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Work in Progress / The Redwall Game by Candle Light

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Omen
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Location: Maple Grove, MN US
Posted: 26th Jun 2008 04:36 Edited at: 26th Jun 2008 05:59
Benjy,

Those videos are amazing!!! When I first saw the trees and grass sway, I literally shouted out "Speedtree! In DBPro! It's can't be!" Looks really good!

Sunflash
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Posted: 29th Jun 2008 11:27
Woot, a Terrouge article eh? You'll have to keep us informed on that, as I only actually read Terrouge when I hear of something important thats been published!

Mountain Dew, happyness in a bottle.
Daris Xiao or Benjy Wright
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Posted: 5th Jul 2008 01:08
@ Omen: Thank you! SpeedTree was my inspiration for the system, and I'm glad it shows.

@ Sunflash: I'll definitely post more info on the article when I can.

@ All: I added 5 new animations to the mouse character model, but then found out that there is something that's preventing 3D Canvas 7 from exporting the animations... 3D Canvas Crashes and all I get in DBPro is a static model. There may be some complications with Vista's Self Defense functions that I'm not aware of... I'm still looking into it.

An interesting thing about these models, their legs only have two joint, one at the top of the hip and one at the ankle. Due to the obvious limitations in manipulating so few joints, I've been spending a while getting these animations to seem more natural. Suprisingly it's far from impossible, something about the low polygon count makes any motion feel very fluid and natural. I've even made it so that he can drop to the ground, crawl, and get back up without the animation feeling unnatural.
Animating such limited models is definitely good practice, and I'd recommend it to any modellers who may be following the project.

Anyhoo, gotta get back to work.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Minimovies Inc
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Posted: 6th Jul 2008 18:30
@Benjy, about the leg joints you were talking about. Try looking at how the characters in the redwall cartoon series are animated. You can find them on youtube.

Are you incorporating songs into the game too? It would be an interesting feature to have NPCs sing a typical redwall song, as the series are well-known for the amount of poetry and song in them.

Which 3D modelling programs do you use? I downloaded Blender 3D a while ago, and I'm learning how to use it, but is this a wise choice? Advice would be helpful.

@Sunflash, where can I find the Terrouge article?

Thanks all!

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Sunflash
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Posted: 6th Jul 2008 22:47 Edited at: 6th Jul 2008 22:47
The article itself hasn't been posted. But Terrouge can be found here: http://terrouge.com/. I've stopped reading it latley, but I remember them having some really interesting articles awhile back.

Mountain Dew, happiness in a bottle.
Cliff Mellangard 3DEGS
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Location: Sweden
Posted: 6th Jul 2008 23:52
daris you must set your program to run in administrtor mode for each program that aint fully combiatible with vista as i use paintshop pro 7 and all images got screwed in the beginning before i found this out.
some programs also have to be set to run in xp mode to work correctly.
i had alot of these problems with my old programs in the beginning with vista.
but now do i love vista and it works great.
cheers
Minimovies Inc
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Posted: 7th Jul 2008 23:00
uh, Cliff Mellangard?
How do you do that? I have Vista too, and it's extremely annoying to confirm THREE TIMES if I want to change a file name, for f***'s sake!!!

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Cliff Mellangard 3DEGS
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Posted: 8th Jul 2008 02:24
the annoying confirmation of changing names and crapp is an part of vista security.
so to disable that will you have to disable the security setup within vista.
dont ask me how about that as i never tryed but knows it can be done.
to set the other stuff yust right click on your icon that runs your app and click on the section in the bottom.
dont know the english name for it as i have an swedish version.
there can you set it to always run as administartor and if you want in an mode for older versions of windows.
Daris Xiao or Benjy Wright
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Posted: 8th Jul 2008 21:41
@ Minimovies Inc: The legs have been simplified on the models intentionally, if I didn't make that clear. The engine is fully capable of having an actual song in it, and we are experimenting with ideas for our own lyrics (material from the books would break copywrites) and finding a lead singer. Any background singing can easily be done with the choir program used by our composer, Agent Joe. We want to do this and have the equipment, and if we are able to find the time, we certainly will.
As I stated in the previous post, I personally use 3D Canvas 7. I've been using it for nearly 5 years and untli this bug arose I have had no problems with anything.
Blender is a good program, and free too! I have several friends who are very proficient in it, but I would much rather fix this small issue than have to learn how to use a whole new program in the middle of this project.

