't easy to see the update on the previous page.

@ NeX the Fairly Fast Ferret
Well he looks cool (but he wears a black hat/cloak) but I don't get what darkSMASH is or what that picture is for exactly. Please explain.

C0wbox
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Posted: 14th Jan 2008 22:06
For those of you who didn't manage to look at the previous page and find the update, here it is again:


----------------

MTM Major Update

----------------


Finally the update we've all been waiting for has arrived. After Alquerian gave me the code with the newly implemented collision engine I quickly edited in the parts I required (like turning the sound back on (they were starting to annoy him in his testing ) ) and got the new version of Marvin the Magician working.

Updates:
New collision engine obviously.
The new "cave" map. (Map 3)
Remodeled maps with nicer, more fitting geometry.
A new placehold cartoony skysphere texture.
Credits included in the main directory.

Laim updates that don't mean a lot:
Fixed a bug with the gold key that may or may not have been in the last version but was a bug none-the-less in this one.
Made it so you can easily distinguish which tunnels ingame are active and which aren't.
Added a title to the mainmenu.
Added a cooler cursor.
Put the map files in their own folder in the main directory so they don't clutter the executable and keep things tidy. (This will be done for the saved games too, when I add functionality to have more than one.

The new collision engine means:
You no longer slide through thin objects and have a 1 in 100 chance of actually jumping directly on a collidable polygon in it.
You can no longer jump up cliffs by alternating movement with jumping.
You can actually get to the Breezey Plateau with reletively little effort as Marvin actually stays on the trees and jumps where you want him to.

Known issues with the update:
If you jump onto a cliff face and stop moving, it will jitter. This isn't a major issue at the moment and doesn't really affect gameplay - it just looks a bit odd.
Because I haven't found a cure yet, I assume the pink-mushroom-of-wonder bug still exists.

Screenshots:

Showing off the bridges in The Calger area.


Showing off the water walkway in The "cave".


Showing off the newer geometry and added parts of the map in The Snowton area. (Also the new feature shows tunnels that are inoperative as boarded up tunnels.)

Download:
As usual you can download the ZIPed version of this game from:
http://www.soharix.homestead.com/Marvin_the_Magician.zip

Please play this new version because it is now at the stage where I am happy with it and I intend to continue with the gameplay instead of the engine. Also, report bugs refering to the map it was on and the 3D position of Marvin at the time of the bug. (Or if it wasn't in one place, just give a rough area.)

NeX the Fairly Fast Ferret
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Posted: 14th Jan 2008 22:08
darkSMASH is a Super Smash Bros. clone. The picture would be Marvin's ingame sprite.


By putting a signpost in the middle of nowhere, you're making it somewhere.
tha_rami
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Posted: 14th Jan 2008 22:26
Well, the new areas are fun to walk through. Overal, it appears to become a nicely playable game.


A mod has been erased by your signature because it was larger than 600x120
C0wbox
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Posted: 14th Jan 2008 22:38
@ NeX the Fairly Fast Ferret
Well as hard as this may sound, for people who know that one of my game's characters (John) is in TGC Heroes, I don't actually know what Super Smash Bros. is, I never played it, but I have an idea from the video of TGCH I saw.

@ tha_rami
Yeh, I'm hoping to get some new enemies in area 3 sometime.

Thanks.

DB PROgrammer
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Posted: 16th Jan 2008 23:15
It's starting to get better, I really like it. But I only get 30 FPS no matter where I am now. But if I turn off cartoon shading I get a nice and steady 65 FPS. Good Luck!

C0wbox
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Posted: 17th Jan 2008 02:18
@ DB PROgrammer
This is why I made the option, so lower end PCs can handle the game too.

@ Others and DB PROgrammer
There should eventually be a water shader used instead of the water object, this will also be available to change in the options for lower end PCs.

DB newbie
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Posted: 17th Jan 2008 05:48
That would be a good idea cowbox to have the water option.


Come see the WIP!

Mr Z
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Posted: 18th Jan 2008 12:13
Quote: "Not that anyone really cares about MTM anymore but I thought I'd let you know there will be more music in future versions, as I have an agreement with a composer named Amber G."


Well, I really care. Look into this thread quite often, just haven´t posted anything. But I care.

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
C0wbox
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Posted: 18th Jan 2008 16:46
@ DB newbie
Well I've had the idea, I was just waiting for a stable engine (with good performance) before I started tampering with effects. (E.G. Why I left the particle effects (when leveling up) until now.)

@ Mr Z
Good, that's nice to know.

@ Everyone
Once I get these GCSE science exams out the way I should begin to put some more work into MTM. (While Alquerian sorts out some minor collision problems.) This includes:
Enemies for the Cave
A name for the Cave
Another map hopefully
Properly updated geometry for the Snowton area and the cave (Because I missed some parts.)
The water shader
And I'll see if I can get round to doing those necklaces

Also, the prices of items will be raised, because once you get to about level 10 you can buy everything really easily once you start killing the tree monsters.



DB PROgrammer
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Posted: 18th Jan 2008 17:31
Don't Care
A little Suprise attached just place it in your object folder.

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NeX the Fairly Fast Ferret
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Posted: 18th Jan 2008 17:38
A name for the cave...

Calger Caverns?

