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Work in Progress / Realms Of Tutopia I : Rise Of Evil

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David R
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Posted: 13th Apr 2006 14:21
Not sure about 'more platform like', but do something, anything even, to get away from the typical RPG combat. Maybe its just me, but I find 'traditional' RPG combat dull and overused. Maybe create some sort of hybrid combining both ideas?

Quote: "Let's think the unthinkable, let's do the undoable, let's prepare to grapple with the ineffable itself, and see if we may not eff it after all."
TEH_CODERER
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Posted: 13th Apr 2006 18:23
Yeah, that was what I was hoping would be the response really. It is what I think would be more fun!

Got a start on the level editor, loads more to do to get to the functionality of Aurora but one step at a time. Screens when there is enough visual progress to make it worth while.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Bizar Guy
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Posted: 14th Apr 2006 01:07
Well, I can't say your fighting system ever struck me as cassic rpg, but ok. As long as you have a bunch of cool moves you can pull off with a sword, I'm happy.

Profit
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Posted: 14th Apr 2006 01:31
If it's anything like OOT, I'd be fine with it.

common people are walking in line.
PureEvil
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Posted: 14th Apr 2006 08:03
well i havent really read the thread yet (19 Pages!!!!) but anyways, it seems pretty good from what i have read how much until its done? and how much will it cost

IN MEMORY OF JIFFY
HE WAS BNNED FOR ABSOLUTELY NO REASON AT ALL, AND WE WILL ALWAYS REMEMBER YOU BY THE GREATEST SURVIVAL HORROR GAME OF ALL TIME: PROJECT LUNA
WE ALL MISS YOU, JIFFY
TEH_CODERER
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Posted: 14th Apr 2006 14:54
Quote: "Well, I can't say your fighting system ever struck me as cassic rpg, but ok. As long as you have a bunch of cool moves you can pull off with a sword, I'm happy."

How it was wasn't meant to be classic RPG. I meant about the gameplay otherwise. Like in classic RPG it would be simply walking from A to B, solving a puzzle, killing something, taking its head to someone etc. It get boring after awhile in my opinion. I meant between fights for it to be platform style.

Quote: "If it's anything like OOT, I'd be fine with it."

I feel stupid but I can't think for the life of me at the moment what OOT stands for!

Quote: "well i havent really read the thread yet (19 Pages!!!!) but anyways, it seems pretty good from what i have read how much until its done? and how much will it cost"

As I've just started redoing some stuff it will probably be quite awhile and if I eventually finish it and sell it then about 5-10 pounds.

Here are some screens from the level editor as is. Have made my own file browser for the first time. Texturing is done which for me is usually hardest but still a lot to do.

The file browser.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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TEH_CODERER
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Posted: 14th Apr 2006 14:55
Fixing the matrix trim.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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TEH_CODERER
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Posted: 14th Apr 2006 14:56
Texturing the matrix.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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Profit
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Posted: 14th Apr 2006 18:07
Well OOT stands for Ocarina of Time

common people are walking in line.
TEH_CODERER
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Posted: 15th Apr 2006 20:54
Ah! OK. Yeah I played that game but the combat in my opinion was a little dull.

I've done more to the level editor now. Terrain editing isn't too far from done now. Here are some new screens.

The neccesary bottomless pit. There will be a foggy mist effect swirling above it but I haven't made the effects editing yet.


A dirt path showing the nice blending of textures.


And this becuase it looks quite nice!


More news soon.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 16th Apr 2006 19:47
The only things I still need to do now for the terrain editing are:
-Randomize
-Heightmap
-Auto texture
Randomize will be easy as will heightmap but the auto texture thing might be hard. I want it to use certain textures for set heights but then blend between them as well. More info soon.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
TEH_CODERER
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Posted: 18th Apr 2006 22:13
O.K. I only added randomize today but I also improved all the other features already included. I have two videos showing what the level editor can do. The first is showing the level editor being used and the second shows an example level knocked together in about 10 minutes.
Bear in mind two things:
-This is just the terrain without any effects, level objects etc. and with a fairly low quality texture
-The video is incredibly low quality as the next level of quality up put it to 10Mb each
Please watch and give any suggestions. If you can see anything that is! If you look at the screens on the last page you can see what the GUI should look like.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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TEH_CODERER
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Posted: 20th Apr 2006 22:02
Anyone going to take a look? Please! It is only a 5.4 Mb download.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Bizar Guy
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Posted: 21st Apr 2006 01:21
Looks very nice, however I think the camera should be able to move faster when you want it to.