@ Cliff Mellangard 3DEGS: I am aware of the traditional precautions one must take to ensure compatibility with Vista.

The problem seems to be some random function in 3D Canvas itself. It can create the export file as a static model in the default pose, but fails just before adding in the animations or bones.

The strangest thing is that while working on it yesterday it exported properly one time. After seeing that it went out properly, I imediately saved the model in 3D Canvas and attempted a second export without changing anything. This export failed just like before.

I've pretty much exhausted my sources and knowlege aside from their support mailbox, from which I am awaiting a possible solution.
A lot of people say bad things about 3D Canvas, but most of them aren't very familiar with 3D modeling (and other things involved in game making, like what file types their other software does or does not support) and just don't take the time to learn about what they are doing.
Some people also seem to get the idea that a good 3D Modeling can read one's mind and draw whatever they are trying to create. I just want to make it clear that I personally love this program, have been very pleased with it's stabiliy and convenience in the past, and would love to be able to continue to use it in the future.

I have also tried exporting from two different computers, but still get crashes everytime but that one random success. If worse comes to worse, I'll just setup an XP machine and use it for modeling with in 3D Canvas 6.

One way or another there's no way this can grind A Tale of Redwall to a halt. Just delay it a couple more weeks at the worst, and I still have other things I can program while I wait.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Irojo
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Posted: 8th Jul 2008 21:53
I personally will definetly download this, and I must say, I really think your next project SHOULD COST MONEY. This is incredible, and I know many people will be willing to buy it, so if you plan on making this free, charge for your next one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

Great program.

I have mad skills. I can make a dot follow your mouse in 2d. Don't try and tell me someone has done that before.
Minimovies Inc
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Posted: 12th Jul 2008 21:12
I have to disagree with Irojo. Unless this game receives a high level of publicity, the only people who would actually pay for this game are Redwall fans. Unless you manage to advertise the game broadly....

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Daris Xiao or Benjy Wright
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Posted: 13th Jul 2008 01:02
We can't sell it unless it's endorsed by Brian Jacques, who is openly against a Redwall "Video Game". Even though we are trying to keep this as much like a book as possible, I think it is very unlikely that there will ever be a commercial Redwall Game.
I have considered the idea of making a game using the engine and selling it in the future but due to my own money issues, which grow more complex by the day, I don't know if that will be possible. I'll likely get a fulltime job in programming and make someone else's ideas games/web/otherwise come to life after college but who knows?

@ Minimovies Inc: There are millions of Redwall fans, and also plenty of people in the Anthropomorphic/"Furry" Fandom that a game like this could be very successful from a monetary perspective. But as you said advertising is a difficult key. Plus you'd have to be able to convince Mr. Jacques, which apparently ain't happenin'. People have tried that and failed everytime.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Daris Xiao or Benjy Wright
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Posted: 17th Jul 2008 09:02 Edited at: 22nd Jul 2008 18:55
Excellent, I finally figured out what I was doing wrong in 3D Canvas. I'm going to be giving the AI a few more animations this morning, in addition to the 5 ones I couldn't export before, So the quest and cutscene will be back on their way to development.

I'm glad I won't have to use two computers or a dual operating system now. Everything has become even simpler than with version 6. Hoorah!

I've got lots to do now in preparation for our 28th video so I'll be back in the next week with updates, hopefully I can get the FAQ/info page set back up by then.


*** UPDATE JULY 22nd ***

I just finished the majority of the code required to allow a copy any item stored in the item system (which contains everything and anything that the player or NPC's can carry or use) can easily be attached to any character. Right now it's only finished for the right hand, but soon I'll ba able to attach anything already loaded to basically any limb on the character's body. Anything from garden tools, to jewelry, armor, waepons, food, or additional clothing can be added to a character, and easily removed when need be.