Rapid texture streaming, Pixel shaders gleamin',
Cooling fans a screaming, And power bills a reaming.
darkSMASH: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8
Silvester
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Posted: 18th Jan 2008 17:43
Nice, but after I spoke with Calger, I turned into someone looking like him. But with a greenish shirt.

C0wbox
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Posted: 18th Jan 2008 20:26 Edited at: 18th Jan 2008 20:37
@ DB PROgrammer
Thanks, I'll have a look at that in a second.

EDIT After looking:
That's pretty good it just needs to be fatter, and have a wooden texture. Because the old staff was designed like that to give it the cartoony, clunky feeling of an oversized weapon. (Like most RPGs.) And also, too much detail (E.G. having it thin) takes away the cartoony feeling and it then feels like its trying to be realistic but the creator (me) couldn't be bothered. (Which is the case really, I'm just making it look like its cartoony on purpose.)

So do you reckon you could beef it out a bit and give it a wooden texture. Thanks anyway.

@ NeX the Fairly Fast Ferret
Well, Calger caverns sound good, but I was going to have another settlement on the other side and I just thought they should have their own name. Seeming as there is already; Calger, Port Calger and Calger Forest.

@ Prince Of Darkness
You mean you spoke to the brown NPC in Calger.

Then what you probably did was press 1, 2 or 3 and type something in and press enter. Because that's what would turn you into another character. (Just avoid pressing those keys unless you're talking to someone.)

DrewG
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Posted: 18th Jan 2008 20:36 Edited at: 18th Jan 2008 20:37
What did you use for your models?

Or what model maker?


Thanks to BigAdd for the signature!
C0wbox
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Posted: 18th Jan 2008 20:39 Edited at: 18th Jan 2008 20:41
@ DrewG
All 3D objects, including maps, are made in Deled LITE.
Using a combination of an old version that feels nice to model with and a new version for effects such as object smoothing. (This is the same for all Soharix games.)

(Also, the reason for there being no animation in game is that Deled is actually a map editing program, I just do the models in it because I have no modeling program that works for me:

Blender sucks because the tutorials don't match the version, so its like, click this button (shown on a video, so I can see what I should be doing) and the button isn't there.

Gamespace light sucks because if you try and get complicated and combine UV texturing with animation, it goes wrong and one or the other doesn't work.

So sorry people, you'll have to manage with static objects and rotation for the moment.

DB PROgrammer
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Posted: 18th Jan 2008 20:49
I would be happy to change it for you. I do it right now so expect a post back. BTW would you like the wood to be dirty or a really clean wood. Also do you want it lighter or darker.

C0wbox
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Posted: 18th Jan 2008 21:55
@ DB PROgrammer
Clean and darker please.

DB PROgrammer
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Posted: 18th Jan 2008 22:50 Edited at: 18th Jan 2008 22:52
Ok, here it is. One thing I changed that ball to purple for no particular reason, so if you want it changed back just tell me. BTW I had to zip it because it now includes a texture.

Edit: It might need more beffyness too so if its not right just ask.

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C0wbox
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Posted: 19th Jan 2008 13:26
Hmm well I guess it'll do.
It could still do with just a little more beef. Oh and do you recon you could make the claws that hold the orb in bigger and more beefy as well. (And yeh, purple doesn't quite fit. (Also seeming as the inventory staffs all have white orbs.)

DB PROgrammer
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Posted: 20th Jan 2008 04:45
I hope this will work sorry for the wait. BTW if you need any more help i'd be glad to help you.

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Mr Z
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Posted: 20th Jan 2008 11:17 Edited at: 20th Jan 2008 11:20
Just tried it and it lagged. But it is very nice. Keep up the good work!

EDIT:

I tried it out on vista, so unless it has become more demanding, vista is much slower then xp on my computer. Because the framerate was about cut in half (think I had 40+, or maybe, but I hardly think so, 30+, on xp, on the first map, but here I had lower then 30 but above 20).

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
C0wbox
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Posted: 20th Jan 2008 13:04
@ DB PROgrammer
I guess it'll do. It just still looks too detailed. Do you reckon you could like double the size of the top? (The orb, the claws and the base where the claws come out of.) That should do it.

@ Mr Z
Well, I don't like Vista, it's pointlessly laggy because the actual operating system requires a 3D card. So I'm still on XP until I get a good enough PC to run Vista.

Mr Z
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Posted: 20th Jan 2008 15:54 Edited at: 20th Jan 2008 16:01
Quote: "Well, I don't like Vista, it's pointlessly laggy because the actual operating system requires a 3D card. So I'm still on XP until I get a good enough PC to run Vista."


I prefer xp over vista to, but I was just curios and since I could get it for free without any crack or illegal stuff, and since I never really had tried it out, I decided to test it to see what my oppinion was.

But lets not talk more about this . Do not want to turn this thread into another "vista rules/suckes" one.

And now we at last know Marvin The Magician works on it, so in a way it was good testing it in that OS.

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
DB PROgrammer
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Posted: 20th Jan 2008 19:42
Sorry about that I uploaded the wrong one. Here's the right version(I hope)

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C0wbox
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Posted: 20th Jan 2008 19:56
Ah thats better.

Although due to a very serious technical difficulty regarding the sliding collision from Sparky's DLL and the range it works on the map, I am suspending the production of MTM. This suspension will last until I or Alquerian resolves the problem.

Sorry people.

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