TEH_CODERER
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Posted: 21st Apr 2006 17:45
Thanks. Yeah, so do I. Wait...umm...Oh yeah! I can change that! Lol!

Progress is down to 2 hours week days and 4 hours weekends max. MY choice rather than my parent's this time as I really need to revise for my A-levels. I've got 13.5 hours of exams to look forward to so I better knuckle down! Knuckle down? I never use that phrase!

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 1st May 2006 14:08
Sorry for lack of process. I have been concentrating on my revision and a game for my sister's birthday. Damn it! I have too many sisters! I will get some work done. I will!

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 6th May 2006 12:16
I had a chance finally today. I've decided to continue this game as it was before and just get a Realms Of Tutopia game done. I'll save the new level editor for the second one which I will make less linear and more free form. I'll release another demo at one point and screens and videos fairly reguarly but just the one demo to avoid giving away too much. More soon.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 14th May 2006 18:36 Edited at: 14th May 2006 18:36
Tutopia isn't dead but this thread is. Due to revision progress is so slow. I'll start a new thread after my exams and after enough progress is done. I mean it this time. I'm not going to post again. Honest! If you want to talk to me about the project fo whatever reason, until the new thread starts, e-mail me.
andrewneale2004@yahoo.com

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TEH_CODERER
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Posted: 23rd May 2006 22:01
I lied! I've done some pretty cool stuff today and I'm half way through my exams and I'm getting a bit of time to work on it now. I'll have at least some screens tomorrow but hopefully a video. I think you'll like the changes. I've got a better player character now and I've started incorporating some Prince Of Persia moves. So far I have vertical wall running and then backflipping and jumping off the wall. It is pretty cool. Well I think so! I'm still planning to put in horizontal wall running, edge grabbing and some more exciting combat moves. The thing about Tutopia was it was a little dull between fights so this should liven it up. More tomorrow.

[url]andrewneale2004@yahoo.com[/url]
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zzz
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Posted: 23rd May 2006 22:52
That sounds great!
Why can´t it be tomorrow today?

Cian Rice
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Posted: 24th May 2006 04:15
Good to hear.

And tomorrow will be today, tomorrow that is.

TEH_CODERER
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Posted: 24th May 2006 22:11
Thanks. Here is the video. Only just still the day it was promised.

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Bizar Guy
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Posted: 24th May 2006 23:49
Cool, but you need a better jump animation. His hands really aren't doing enough, and his tail should be moving.

Very nice though. Will that be the final character? I want to play as Rayman.

Cian Rice
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Posted: 25th May 2006 00:09
As I recall you wanted a hero who looked like Tal from Sudeki and you seem to be good at the Ray-Man style why not make a Rayman styled Tal?

TEH_CODERER
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Posted: 25th May 2006 16:21
Quote: "Cool, but you need a better jump animation. His hands really aren't doing enough, and his tail should be moving.

Very nice though. Will that be the final character? I want to play as Rayman. "

Thanks. Do you mean off the wall or from the ground? I don't have access to any bone animating software so I have to use limbs so his tail can't move. He might be the final character or I may put in several characters to choose from. It can't be Rayman due to copyright stuff and also that would be pretty unoriginal on my part. I might make a Rayman version specially for you though!

Quote: "As I recall you wanted a hero who looked like Tal from Sudeki and you seem to be good at the Ray-Man style why not make a Rayman styled Tal?"

Hmmm...I might just try that! What did you think of the vid though? Are there any moves you think I should include? I've almost ruled out the rope swinging as I can't do bone animation so the rope would look pretty bad but I might try at then end when everything else is done.

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zzz
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Posted: 25th May 2006 16:27
Nice...
Are we going to be able to choose character? I really liked the croc-looking one.