Right now I have a pair mouse walking around between some bushes. Just before they commence their raking animation a rake appears in thier paws and then they go to work. Once they're finished the rake is removed so that they can perform other actions that require their hands to be free.

I can also do the exact same thing to the player's model, since they are all being stored in the same list now. I will be completely redesigning the item display system and allowing the player to attach items to himself. Dawning a disguise will be simple work!

I'm considering a very animated item selection menu that will actually swirl items around the player in the real time environment. If it turns out to be too complex or diffucult to work with, I'll just go with a King's Quest style menu that will display at the bottom of the screen when activated.

I've been sick the last few days, but once I'm over it I'll be happy to resume programming at full speed. (instead of half or 1/3 speed with coughing my brains out on the keyboard every two second, lol)

C'ya!

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Daris Xiao or Benjy Wright
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Posted: 28th Jul 2008 06:48
I just update the first post on this thread with the new information page regarding the project.

http://benjywright.elementfx.com/ataleofredwall/

x10hosting has been around for a while, so it's extremely unlikely that we'll run into any of the disappearance problems everyone who signed onto the too-good-to-be-true sounding 0moola.com bandwagon, so to speak.

Since we're actually in the process of working out the official script now, I'm going to be spending some time reading a couple Redwall books to ensure that I'll be properly refreshed on some of the difficult dialects, such as the moles.

I'm also going to be spending a good deal of time studying up on my Accounting work from last semester, because it turns out I DO have to take the second course. I have to get an A if I'm going to qualify for additional financial aid next year, so makig sure that and the mole speech are both fresh in my mind is pretty important.

I'll be working on writing up some final enhancments to the AI and conversation systems so that the Ai paths can be more dynamic and conversations can start based on proximity to an object, character or location. There shouldn't be too much difficulty in getting it all together as long as I take my time and have some solitude.

Hope things are going well for all you guys in your own projects and in life, ttyl!

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Daris Xiao or Benjy Wright
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Posted: 6th Aug 2008 10:34
Hey, everybody!

I'm working steadily on getting things ready for video 28, and I'm also helping with a flash-animated sign-language educational project a friend is doing.

On top of all the normal stuff I have to do, I'm also trying to get my financial aid situation squared away before the new semester starts on the 25th. Once I get confirmation for the Pell Grant I won't have to worry about working more during school. There's a nice bunch of paper work to fill out still... bleh.

In good news, however, the abbey blueprints are making continuous progress and we're also making progress on working out the official script.

The program is now capable of attaching armor, props, and items to the left and right fore and hind paws, the chest, the waist, and the head, during both conversations and normal animations. I've made a simple suit of armor and talking to an NPC equips it to the player. This armor will very likely NOT be in the actual release, but there will be other costume change-ables for NPC's and possibly the player to wear with their normal clothing.

Also, for the flash-animation project mentioned above, I am doing some backgrounds by taking pictures of a room I'm building. While the object will obviously not be used in the ATOR, the process of building it is getting me some quality practice in laying down the "clutter", or props, tiems, and whatever that will make rooms feel more like they are actually lived in. Up until now interior decorating hasn't been one of my strong suits in the past, but I'm getting better and Redwall Abbey's enterior will be my "magnum opus" in that market.

Well, I should have been asleep a while ago, and we should all take Lee Bamber's advice about getting sleep, so I hope to have something a bit more visual for you all soon!

ttyl,
- Benjamin

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
tha_rami
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Posted: 6th Aug 2008 12:47
Sleep? That's for humans, right?

Sounding good. Will wait for video 28.


A mod has been erased by your signature because it was larger than 600x120
Minimovies Inc
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Posted: 9th Aug 2008 23:35 Edited at: 9th Aug 2008 23:40
Benjy, you should go proffesional into the games design industry. They'd pay handsomely for multi-skilled game developers such as yourself. Not many can design a good game, script professionally and make great 3D models!
The game is coming along really well, can't wait for the next video.

