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Work in Progress / SoulHunter

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Darth Kiwi
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Location: On the brink of insanity.
Posted: 5th Feb 2008 22:43
Woah, amazing screenies. Pause-menu looks even slicker, map looks confusing but I reckon I'll figure it out when I use it. And good thinking with the hat: I would have been lazy and left it as it was

I'm not actually a Kiwi, I just randomly thought it up one day.
TEH_CODERER
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Location: Right behind you!
Posted: 6th Feb 2008 12:04
Awesome idea on the hat thing! Its something that probably wouldn't have crossed my mind. Something so subtle that you wouldn't have noticed not being there but will make it so much more professional.

zzz
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Posted: 7th Feb 2008 21:19 Edited at: 7th Feb 2008 21:20
Ok, here´s a vid of the new menu.
Complete with fraps framerates and youtube artifacts.


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Satchmo
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Posted: 7th Feb 2008 22:00
Looks sweet zzz, can't wait for final release.

Cliff Mellangard 3DEGS
Developer
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Posted: 9th Feb 2008 01:10
great as always zzz.
hur mås det i dom mörka skogarna annars
Gil Galvanti
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Location: Texas, United States
Posted: 9th Feb 2008 07:00
Looking good .


tha_rami
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Posted: 9th Feb 2008 07:53
Beautiful Youtube artefacts. I'm impressed .


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zzz
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Posted: 9th Feb 2008 17:23 Edited at: 9th Feb 2008 17:24
Thanks for the comments!

@cliff:
Jo då det är fint, men det skulle inte skada med lite sol!

@gil:


@tha_rami:
Oh, thank you!

Here´s the new gameover screen(the one that´ll appear if you don´t have any souls left when you die).
It´s quite simple.


DB PROgrammer
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Posted: 9th Feb 2008 23:39
Very nice.


If it was illegal to be stupid we'd run out of room.
zzz
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Location: Sweden
Posted: 17th Feb 2008 17:46 Edited at: 17th Feb 2008 17:50
Thank you!

I just bought a gamepad, and after some testing I can now say that
it´s fully compatible with dbc()!
Let´s see if I can make some nice gamepad support for soulhunter now!
/(*rUmbLE*)!

I have also begun to work some on a new AI.
The monsters won´t become super-intelligent, because I´m not a
good AI programmer, but they won´t fly or climb trees anymore.

tha_rami
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Posted: 17th Feb 2008 18:34
Now, that sounds good . You picking up interest on the game again? You sound like it .


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zzz
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Posted: 17th Feb 2008 18:43 Edited at: 17th Feb 2008 19:26
Yeah, definitely. I think it´s because I´m doing other stuff with the game now, I got sick of making levels...

Bizar Guy
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Location: Bostonland
Posted: 17th Feb 2008 18:45
Making levels SUCKS.

At least, that's my expirience. I'm trying to make it more fun for my next game...


BlockVerse-> Old School Beta Demo-> Dream-> Old School-> Guitar Platformer
zzz
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Posted: 17th Feb 2008 19:27
Good luck!

Anyway, does anyone else has a gamepad with two analouge sticks?
Like the ps2 controller?
If you do have one like that, what (db built-in)commands do you use for the d-pad and right analouge stick?

I want to now if most gamepads are similar.
This is what I use:
right analouge:
x: JOYSTICK TWIST Z()-32767
y: control device z()

d-pad:
angle: JOYSTICK SLIDER C()

Pretty wierd, huh?


Bizar Guy
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Posted: 17th Feb 2008 21:36
I have a 360 controller, but it reads the analog stick as a dpad...


BlockVerse-> Old School Beta Demo-> Dream-> Old School-> Guitar Platformer
zzz
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Posted: 17th Feb 2008 23:17
Hmm, ok then there´s no defined standard, great!
I should be able to fix it though, somehow...

draknir_
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Posted: 18th Feb 2008 10:30
Looking superb!
Image All
18
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Posted: 20th Feb 2008 16:44
You should set up a mappable control scheme. That way each player can set up SH to detect whatever button, slider or stick they want to use for whatever command.