Bizar Guy
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Posted: 25th May 2006 23:52
Quote: "Thanks. Do you mean off the wall or from the ground? I don't have access to any bone animating software so I have to use limbs so his tail can't move. He might be the final character or I may put in several characters to choose from. It can't be Rayman due to copyright stuff and also that would be pretty unoriginal on my part. I might make a Rayman version specially for you though!"

Both, but the one off the ground mostly. You should really get some bone animating software... If you make mutiple playable characters though, it would be cool if rayman, or a "Rayman Lookalike" were an unlockable character. Definitly stay away from making him the star of the game though.
An amazing move would be if he could slam his sword into the ground and then swing around on it kicking enemies, like how Neo did to the Smiths in the Matrix Reloaded.

TEH_CODERER
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Posted: 27th May 2006 13:00
Quote: "Nice...
Are we going to be able to choose character? I really liked the croc-looking one."

Thanks.
Yeah I guess. I really thought he was quite lazy as all it was was messing around with Truespace's metaballs to start off with. As I am using my own animation code, rather than built in DB, I can use the same base animations for different characters but I might add in a few moves exclusive to each character.

Quote: "Both, but the one off the ground mostly. You should really get some bone animating software... If you make mutiple playable characters though, it would be cool if rayman, or a "Rayman Lookalike" were an unlockable character. Definitly stay away from making him the star of the game though.
An amazing move would be if he could slam his sword into the ground and then swing around on it kicking enemies, like how Neo did to the Smiths in the Matrix Reloaded."

Well for the off the ground jump it looks bad because because there isn't actually an animation yet but was the one of the wall that bad? I quite liked it. What do you think needs to change about it? I would get some bone animation software if I had any money. I probably will have multiple characters. I was planning to have multiple charcters at the same time so you can switch between people with different fighting styles and skills whenever you want but that would mean some pretty hefty AI coding to get them to wallrun, backflip etc. round the level while you aren't controlling them. It would be incredibly cool though! Maybe I could save myself copyright problems by calling him 'Raydude' or 'Rayboy' or something! I had that move built in to an older version of Tutopia so I should be able to do it again.

[url]andrewneale2004@yahoo.com[/url]
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zzz
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Posted: 27th May 2006 21:27
If you want a good and free bone-animating program then download Gmax from turbosquid >>http://www.turbosquid.com/GameTools. Unfortunately it does not include a .X-exporter, you have to install that yourself. This site have a small manual that tells you how to do that: http://panda3d.org/wiki/index.php/Converting_from_GMax.

I haven´t tried it myself so I don´t know how good it works with DarkBasic.

TEH_CODERER
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Posted: 28th May 2006 17:50
Thanks, I'll take a look. I tried upgrading DBPro for the first time and now when ever I run a compiled project I get an error telling me that required dll 'd3dx9_28.dll' could not be found. Any ideas how to fix this? I have the latest version of DirectX 9.0c so I don't know what is wrong.

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Jerok
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Posted: 28th May 2006 18:00
i got that error when i tried to upgrade to 6.1 yesterday and i thought i had the latest version of directx 9.0c but when i went to the site and downloaded it it fixed the problem
TEH_CODERER
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Posted: 28th May 2006 18:05
I tried that and it still won't work! Grr! I'll try again!

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 28th May 2006 18:27
GET IN! It worked this time! Thank you! Finally I can use advanced terrain!

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
bosskeith
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Posted: 28th May 2006 19:08
looks pretty cool ...I did notice the sword penetrates the wall quite a bit though...maybe have sword cross his chest when he jumps?

Ink all over the screen...and dang it! Signature still does not show.
TEH_CODERER
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Posted: 29th May 2006 16:56
Thanks. Yeah the sword is annoying. I might make him sheath it when he isn't in battle.

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TEH_CODERER
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Posted: 31st May 2006 13:15
Grr! Having installed the upgrade, it wouldn't compile anymore! I think I have it working again now though so on with progress! I'm going to concentrate on finishing the engine then I will correct the animations.

[url]andrewneale2004@yahoo.com[/url]
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Bizar Guy
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Posted: 31st May 2006 13:38
Quote: "Well for the off the ground jump it looks bad because because there isn't actually an animation yet but was the one of the wall that bad? I quite liked it. What do you think needs to change about it?"