I'd just like to add that Brian Jacques is writing a new redwall book, which will be out next October.


Traveller, beware of the Doomwytes!

Set your paws on the track of a great adventure, my friend. Who stole the jeweled eyes of the Great Doomwyte Idol long ago? What horrors dwell in the caves beneath the wooded hill—the realm of the fearsome Korvus Skurr, black-feathered Raven?

Young Redwallers and their friends find themselves in the grips of adventure, solving mysterious riddles and battling villainous foes in daring underground forays. Join them in the quest, the feasts, the songs, and the fray. Unite with the tribes of the Guosim and Gonfelein against vermin, carrion, and the dangerous Wytes. Discover why the black avenger haunts the wooded slopes. But most of all, beware of the dreaded Balissssssssssss!


A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Agent Joe
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Posted: 10th Aug 2008 03:15
Just checking the forum to see what going on even though you live upstairs... I'm too lazy to go up there. Anyways... I'm just working on some more sound effects and stuff for the game.

Try things that you normally wouldn't... you might find the answer.
Daris Xiao or Benjy Wright
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Posted: 21st Aug 2008 05:33
I'm going to be releasing another video this Saturday. I will update the link in the original thread post.

I'm getting back to development now, and also removing all non-team owned assets from the project. (a handfull of textures ripped from TES4 are still in there )

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Daris Xiao or Benjy Wright
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Posted: 24th Aug 2008 01:13
http://www.youtube.com/watch?v=i1r64nzzTPs

New video, read my comments there. I'm really tired from rushing to complete this in time for the Terrouge/Firebird article that's coming out soon.

School starts in two days... woot! I've gotten so much planned out on paper this summer in addition to everything I've programmed already, that I'll still be able to make good progress little by little over the semester without having to worry so much about thinking up new code while trying to remember my school stuff.

Anyways, hope you all like the video, it includes a few of Agent Joe (Joseph Wright, my brother)'s new track tests, which sound absolutely awesome. Actually using live instruments is going to add so much personality and realism to the soundtrack.

At any rate, A half serious environment that I waited 7 hours for lightmaps on, a simple quest, audio enhancements, AI item equiping, and a slightly new way of laying down terrains. Plus more clutter than it's seen previously... all in all, a fine show since April.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Green7
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Posted: 24th Aug 2008 16:27
Looks really good, i like it! looks somehow like gothic, but playing with mice.
good work, keep it going!

Alucard94
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Posted: 24th Aug 2008 17:31
That is way awesome.


draknir_
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Posted: 24th Aug 2008 19:08
great work! A lot of stuff there coming together it seems.
Bizar Guy
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Posted: 24th Aug 2008 22:47 Edited at: 25th Aug 2008 06:37
Oh, wow. That is professional quality. A real shame you can't sell this.

tha_rami
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Posted: 25th Aug 2008 05:43
Gheh, whats one to say about thát...


A mod has been erased by your signature because it was larger than 600x120
Pricey
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Posted: 28th Aug 2008 23:23
This really is one of the best things I've ever seen made in DBPro!
Well done! =D

Daris Xiao or Benjy Wright
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Posted: 24th Sep 2008 03:37 Edited at: 12th May 2009 23:32
*** EDITED DUE TO CONNECTION ISSUES RESULTING IN DOUBLE POST ***

I host my site for free here: http://www.000webhost.com/134005.html
Daris Xiao or Benjy Wright
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Posted: 24th Sep 2008 03:38
Sorry it's taken so long to post, I've been extremely busy with school, plus three of our four vehicles at my house died so I've been playing either chaperone or soccer mom, whichever... at any rate, the project is far from dead, just haven't been able to do much but school and family lately.

I'm just bumping the thread for now, but I do hope to get something put together soon, hopefully a new creature type, but that requires time, something that I'm running short on at present.

And thank you all for your wonderful comments!

