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

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TEH_CODERER
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Posted: 12th Jun 2006 21:10
Sorry about the huge pics, image shack said it had resized them but I guess not!

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
TEH_CODERER
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Posted: 13th Jun 2006 20:31
I added an face extrude function today which is mucho-useful! Also added the ability to set ghosting and alpha mapping per face. Only things left to do are to do with setting up lights and I may add lightmapping; depends on the performance hit an whether or not I can get it working. More news soon.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
TEH_CODERER
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Posted: 14th Jun 2006 16:56
Got the save/load functions working properly after a rather large kerfuffle! Still a few things to add but definately getting there. I'll have screens/video of a level once it is finished.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 15th Jun 2006 21:44
GARRR! I added the light options today only to find out the object's normals are totally ridiculous! Any objects I make with my mesh editor end up lit crazily! Back to the boxy levels of before and that is one hell of a lot of time wasted. None the less, I am particuarly eager to make some progress so back to the main game and screw the mesh editor for now.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 17th Jun 2006 14:18
I'm calling WorldScape back into play. That is the matrix editor I made and showed a page or 2 back. I will be finishing and adding new features as well as allowing for the construction of entirely indoor levels. Full steam ahead!

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
TEH_CODERER
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Posted: 20th Jun 2006 17:22
I've made quite a big start to a new scripting system. It means I can make levels at school and add new levels without having to recompile each time I make a change. I'm making use of advanced terrain now and some models I found on Turbosquid as place holders until I get better at uv mapping. I'll have screens when the scripting is further through production.

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TEH_CODERER
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Posted: 21st Jun 2006 20:36
I spent today learning some HLSL. I made my first ever shader now, water, and it is pretty good. Well I think so. Back to the scripting engine now.

[url]andrewneale2004@yahoo.com[/url]
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Cash Curtis II
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Posted: 21st Jun 2006 20:38
Scripting an existing engine sucks. It did for me anyway. Good luck with it!

That's cool about the shader. I'd love to get into it, I just haven't had the time. It's on my non mission essential list at the moment.


Come see the WIP!
TEH_CODERER
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Posted: 22nd Jun 2006 18:38
Quote: "Scripting an existing engine sucks. It did for me anyway. Good luck with it!
"

Thanks. It is going alright so far though. I would show a vid of the shader but Fraps killed it.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 25th Jun 2006 20:44
Fixed the fraps problem as I have added one of those things to make the game run at the same speed regardless of the frame rate. The scripting engine is proving slightly tedious but I really want to get this game done and move onto a new one with the new skills I have learnt.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 26th Jun 2006 17:20
Particles are added. I'll have a movie once all visual aspects of the scripting are done. Shouldn't be long. By the way, Anime Blood, how goes the model?

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Cian Rice
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Posted: 27th Jun 2006 00:46
Yeah, I've been busy. The whole limb thing is what will worry me. I think once I've textured it (near completion) you'll have to sort out limbs, etc.

Xo TwOfAcE oX
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Posted: 28th Jun 2006 03:43
looks great!
TEH_CODERER
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Posted: 29th Jun 2006 20:10
@Anime Blood - Don't worry I wasn't trying to rush you or anything; I was just curious. I'll see what I can do about the limbs then.

@Xo TwOfAcE oX - Thanks.

Have a screenshot.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 4th Jul 2006 17:24
Well putting the player into the new scripted level proved harder than expected but it is done now. Collision is harder as there are multiple objects and the terrain to collide with and setting them all using polygon perfect collision is out of the question but I have a plan so I'll let you know how it goes.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 4th Jul 2006 19:59
Got it working briliiantly first time! Yay! Only problem now is the camera. It either moves to fast and jumps straight through the object or gets caught on the opposite side to the player so you can't see. I'll think of something but any ideas are welcome.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 7th Jul 2006 21:53
Today I've been neatening things up and managed to get the player to stop when he reaches the water. May sound simple but meh! Sorry for lack of visual goodies but it isn't ready for a demo and there isn't much changing visually at the moment.

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TEH_CODERER
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Posted: 14th Jul 2006 17:42
Grr! So annoying! I just played Fable and now I want to make something like that! I must stop doing that! Coming up to summer holiday though so I should be able to get lots of work done.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 16th Jul 2006 16:40
Added interaction zones to the engine and scripting system. I can set their 3D coordinates and size and set different messages depending on whether the player is within certain ranges. I don't think I described that brilliantly but hey! It works! More soon.

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Cian Rice
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Posted: 16th Jul 2006 18:49
Okay, I'm going to start over on the model. Sorry about the long time it's taking, but I'm getting better at modelling and want the model to represent such.

TEH_CODERER
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Posted: 19th Jul 2006 12:56 Edited at: 19th Jul 2006 13:22
Don't worry; no rush.

Here is a vid of the outdoor engine so far. There are 2000 peices of foliage and the frame rate is still around 80. I'm still optimising though so it may get higher.

[Edit]Grr! Won't upload! Have a pic instead then.[/Edit]

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Cash Curtis II
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Posted: 19th Jul 2006 16:17
Hey, looking good. I particularly like the look of the water. How does the white water follow the shore line like that?

