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FPSC Classic Work In Progress / [X9] When Worlds Collide (56K warning)

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Bugsy
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Posted: 28th Oct 2009 04:40
need anything like what?
General Jackson
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Posted: 28th Oct 2009 04:41
Models

Bugsy
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Posted: 28th Oct 2009 04:42
oh alright, I will. thank you very much for your kind offer!
Vent
FPSC Master
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Posted: 28th Oct 2009 04:46 Edited at: 28th Oct 2009 04:46
Quote: "I LOVE the environments"


me to

Bugsy
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Posted: 28th Oct 2009 04:48
thank you. I try to make each level have a specific colour or light, re-used often. and I also try to re-use media often- when done correctly, It looks good.

visit my website-

http://www.impload.webs.com- for an awesome survey and a hoity-toity businessy version of everything I say on the forums.
Bugsy
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Posted: 28th Oct 2009 23:27
@general jackson- may have to take you up on that- sent you an email.

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Bugsy
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Posted: 29th Oct 2009 20:50
Bump/Gameplayinfo.

It seems my beta testers have never played mirrors edge, or done parkour in their lifetimes, so I feel obligated to explain that last pic there. you are standing on a rail, and my beta testers seemed to think that jumping from a standstill on the rail would land them on the airducts. NO! you must run at the rail, and jump at the right time, springboarding you high enough in the air to land on those air ducts. from this point, DO NOT try to drop down to the bottom platform, and try the doors down there, the doors are locked and only one will the key open. spoiler
but don't try to fall all the way down to it, it will drastically reduce your health.

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maxiqueen123
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Posted: 29th Oct 2009 20:54
not 45k warning need ore detail

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Bugsy
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Posted: 29th Oct 2009 20:55
? what do you mean? 56k is a type of connection.

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maxiqueen123
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Posted: 29th Oct 2009 20:58
hmm i think idont understand becouse i´m gemai think

45k warning is very very high detail

but yr game need more details but some entiesin it

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Bugsy
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Posted: 29th Oct 2009 21:09
no, when I put 56k warning, it means that there are a lot of pictures, and slow connections may have trouble loading them. 56k connections have nothing to do with the level of detail in my game.

although if your saying my game lacks detail, thank you for your comment, I'll try to work on that in future levels.

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General Jackson
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Posted: 30th Oct 2009 03:13
Quote: "56k connections have nothing to do with the level of detail in my game."

And his game is very well detailed IMO

Bugsy
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Posted: 30th Oct 2009 14:01
thank you, however, I'm going to have to admin that I was going more for ability to get around than level clutter. If the player is able to move easily through hallways and corridors at the risk of the game not having a bunch of crates and other random objects, well I'll go for the free movement. I tried to keep it somewhat detailed by the use of wall and ceiling entities.

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Bugsy
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Posted: 7th Nov 2009 08:02
just updated to v1.15 with project green. will see how these levels work now.

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Bugsy
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Posted: 7th Nov 2009 16:51
image removed by mod

this pic isn't my best. it's from the bottom of the chamber looking up. I don't much like the environment/amount of detail, but that is a big, big room. don't want to sacrifice it for bad FPS rate.

last level 2 screenie. btw the decals wont work in level 2. there is water on the ground and it wont show.

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General Jackson
User Banned
Posted: 7th Nov 2009 17:35
Aww man bugsy, i forgot ALL about your models! I am so epic sorry.
I will work on them asap.
The reason is cuz I found out about this game engine and started having a lot of fun with it, I am SO sorry...

Bugsy
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Posted: 7th Nov 2009 17:47
naah, man it's alrght.

