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Work in Progress / Abandoned Compo Entry Tech Demo [ragdolls]

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Mitchell
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Location: The Netherlands
Posted: 9th Oct 2004 22:00
I wanne play

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Mussi
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Posted: 9th Oct 2004 22:51
so is this still an abandonned compo entry?



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walaber
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Location: Los Angeles, CA
Posted: 9th Oct 2004 23:23
it would appear to be "un-abandoned" at this point

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Mitchell
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Posted: 10th Oct 2004 01:55
I think he was kiddin It does still say, "Abandoned Compo Entry Tech Demo [ragdolls]"

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Mytho
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Location: USA
Posted: 10th Oct 2004 15:19
kudos. ragdolls will add something that has been missing in dbpro.

and i look forward to the comp end

I tried.
walaber
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Location: Los Angeles, CA
Posted: 10th Oct 2004 22:41
update

working on the samurai texture... could be much better, but It'll have to do, considering the time limitations... it's not 100% complete, but it's getting there!



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Wiggett
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Posted: 10th Oct 2004 23:00
flibX0r
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Location: Western Australia
Posted: 11th Oct 2004 00:56
like the cartoony-ness. Combine that with the ragdolling and it'll be wicked fun


Current Project: Cube3 Arena (TGC Compo Entry)
Cian Rice
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Posted: 11th Oct 2004 07:10
Just the change the eyes on the samurai and it will be perfectido!

Got anime?I do.
French gui
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Location: France
Posted: 12th Oct 2004 03:43
Change nothing, all is perfect! (You just have to hurry up!!!)

My English is not so good I'm just French
walaber
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Location: Los Angeles, CA
Posted: 12th Oct 2004 11:19
update

got the samurai rigged this morning... and built his .rag file... here's a screenshot from the ragdoll editor...



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Mitchell
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Posted: 12th Oct 2004 15:39
Cool! So his flappy things on his belt really flap?

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
walaber
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Posted: 12th Oct 2004 22:40
yup

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flibX0r
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Posted: 13th Oct 2004 00:16
5w33t


Current Project: Cube3 Arena (TGC Compo Entry)
French gui
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Location: France
Posted: 13th Oct 2004 05:06
Hey, Walaber, why don't you use Rag-gui?

My English is not so good I'm just French
walaber
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Location: Los Angeles, CA
Posted: 13th Oct 2004 13:42
French gui - I should, your program is much better. But I feel "obligated" to use my own tool, since I wrote it to help making this game

update
started animating! the ninja can now walk, run, and throw ninja stars!! he looks pretty cool I think!! I still need to add a few animations, and then animate the samurai as well.

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Crazy andy
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Posted: 14th Oct 2004 02:34
walaber

Sorry to be a pain, but have just downloaded newton from your web site and having trouble working out where to put the 4th file "newton.dll"!!

I would be greatful at any help you could give me!!! Knowing me, it be something simple!!!

Thank in advance!!

Love your work, good luck!!
French gui
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Posted: 14th Oct 2004 03:38 Edited at: 14th Oct 2004 03:41
Crazy andy : The newton.dll file must be in the same folder than your project. Post your questions on walaber.com forum,there's a lot of people that can help you!

Walaber : I understand, I was just curious about how your models are working in Rag-gui.

My English is not so good I'm just French
Crazy andy
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Location: lost
Posted: 14th Oct 2004 04:28
French gui : thanks, that made it a lot clearer!!!

Gonna have a look at forum

To try this, I've got to be nuts!!!
walaber
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Location: Los Angeles, CA
Posted: 14th Oct 2004 12:48
update

started animating the samurai, his walk loop looks pretty cool

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walaber
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Posted: 16th Oct 2004 13:16
update

holy crap I'm busy with work! I'm starting to doubt my ability to make the deadline... I'm still going to give it a shot, but it's looking pretty tight now, after looking at my work schedule...

ah well, I'll have something for the deadline, dammit

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walaber
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Posted: 19th Oct 2004 23:32 Edited at: 19th Oct 2004 23:33
update

finally got some time to work on the project!! today I added character animation to the character keyframe system, and also added a "realtime preview" to the level editor, so you can preview the sequences in realtime. I made a quick video of the test I made today:

NINJA RUN - AVI file, about 250kb... demonstrates the character/camera keyframe system, and also other commands. the background flips fro ghosted to solid, in the real game, this would be hiding/revealing the geometry.