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Mr Tank
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Posted: 25th Sep 2008 21:45
This looks pretty sweet. Lightmapping is nice. Would be nice if the lighting on the characters also responded to whether they are in shadow or not. It looks a bit odd the mouse guys being fully lit in a dark room.

I realise this is hard to do in DB- you can turn on and off object response to lighting, but not modulate it, and not for different lights. Perhaps using two objects, one alphaed or ghosted or something. Then you have to have a collision detection with shadow volumes or something (or a second camera and zbuffer thing). Maybe just modulate the object's ambient percentage, and switch the lighting on or off depending on line collision going from the character towards the sun for a distance. On second thoughts perhaps this is a bit of a waste of time.

Anyway you seem to know what you're doing. Keep it up! BTW i really like the blowy trees.

Daris Xiao or Benjy Wright
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Posted: 3rd Oct 2008 03:39
@ Mr Tank: I'd really like to use shader effects for real-time lighting on everything, but the video processor demands would be too much, even for my card. At present I have a few ideas about how to get shadows cast from the characters and the trees, but nothing that would look good without absolutely butchering the framerate. I have thought about an idea similar to the raycasting to the sun's location (still haven't added in the sun ) that you described, but there's still a lot that such a system would lack. I'll find a comprimising point eventually, but I'd really like it if the shader effects didn't require extra cameras as rendering the entire world multiple times really bogs things down.

Thank you for the comment on the trees, I'm hoping to make a plugin program (with lots of textures, prafabs, and a program for building customs) for DBPro someday so everyone can use similar ones with just a few simple lines. Just another thing on the list of awesome stuff I sadly don't have time for at present...

@ All: I still haven't been able to find time to get any programming or modeling done. I'm actually pretty behind in my online class. I know everything we're discussing, just AIM, Email, and Search Engines, but the professor seriously assigns way too much stuff, and isn't very clear about the instructions.

At any rate, All I need to do is get a good grade on the two quizes I'm taking tomorrow. I just need to get through this class so I can take programming courses next semester. With those I actually get a class room instead of the online blackboard thing. Makes life a lot easier to be in class. These Online professors seem to think that we have all the free time in the world, but we really don't, not even the older folks taking just a few credits are able to complete all this stuff on time. Hopefully she'll slack off a bit before the end of the semester, for the sakes of all involved.

But anyway, I ramble, and I should be doing homework.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Mr Tank
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Posted: 3rd Oct 2008 17:53
Quote: "I have thought about an idea similar to the raycasting to the sun's location (still haven't added in the sun ) that you described, but there's still a lot that such a system would lack. I'll find a comprimising point eventually, but I'd really like it if the shader effects didn't require extra cameras as rendering the entire world multiple times really bogs things down."


The bad part of such a system would be that the object suddenly switches from completely lit up, to completely not. This happens in the PS Gran Turismo games, but you don't really notice because you're going so fast.

How about having more than one parallel rays cast from the player towards the sun? Then modulate the object diffuse proportional to how many of these rays do not collide. The number of rays can be small for distant objects, and obviously you only need to check when objects (or scenery) are moving.

This would be limited however because object diffuse modulates response to ALL lights, so wouldn't work if you have caves with torches in or whatever.

I'm afflicted by similar problems. I think with shaders and or vertex manipulation and blendmapping i can do what i want, but need to learn how! If i suss it all out i'll let you know.
Good luck with all the other stuff and the game when you have time.

Monty87
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Posted: 27th Oct 2008 23:12
Hrruhum . . . "Wow, looking great! Can't wait to play it!"

Well, I'm guessing I've still got the job, and it had been a while.

But ye gods its looking polished! You'd have to be mad or rich not to cash in on that talent when you've finished Redwall. Start your own small production company or something. I know a friend who's making inroads in that direction at the moment and I don't think he could make anything like this.

Small point. The jog animation is good - it works from most angles - but from directly behind the mouse, which is where the camera seems to settle, it seems to have something of a kick. Could do with more of an 'ease in and ease out'. I think its more notable because of the size of the heels. I really do mean small point though, I'm an animation student so after months of looking intently at the same 8 frame walk cycles you become overly sensitive to this sort of thing.