Darth Kiwi
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Location: On the brink of insanity.
Posted: 20th Feb 2008 18:47
That would probably be difficult. The only way I can think of doing that is have an array of buttons/commands and have the ASCII value of the relevant key stored there. Not sure how you'd do that for a joypad, though.

I'm not actually a Kiwi, I just randomly thought it up one day.
zzz
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Posted: 20th Feb 2008 23:31
The keyboard is already mappable and has been for a long time, I´ll try my best at making a joypad mappable too, but there´s no way I can make it work for every different joypad.
That´s at least better than no joypad!

zzz
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Posted: 24th Feb 2008 21:01 Edited at: 24th Feb 2008 21:02

tiny Update.
Ok, the new AI is slowly taking shape.
I´ve made a system that reads all the stats for an enemy from a txt file, like animation frames, health and so on.
This will make it much simpler to create nicer animations and other, secret, stuff.
I´ve also completed a waypoint system, which is kinda nice.

Here´s a small screenie of the AI testing stage. Colorful, eh?


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Bizar Guy
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Posted: 24th Feb 2008 21:22
Looks very nice.


BlockVerse-> Old School Beta Demo-> Dream-> Old School-> Guitar Platformer
tha_rami
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Posted: 25th Feb 2008 00:08
Way too colorful. Bah.


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DrEnzyme
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Location: The middle of the Nowhere Desert
Posted: 3rd Mar 2008 05:19
I think this game is very cool! I've watched some of the videos and I'm downloading the demo now. I can't believe you've done all of that in DBC!

zzz
18
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Posted: 8th Mar 2008 20:29 Edited at: 8th Mar 2008 20:32
Another tiny, but nice, update:

The targeting system is still quite early, but it works and I just had to post something.
Oh, and the enemies finally have real sparky collision check, something I should´ve added ages ago!
Another new thing is that they doesn´t just walk right at you, but they also strafe around you and sometimes backs off,
I´m aiming at the behaviour of the wind waker moblins(movement wise).

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Pet A Mizzle
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Posted: 8th Mar 2008 22:12
Can I ask how many lines of script The engine and game is?

~Petamizzle.
StevetS
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Posted: 11th Mar 2008 15:02
Awesome look and atmosphere! I love it. Sort of Tim Burtonesque.

Good going and interesting to see how the projects developed since your first post.

zzz
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Posted: 12th Mar 2008 00:17 Edited at: 12th Mar 2008 00:18
Quote: "Can I ask how many lines of script The engine and game is?"

I guess you mean the total amount of code right?
12362 lines(including comments and empty lines)

Quote: "Awesome look and atmosphere! I love it. Sort of Tim Burtonesque."

Thank you!

I know, these screenies from my test level are boring.
But I to post screenies!


This shows some progress on the targeting system, which works just as in zelda. The enemy is selected depending on its distance, and you can scroll through the enemies by just tapping the target-key!
If no enemy can be selected you´ll enter strafe mode instead.


Virtual X
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Posted: 12th Mar 2008 00:42
I downloaded your demo and I must say, very impressed with your achievement so far! I can't believe you have been working on it for 2 years or more - pat on the back for maintaining the motivation!

I feel this game could be a nice little earner for you so I hope you eventually finish it, have you put anymore thought into converting from DB Classic to perhaps DB PRO or DarkGDK?
zzz
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Posted: 12th Mar 2008 00:53 Edited at: 12th Mar 2008 00:54
Thanks for the kind comment Virtual X!
I do in fact own DBpro and I have done some experimenting with it.
But I do want to finish this game before I start another project. But when I do, It´ll probably be in DBpro or c++.

Pet A Mizzle
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Posted: 12th Mar 2008 01:32 Edited at: 12th Mar 2008 01:35
AWESOME!!! 12 thousand lines nice, this is all in DBC? Nice work I must say, how long did it take you to get the vast knowledge?

~Petamizzle.
zzz
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Posted: 12th Mar 2008 13:27 Edited at: 12th Mar 2008 13:27
Quote: "how long did it take you to get the vast knowledge"

I bought dbc like 4 years ago(soulhunter is my third real game in dbc), before that I´ve been playing around with flash and html.