Is your smoke a particle effect? If it is, you can save FPS by substituting animated billboards using TGCs sprite pack for things like that.

Looking forward to more!


Come see the WIP!
zzz
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Posted: 19th Jul 2006 18:27
OMG! Is this the same tutopia that I played before? The one with the croc dude? Anyway, this looks a lot better! The grass and the main character doesn´t have the same high quality as the landscape and houses though. It doesn´t matter really, just a thought. Über-Great work!

TEH_CODERER
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Posted: 20th Jul 2006 19:31
@Cash Curtis II - Thanks. The terrain texture has a water line on it so it shows through the ghosted water. It is a bit cheaty but it works. It is a particle effect and thanks for the suggestion but I'd like to keep it that way as it is more flexible. I use the same particle engine and scripting for everything from smoke to water fountains to fire to rain.

@zzz - Yes it is. Thanks. The character doesn't look as good because I can't texture so it is just a model with vertex colors. Besides, Anime Blood is making a new character model. Any suggestions for the grass though?

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zzz
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Posted: 20th Jul 2006 19:51 Edited at: 20th Jul 2006 19:54
Yes I have an suggestion for the grass. If I´m not mistaken DBP can handle textures with alpha channels. So you could just use a grass texture from limefly as a placeholder to try it out. Here´s one.

Or you could use that vertex fur shader that´s included in that free shader pack, just change the colour in the .fx file. This may slow down the game alot though. Maybe you could apply the shader to a quite large plane that follows the ground?
http://forum.thegamecreators.com/?m=forum_view&t=79849&b=8

TEH_CODERER
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Posted: 20th Jul 2006 20:41
Yeah I already thought of and tried that but it was slow. I'll try limefly though. What do you think is wrong with the current grass though?

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zzz
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Posted: 20th Jul 2006 22:06 Edited at: 20th Jul 2006 22:10
It looks a little bit too solid, more like some kind of bush than grass. Adding an alpha channel will make it look better. If you take a look at games that uses the same type of grass system you´ll see that most of them got an alpha channel. But maybe your grass objects looks better if the camera is closer to it?

[edit] You could also make it look like you´ve got more grass if you placed the grass closer to the main character and used some kind of fading system (I think I saw one on these forums) so that you only have to display the grass that´s close to the main chacter.

TEH_CODERER
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Posted: 21st Jul 2006 17:32
That system would be pretty complicated though because the scripting system allows you to set a certain area to position different types of grass within. I may give it a try but in the screen shot I had only 500 peices of grass rather than 2000 so there isn't really a problem. I'm still not sure what you mean by the alpha channel thing though. Is that where you use another image which is greyscale and white is solid and black is transparent and the greys are in between?

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zzz
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Posted: 22nd Jul 2006 14:15 Edited at: 22nd Jul 2006 14:16
Yes it could be. I´m not so familiar with what dbp can handle yet. The thing I was thinking of was if you could use an png image like the one from limefly. But maybe you should experiment with the grass later and focus on other things for now? I don´t want to slow you down.

TEH_CODERER
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Posted: 22nd Jul 2006 17:42
Well I don't know what DB can do on its own but I have made a shader that makes an object transparent based on how black an opacity map is. So I texture the object with two stages, the texture and the opacity map, and the texture shows fully when the opacity map is white partially when it is grey and not at all when it is black. I tried to use the limefly image but I couldn't find a way to use it. I couldn't even copy and paste it from the site and when I clicked download the page went to something that didn't have anything to do with it! Crazy!

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TEH_CODERER
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Posted: 27th Jul 2006 19:22
I spent quite a while trying to allow my animation system to use non-limbed objects only to find out that DB can't do it fast enough. I might try again using memblocks but it doesn't look good.

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TEH_CODERER
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Posted: 1st Aug 2006 13:45
I added the grass system suggested by zzz and it was no faster than my original one, in fact a bit slower. I also tried the alpha thingy but DB seems to hate it! When you look through the transparent section it cuts off the objects behind which is strange. I'll keep trying but for now I am going to work on more important parts of the game.

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zzz
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Posted: 1st Aug 2006 14:52
Andrew: It cuts the object behind because you´ve probably set the wrong transparency mode. Use "set object transparency [object number], [flag]". Try to change the flag setting between 0-6 and see what works best.

TEH_CODERER
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Posted: 2nd Aug 2006 13:40
No it isn't that. I already tried all the modes. Modes 1,2,3 and 5 all supported alpha but caused the problem above. 4 and 6 didn't cause the problem but didn't support alpha. I was already using 6 and that is what I am sticking with for now. Coding this at the moment is making me lose all motivation to code anything so I am going to give it a rest for now. I figure maybe if I finish a small project or two then I will be re-motivated. I think I'm going to make a purely combat based game and a purely platform (using my prince of persia style moves) and release them free on the forums then I will try and combine the two and add the RPG bits. This thread will die for now. And I will start a new WIP thread for the other smaller games when more progress is made. I really didn't want to give this game up at all even if it is just for a while but I can see myself stopping coding all together through shear annoyance at this.

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