Monty
Daris Xiao or Benjy Wright
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Posted: 7th Nov 2008 17:13
@ Mr Tank: As you've pointed out, there are a good many ways to try to create better lighting on the characters. Using Multiple ray casts would definitely work better than a single, and theoretically I could just mess with the other light settings in caves... like, turning the ambient effect on a given character up when that character is closer to a light because they are catching more light from objects that are closer as well, and then decreasing the ambient effect when it's farther away because it recieves less light reflected from surrounding objects... again, lots of possibilities and theories but no time to work on them.

@ Monty87: Thank you for your compliments! As to the animation, there are a lot of little things that bother me about it, but I'd rather have it look fairly good from all angles but the back than to have it look fairly bad at all angles but the back, so instead of spending more time that I don't have right now tweaking the animations, I'm probably just going to leave them as is.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Pot Baron and Jelly
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Posted: 25th Dec 2008 11:14
I cannot express how VERY impressed I am that this has come so far. I looked over the forum some time ago, not paying much mind, but those movies delivered. Though as with many posters, I do not have much development experience, I definitely have an interest in this project. I hope to see it roll through into 2009, and into playable status. Keep up the consistent and amazing work Benjy, and EVERYONE on the team!

Manabeast Making Millions of Mango Melons!
Daris Xiao or Benjy Wright
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Posted: 19th Jan 2009 03:58
Just reviving the thread again. I'm waiting on the abbey blueprints. Once I get them from our designer, Tomas (Aliies), I'm going to start building the official structure. In the mean time, I'm going to try to get some more decorative props together so it won't be entirely empty once it is completed.

I'm taking 12 credtis this semester, but most of my work is done online for my HTML, and two Business courses. Visual Basic is a breeze, and it hasn't changed a whole lot since my high school course, so hopefully I'll be able to get some more work done soon.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Daris Xiao or Benjy Wright
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Posted: 19th Jan 2009 03:58 Edited at: 3rd Feb 2009 02:09
Edited due to forum glitch resulting in a triple post.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Daris Xiao or Benjy Wright
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Location: Face first in a bowl of soup.
Posted: 19th Jan 2009 04:00 Edited at: 3rd Feb 2009 02:10
This message has been edited due to forum glitch resulting in a triple post.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Sushi01
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Location: Houston, Texas
Posted: 19th Jan 2009 04:35 Edited at: 19th Jan 2009 04:44
whoa this game is awsome dude, the lightmaps are sick, what you use, Giles?

Lol he reminds me of Hanpan from Wild Arms.

And I want to see him go at it with Despereaux lol.
tha_rami
18
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Location: Netherlands
Posted: 19th Jan 2009 18:07
That's a triple post, but it seems like a form refresh accident. Looks funny .

Glad to hear you're still alive and kickin'.


A mod has been erased by your signature because it was larger than 600x120
Wiggett
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Location: Australia
Posted: 21st Jan 2009 04:01
good to see this project so alive! It seems to be coming along rather well.

Syndicate remastered: Corporate persuasion through urban violence.
Daris Xiao or Benjy Wright
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Posted: 3rd Feb 2009 02:21
@ Sushi01: Actually, the world was built and the lightmaps rendered in 3D World Studio. I also own Giles, but it's just easier to do everything in one program.

@ tha_rami: The triple post was actually probably the result of my computer bugging out while posting. I wasn't able to check it afterwards, lol.

@ Wiggett: Haven't seen evidence of your lurking in a while, lol!

I'm waiting on Tomas to send me the blueprints for the abbey structure. Once I get them I'll start building the main exterior and then get to work on each of the rooms interiors. A new video probably won't be released for a while because even when I am able to get back to work on the project, there won't be a whole lot I can do without other things in my world deteriorating.

* I'm trying to get a better job and might not have a lot of time to program, but moving out of my parent's house will oddly actually give me more time than I have now in spite of it all.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Mathil8
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Location: Winnipeg, Canada
Posted: 12th Feb 2009 09:30
There, finally. Just read through 4-5 years of posts. Followed the game from the first forum post to here.