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Bugsy
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Posted: 8th Nov 2009 21:10
hmm. not getting too many posts, I'll try to wow everybody with a screenie from level 3!!! woo! yeah! and the crowd goes nuts!

this is about halfway through level 3 looking back (hint- through the door is a secret AK 47 pickup before you're supposed to get it.

actually, that room is a way around fighting extra enemies. if you take the ak47 room to the stairs, the 3rd enemy doesnt spawn, however if you go the way I was going (and turn around to look the right way) an enemy will come around the corner and open fire.

http://imageflock.com/img/1257710513.jpg

CnC is welcome, the only way I know what to change or improve on, is if you comment.

btw- THE GRAPHICS WON'T BE THAT GOOD IN THE FINAL BUILD.

me, having a terrible computer can sympathise with other people who have terrible computers, so I want to make sure that this game runs at at least 20 FPS on my comp (mimimum requirements)

it runs that level at 19-38 (good job)

specs:

2.80 ghz intel pentium 4 processor
512 MB ram
Intel Extreme Graphics Controller 2
Acer- Top of the line monitor.

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Bugsy
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Posted: 9th Nov 2009 03:03
http://imageflock.com/img/1257732102.jpg

sheesh golly jeepers! what does it take to get people to post on my thread?

maybe another picture?

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dark peanut
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Posted: 9th Nov 2009 04:44
Quote: "sheesh golly jeepers! what does it take to get people to post on my thread?"

Looking good so far though I must say those last two screens aren't as nice as your first ones. I know you're trying to avoid clutter but they look a little bland. You could eliminate this without having too little space for the player. Keep up the good work!

dark peanut

current projects: a game about a guy
Braden 713
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Posted: 9th Nov 2009 07:04
Woah sorry man, there's just so many WIP's out there right now it's often hard to remember sometimes which one is which, I'd definitely let this one slip my mind and I apologize - it's still looking great! The grunge atmosphere is certainly done well, same with your lighting techniques. I'm still most interested in a demo, if you have plans on getting one out.

Cheers

Life would be much easier if I had the source code.
Gunn3r
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Location: Portland, OR
Posted: 9th Nov 2009 07:35
I have to agree with dark peanut on those last couple screens. They are looking a little bit more empty compared to your earlier screens. Fill them up a bit, and you've got yourself a nice looking game.

@Braden, sent you an email.

Bugsy
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Posted: 9th Nov 2009 15:55
alright. that is a hallway that's unfinished. it won't fade out into darkness like that, but thank you for your criticism, I will work on that.

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Bugsy
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Posted: 9th Nov 2009 19:09
Update: (not really to bump, I just felt like telling you this info)

1) level 4 concept art has started. That one will go by quickly
2) as much as I love EAI's characters, they will only be for the S.E.T. guards, as the spies are already placed and I REALLY don't want to change them
3) demo comes out as soon as my voice actor gets my voices to me
4) started using FENIX mod instead of Project green. getting better speed
5) hold on, one last Level 3 Pic coming today- It will be UB3R detailed!
6) will send wolf an email requesting permission to use his segments.

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Bugsy
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Posted: 9th Nov 2009 19:57
http://imageflock.com/img/1257792929.jpg

it came out a little blurry, but whatever- here is the last pic from level 3

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Bugsy
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Posted: 11th Nov 2009 22:34
and still no posts

*sighs* heres another. first pic from level 4, another outdoor level.

http://imageflock.com/img/1257974656.jpg

an epic battle will take place here if dark AI is released. The level of detail, I will admit, is low. but as it is, I'm getting 20 FPS or less about 1/4th the time on the map, so adding in an ally and 4 enemies won't make it any faster.

I'd like this game to get botb. It'd be a dream come true, but by november 25, I don't think I'll have more that a 1 level demo out. hope that is enough.

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dimre01
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Posted: 11th Nov 2009 22:40
Looking very nice Bugsy. I'll be keeping an eye on this one for updates.

dimre


http://forum.thegamecreators.com/?m=forum_view&t=160610&b=25
Bugsy
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Posted: 11th Nov 2009 23:12
thanks. as I will do the same for hitman chronicles

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Gunn3r
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Posted: 11th Nov 2009 23:58
You don't have to get it in before November 25 to get a BOTB. That's for if you want it to be considered in the 2009 VBOTB race.