The hands, mostly. They just seem to sit still through the entire vid. When he runs up the wall, his hands should drag behind him to show the momentum and gravity, and he should let his hands push him off the wall as well as drag behind him until it becomes the normal jump animation. And in the normal jump animation, make sure that his hands are up in the air tilted forward, or something of the like.

TEH_CODERER
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Posted: 31st May 2006 18:36
I'll see what I can do once the engine is done then. Thanks for the suggestions.

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TEH_CODERER
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Posted: 3rd Jun 2006 12:35
I've made my first ragdoll! Using my own code, rather than a physics plugin, I have a 2D ragdoll working now. I'll have a video for it soon. I will try and put it into Tutopia for after a long fall or for killing enemies. I still need to correct limits on how far each limb can spin around but it is coming along.

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Cian Rice
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Posted: 5th Jun 2006 01:24
Andrew, if you'd like I could model and texture the main character for you, you'd only need to rig/animate it.

TEH_CODERER
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Posted: 5th Jun 2006 17:28
Thanks. Only problem is that the game would look weird with one good model standing out against the generally not very good ones.

Here is the video I promised.

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TEH_CODERER
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Posted: 5th Jun 2006 17:28
I've finished the engine apart from ledge grabbing now. I tried to post a video but it won't post for some reason so I'll try and get s demo out instead soon.

[url]andrewneale2004@yahoo.com[/url]
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Cian Rice
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Posted: 6th Jun 2006 00:25
Well it's not going to blow the other's away or anything, I'm not a great modeller like many others here, but hopefully it will be a bit better. =P Not trying to put your work down or anything. Plus I could make a few others for practice sakes so there's more to go along with the style.

Bizar Guy
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Posted: 6th Jun 2006 07:09
Heh, cool vid. Nice show of rag doll on a stick figure.
Can't wait to see it in-game.

TEH_CODERER
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Posted: 6th Jun 2006 14:21
@Anime Blood - OK. Thanks. Do you want some designs or do you want to design them yourself? Also, I sort of need them to be limbed for using my animation system otherwise I'm going to have to try and get gmax with the exporter and use built in DB animation commands which would take away a lot of functionality.

@Bizar Guy - Thanks. I will hopefully be able to get it in game as I am using my own animation system. This means that if an enemy is killed mid attack then I can work out what velocity each of his limbs was moving at and keep them moving like that whilst he ragdolls. Should look very smooth if it works.

Also found a small bug in my animation system which is now fixed. Trying to get more done but I keep getting distracted by having fun wallrunning!

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TEH_CODERER
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Posted: 8th Jun 2006 19:16
I've got ledge grabbing done. Now I just need to make him shimmy and lift himself up then the demo can come out. I'm also going to try and get my animation system to work with non-limbed objects but no promises. I don't know if any of you remember but I started making a vertex based level editor and then gave up due to strange DBPro issues. I've got it working! I worked around the problem and now I'll be able to make some much less boxy levels. Yay! Screenshot of early stages attached.

[url]andrewneale2004@yahoo.com[/url]
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zzz
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Posted: 8th Jun 2006 20:11
Wohaa, a level editor! It looks quite dark, though...

TEH_CODERER
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Posted: 8th Jun 2006 20:44
That is only because I haven't done lighting yet. Level editors are actually what I'm best at. I've made loads and loads. I've made more level editors than projects to use them for!

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Cian Rice
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Posted: 10th Jun 2006 20:36
Hey Andrew,
I'm working on the model, right now it's a bit under 300 polies as a whole (for Tauron). It has a rayman style to it, as in his hands and feet aren't attached to his stomach, and neither is his head for that matter. I'm going to begin texturing him soon. For other characters (enemies,etc.) I just need a basic description of what they should look like.

TEH_CODERER
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Posted: 12th Jun 2006 21:09 Edited at: 13th Jun 2006 20:28
Great! Thanks. So the object will be limb based rather than a single mesh?

Done some more on the level editor now. Not too much more to do but still having a few texture mapping problems.

Two screens now; a mine entrance and simple house which both took about 5-10 minutes.

http://img157.imageshack.us/img157/8924/meshedit15kw.png
http://img157.imageshack.us/img157/4861/meshedit21cq.png

[url]andrewneale2004@yahoo.com[/url]
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