First off, game looks great, lurked these forums a couple of years ago, and never expected the game to make it this far. Now I'm expecting (and desperately hoping) that it will one day be finished!

Just wanted to say thanks to everyone on the team who's been working on this project, can't wait for the next update.

-Mathil8... and yes my pizza is steaming.
Daris Xiao or Benjy Wright
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Posted: 27th Feb 2009 17:09
I found a free web hosting and I'm working on getting a new website set up for the project with info, videos, screenies and such. Amidst mounds of school work, and trying to get a better/a second part time job... at least I can practice some html and css and tell myself that it'll help me in class, lol.

Core2 Quad 2.4Ghz and GeForce 9600 GT 512mb - Vista Index = 5.4, it's the RAM that holds me back.
Mathil8
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Location: Winnipeg, Canada
Posted: 2nd May 2009 01:56
Any luck on the job hunt/how's the website coming along?

-Mathil8... and yes my pizza is steaming.
Daris Xiao or Benjy Wright
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Posted: 12th May 2009 23:27
I got my new job just to get laid off from the old one, so I'm looking for another new job to get enough hours, but anyways...

I have just finished the last Web page for my Web Design class, and my third semester will be wrapped up once I take the three online quizzes for the associated chapters. I'll commence work on the new website soon, which may also help in getting a web programming position I learned about about a week ago as I don't have much in the way of really good previous work to show at present. *makes a note to keep backups* :-\

I'll hopefully begin working on the game again soon, but there is no promise of exactly when. I've been swamped with work, school and life, but I have been developing code in my head and even though no code has been written for about a month now, I have added some new objects and textures into the system.

I just checked my previous posts and I apparently never got around to mentioning that I did gget the completed plans for Redwall Abbey from Tomas and I've completed the first few of many pieces that will be used to build the entire structure. The design itself was a bit irritating to export from SketchUp Pro, but I can manage in 3D World Studio from here on out.

A lot of my life, including my desktop computer, has been in boxes waiting on me getting more work to earn more freedom.

But anyway, I've got to upload the webpages and take those quizzes. I know it's been a long time with pretty much no updates or even replies, but I do hope I'll be able to get something done soon for the project.

I host my site for free here: http://www.000webhost.com/134005.html
Jade
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Location: I wish it were China...
Posted: 13th May 2009 19:46
Yaaaay Reeedwaaaallll!!! Eulalia!!! lol. Cool cant wait for game wot wot?

Just a nub trying to figure it out ^_^
Valle
18
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Location: in your girlfriends bed
Posted: 13th May 2009 23:38
Wow, this looks very professional
Reminds a lot of Zelda. And thats a damn good thing!!

good luck with this!


Jade
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Posted: 22nd May 2009 06:00
Is there a demo?

"What is it with you and ascending women?" -Dr. Mckay from SGA- ^_^
Daris Xiao or Benjy Wright
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Location: Face first in a bowl of soup.
Posted: 28th Jul 2009 01:01
Been working my new job and just took my screening for another. My car has been giving me endless trouble these last few months, and I'm looking for another means of transportation as I have neither the money nor the time to rebuild my engine (again!?)... though once that problem is solved I'll be in pretty good shape to try to find an apartment again.

All in all things are going relatively well, I once again have lots of notes on what I wish I had time to do for the project, but can't put a lot of work into anything because my life is complicated.

I'll be rebuilding a lot of the prop and scenery system, as well as the item and quest systems once I finally am able to work on it freely. There's also the Abbey to bring to life, something there's still a lot of work to do with, but I have made progress since our designer sent me the plans. I'm in the middle of creating a new webpage, have had a host for several months just haven't been able to do much with it yet. :

I just have time to leave this quick post today, but it'll be nice when I can actually post something worth showing.

Hello World. I am Benjamin's Signature.
Plotinus
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Posted: 28th Jul 2009 22:44
I hadn't noticed this before. It looks beautiful. The music really gives it character.

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