Bugsy
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Posted: 12th Nov 2009 00:03
aah. thanks for your help. I'll be trying hard, but likely wont get botb anyways, because DarkAI is coming out for V1.16 I think. YUCK

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Bugsy
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Posted: 12th Nov 2009 02:18
level 4- town level map

http://imageflock.com/img/1257988261.jpg

good looking? that's not a hint or spoiler either because I print-screened before placing any enemies.

also- decided to "Name" the levels. just more loading screen decoration

Level 1: mountain pass (where it all begins. this is when mia directs you into the tunnels, she'll climb over the plateau
Level 2: sewers (the only route under the plateau)
Level 3: tunnels (the way out of the sewers. lots of combat)
Level 4: town (gratuitous outdoor city scene. lots of combat)
Level 5: rooftops (gratuitous parkour level. little combat)
Level 6: launch pad (open air launch pad level- lots of combat)
Level 7: Space ship (sci-fi level)
Level 8: ???? (alien planet. may or may not be in the game)

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Bugsy
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Posted: 12th Nov 2009 21:37
http://imageflock.com/img/1258057827.jpg

level 4 was really just a filler level. I threw in a big combat arena in the form of a city block, just to make it flow better. sewers-STREETS-rooftops. this is the rooftops. once again, less detailed than I had wanted, but it's all for framerate. the rooftops level has very little combat, and only a few locked-door puzzles. mainly just platforming environments. oh, and I read the BOTB thing saying "no insanely impossible jumps!" ...

sorry, had to throw in a few. none are IMPOSSIBLE, but a few are very difficult, however required. It's a finely tuned experience, I tested numerous times, making sure the jump distance was literally AS FAR as you can POSSIBLY go without exploiting any glitches or collision problems.

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dark peanut
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Posted: 13th Nov 2009 02:28
Those shots are looking a lot better now and up to your old standard. Keep it up!

dark peanut

current projects: a game about a guy
Bugsy
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Posted: 13th Nov 2009 16:29
thanks, dark peanut. I posted here thinking no-one was going to like that screenie, but you liked it, so I'm glad. I didn't think it was very detailed.

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Bugsy
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Posted: 17th Nov 2009 22:44
sheesh, still no posts. I hope you are all good to hear that darkAI is now implemented.

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Bugsy
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Posted: 18th Nov 2009 02:57
ok, level 5 is pretty epic, so I don't want to reveal much else about it either. It may seem like I'm slacking, but really I just want to not expose much. here is the map pic, and It's the last from level 5.

http://imageflock.com/img/1258509435.jpg

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General Jackson
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Posted: 18th Nov 2009 03:58
Bugsy, I'm having some really dumb problem with wings 3d, so I might have to redo the models in MS3d

Bugsy
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Posted: 18th Nov 2009 04:05
heyy, it's ok. let me shoot you off an email actually

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General Jackson
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Posted: 19th Nov 2009 20:16
Finished your spaceship, I am sending it now.
And I got wings 3d fixed! Yeah!

Bugsy
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Posted: 19th Nov 2009 21:53
woot!

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General Jackson
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Posted: 20th Nov 2009 01:01
I sent it

Bugsy
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Posted: 20th Nov 2009 03:25
ok last screenie from level 5. I'd really be overjoyed if some people actually posted on this one

lol here. this shows off the M16's proper ironsights, and the stair way in the S.E.T. housing district. (it's not that grungy in the apartment section lol)

http://imageflock.com/img/1258683528.jpg

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General Jackson
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Posted: 20th Nov 2009 03:52
Looks great bugsy!

Bugsy
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Posted: 20th Nov 2009 17:24
thanks GJ, at least you always post on my threads.

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General Jackson
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Posted: 20th Nov 2009 18:35
I guess its cause I really like it

I am surprised not many others do.

Blind Digger
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Posted: 20th Nov 2009 22:18
Looking good.

I like your level Design Bugsy.

When can we expect a demo.

Best Stephen
General Jackson
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Posted: 20th Nov 2009 23:13
Bugsy
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Posted: 21st Nov 2009 09:55
thank you blind digger- finally someone posts on my thread. ugh, no one seems to care about this WIP. half the posts are mine anyways.

thank you too, GJ- I'll try UVmapping that electrical breaker outlet, and then texturing it. I'll release it as my first model.

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General Jackson
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Posted: 21st Nov 2009 15:59
alrighty-dighty

Bugsy
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Posted: 22nd Nov 2009 03:48
it helped a lot. thank you.

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