tomorrow I'll have a little time as well, I hope to complete animating the samurai character, and perhaps finally get around to modelling my "hostage"

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Mitchell
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Posted: 20th Oct 2004 00:07
ahaha. on his toes

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Wiggett
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Location: Australia
Posted: 20th Oct 2004 01:04
HAHAHA hi slegs move so fast it looks like he is dancign to that song "I'm a maniac! MANIAC!"

walaber
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Posted: 20th Oct 2004 01:44
hehehehehe I should put that song in

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Mussi
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Posted: 20th Oct 2004 03:03 Edited at: 20th Oct 2004 03:04
Quote: "HAHAHA hi slegs move so fast it looks like he is dancign to that song "I'm a maniac! MANIAC!""


erm isn't it: "She's a maniac! MANIAC!"



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walaber
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Posted: 20th Oct 2004 16:40
the level editor now saves and loads sequences properly! things are looking good... I need to do some animating though


...and write the main game engine sometime

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Wiggett
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Posted: 20th Oct 2004 21:10
Quote: ""She's a maniac! MANIAC!" "


ahh youy are correct, i was getting it mixed up with the song im so excited. and also the clip on tommy boy where he's is covered in mud at the petrol station and sings it.

Van B
Moderator
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Location: Sunnyvale
Posted: 20th Oct 2004 22:04
I feel your pain Walaber, I'm struggling too . TGC haven't given enough time to write a proper FPS, that's for sure.

Good luck, hope you get it finished in time.


Van-B


Muhahahahaha.
walaber
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Location: Los Angeles, CA
Posted: 21st Oct 2004 18:14
made some more, slow, progress today... did some animating, and config adjusting. I still have a few loose ends to clean up on the editor, and it'll be done (enough to be usable).

I really need to model/texture/animate my "hostage"... then I can start working on the main engine, which should go pretty smoothly as 90% of it uses the same methods/routines as the level editor.

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Wiggett
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Posted: 21st Oct 2004 20:56
just hurry up and make a playable version

walaber
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Location: Los Angeles, CA
Posted: 22nd Oct 2004 19:47
good news!

I don't have to come into work this weekend, and my girlfriend is out of town, so I'm gonna spend the entire weekend in front of the computer or getting a snack.

the good news is that in my current apartment there was no good place to put the computer desk, so it's literally sitting next to the refridgerator! I don't even have to stand up

If things go well I might have some kind of playable demo by monday, to make sure it actually runs on other computers.

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French gui
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Posted: 22nd Oct 2004 20:12
Quote: "Good news.....my girlfriend is out of town..."


Yeah, you have the same trouble than me!

My English is not so good I'm just French
Wiggett
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Posted: 22nd Oct 2004 21:21
Quote: "my girlfriend is out of town"


good news? dude if you have the weekend off of work you should be totally having a weekend with your missus, thats blurns cake if she buggers off on your weekend off, that means no making out on your relaxing weekend! atleast no making out with her anyway.

walaber
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Posted: 24th Oct 2004 00:57
update

LOTS of progress today, but not as much as I'd hoped for... perhaps I'll do a little more before I go to bed.

I now have the level editor to a functional point... I won't make any more changes to it unless I run into problems making the actual level data.

I also modeled + textured my hostage!! It looks better than I had thought, and the ragdoll looks pretty cool as well! I won't be posting a screenshot of this, because I want at least a little bit of the game to be fresh when it's released next week.

hmmm...what should I do next... perhaps a little world modelling..

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zircher
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Posted: 24th Oct 2004 09:24
Just popped into my head if you need additional things to shoot at, flying birds make good targets. Fairly easy to build and animate, they should squawk nicely when shot. Of course, breakable items like vases and windows would add to the 'realism' of the game.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
walaber
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Posted: 24th Oct 2004 15:47
I wish I had time to add more, but I'm running on the edge just to get the minimum in!

today (so far) I started the main game project. I built and included the entire menu system, including main menu and options screen. it's working great, saving data on exit, etc. now I just need to fill in the PlayGame() part

tonight I hope to finish modelling the game level, so I can start making the actual level for the compo...

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walaber
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Posted: 25th Oct 2004 11:11
the main level is officially textured. sort of slapped it together, but time is of the essence! tonight after work I intend to light it up, which should make even my crappy UV mapping look pretty cool

I also hope to start up the main game engine, at first just getting it to read the camera keyframes and background object data, and then add from there. shouldn't be too hard.


I'm looking forward to seeing everyone else's entries!

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walaber
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Posted: 26th Oct 2004 03:12
the basics of the engine are up and running!!

here is a video of the actual game engine, cycling through my level file in realtime. it doesn't look like much, but there is a lot going on that you can't see. now I basically have to import my props, characters, and door systems, and the basic engine (minus scoring / shooting) is all set!!

PREVIEW AVI - approx 600kb!!

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Mitchell
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Posted: 26th Oct 2004 03:28
wow! That's amazing! The concrete wall in the end actually looks like is has some sort of bumpmapping This really is turning out great. (though after seeing thing, I'm having doubts about the characters style mixing with the levels style)

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
TEH_CODERER
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Posted: 26th Oct 2004 05:02
Cool!

Realms Of Tutopia: Rise Of Evil
http://www.freewebs.com/elbsoftware/index.htm
walaber
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Posted: 26th Oct 2004 13:57
Mitchell - you're right... I'll tweak the lighting at least 1 more time before the final sumbission version... I think making the scene generally brighter will help match the cartoon style of the characters!

but right now I'm just excited how well the engine is working!!!

p.s. no bump-mapping, just a nice Gile[s] lightmap mixed with the video compression

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walaber
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Posted: 27th Oct 2004 03:12
update

another progress-filled day. the engine now loads doors and props from the level file, and you can even shoot them, knocking them around the level

tomorrow morning before work I hope to put in the character system, which is the last big step before I can work on designing the actual game level, and tweaking the game (hopefully adding sound effects, music, and special effects)

so far it runs really smooth for me, so I'm pretty excited. I thought about releasing another video, but the deadline is so close, I'll just wait until it's complete, and you can all get your hands on it

off to bed!

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PowerSoft
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Posted: 27th Oct 2004 03:48
great work


Create? Play? YOU Decide
walaber
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Posted: 27th Oct 2004 12:51
update

...started putting in the character system this morning, only had about 2 hours to work on it... I got it mostly implemented, it mostly works, but there are a few kinks I was in the middle of debugging when I had to go to work- man that's annoying

Now I have all day to think about the problem, hopefully when I get home and make some changes it'll start working like I hope if I can't get it working tonight, and also make some more progress beyond that, I don't think i'll make the deadline.

if I do get it working however, I should be in good shape to at least turn in a quasi-complete game won't have much time to test it unfortunately.

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walaber
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Posted: 28th Oct 2004 12:42
update

excellent news. the game engine can read the character system, and animate the characters properly! you can even shoot them and generate ragdolls like the old demo that started this post. it took a long time to get back to this point of course this version supports a custom level format that can handle background objects, props, doors, characters, camera keyframes, etc...

I even got a few VERY simple effects in today to give it a little more "sauce".

tonight I need to add a few cosmetic items (displaying messages, score, life), add the ability to die, and then script the final game level... hopefully I won't run into any show-stopping bugs in the level editor as I try to make my frist level with more than 2 camera sequences

things are looking good... I think I'll have something to upload on saturday, right before I get on a plane for a business trip to the US. I sure hope I don't upload a corrupted zip or something

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Torrey
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Posted: 28th Oct 2004 14:31
Put the ninja back in the video!!! I liked watching that little guy doing his walk.
walaber
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Posted: 28th Oct 2004 16:22 Edited at: 28th Oct 2004 16:23
don't worry, you'll get the chance to put those ninjas out of their crappy run-loop misery and into ragdoll glory in a few days time

I better get back to work so I can go home relatively early tonight, and get more done!

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walaber
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Posted: 29th Oct 2004 04:48
worked until 3:45 this morning... got a lot done, but came across a lot of bumps in the road in the process... I'm not sure how much I'll be able to complete before saturday..

I hope I can produce something worth submitting after all this work...

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walaber
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Posted: 29th Oct 2004 12:20
got in about 45 minuts this morning

added in a few necessary cosmetics. for those curious, I have to be on a plane to the US on Saturday at about 5pm. I will probably get home from work tonight around 10pm... I also have to do laundry, pack my luggage, and clean my apartment.

as for the game, here's what absolutely must be done before I can submit it:
1) add 1 small feature to the level editor
2) make some adjustments to Newton collision data
3) use my level editor to build the actual game level
4) make the player get hurt when hit
5) add the score
----
6) possibly add sound effects
7) possible add music

number 5 is the cutoff line... I think I need at least 5-6 hours to do the above... I suppose if I stay up all night, I just might pull it off

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