Xenocythe
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Posted: 13th Mar 2008 03:07
zzz is obviously the DBC !337 pwn h@x0r


And he must add me to MSN


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Pet A Mizzle
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Posted: 13th Mar 2008 03:46
HAHAHA WOW! Nice nice nice!
Can't wait till I can get awesome graphics and engine made by myself with C++ After I learn!

~Petamizzle.
Need some money? Get easy money from free Serveys!
zzz
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Posted: 27th Mar 2008 22:05 Edited at: 28th Mar 2008 01:53
Time for another update don´t you think?
I gave the enemy a shiny red stick and look what he did!


I can now apply raycasting between two limbs(eg: red stick top, to red stick bottom) to check if a monster has
managed to hit soulhunter with its attack, this means the attacks will be more precise and not glitchy as before.
I´ll use this technique for soulhunter´s sword as well.
I´ve added new animations for soulhunter when he gets hit(from the front, left, right and back).
Before, he just turned and faced the monster attacking, then played a short(very short) animation.
I´ve also added different power levels of monster attacks.


[edit] More screenies

Targeting system and ye olde blur effect .

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AlexK
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Posted: 28th Mar 2008 00:02
Very impressive!
I tried the demo and I only had one little problem. On the first level, right before the end of the level, you have to jump some platforms. There I had a camera problem. I still managed to get up but couldn't see very well where I was going.

Other than that thumbs up!!!
Bizar Guy
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Posted: 30th Mar 2008 09:27
This looks really good. I'm liking how this is going a lot.

zzz
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Posted: 15th Apr 2008 00:28 Edited at: 15th Apr 2008 00:29
I´ve made a short vid, showing the target-system and some new sweet moves!


Video, Youtubed!


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Virtual Nomad
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Posted: 15th Apr 2008 02:15
rockin', as always, zzz. do you think you could apply some slow-motion in future vids so we can really see what's going on, like in the jumping-dual-sword attack? with such ninja-like skills, it's all a blur to me . you know, some simple matrix-style stuff would suffice

Virtual Nomad
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Xenocythe
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Posted: 15th Apr 2008 03:49
Looking great! The new effects are awesome!

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
Bizar Guy
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Posted: 15th Apr 2008 04:21
Looks good, don't do anything to slow down that gameplay. A shame that there will only be 4 levels for such awesome stuff. Use it in another game too!

And layoff the Zelda man, that stuff's toxic (says the man who collects [real] Zelda games)!

tha_rami
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Posted: 15th Apr 2008 05:31
Zelda for CD-I! (L)


Looking slick!


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Roxas
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Posted: 15th Apr 2008 08:30
Awesome

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zzz
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Posted: 15th Apr 2008 17:48
Quote: "some slow-motion in future vids so we can really see what's going on"

Do you mean in the videos only, or the game itself? Because I don´t really like the idea of slow-motion during battle.

Quote: "And layoff the Zelda man, that stuff's toxic "



Quote: "Looking slick!"

Quote: "Awesome "

Thanks!

Virtual Nomad
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Posted: 15th Apr 2008 23:46
no, just in the videos, zzz. i figure the vids are "showcases" and i'd really like to see all the detail you've put into certain aspects of SoulHunter.

Virtual Nomad
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SunnyKatt
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Posted: 16th Apr 2008 03:18
Sweet video, zzz.

Anonymous User
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Posted: 16th Apr 2008 20:22
I'm looking forward to see this finished, in my eyes this could be the best game made with a TGC product, only beating stick suicide 2 by a small margin.

???
Dr Manette
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Posted: 16th Apr 2008 23:44
And of course one of the best DBC games ever made.

tha_rami
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Posted: 17th Apr 2008 15:59
Yeah, this goes right in the line with the SW3D games and Dream.


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zzz
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Posted: 20th Apr 2008 19:48 Edited at: 21st Apr 2008 17:39
Thanks for the kind comments!
I´m posting to say that I´m working on a new enemy!
I´m planning on adding some new enemies and update the textures on old enemies(I´ll probably update the texture for soulhunter as well). I´ve just figured out a way to make really nice uv-map wrappings which dbc understands(real uv-wrapping doesn´t work, just the plain/cube/sphere-mapping which has been a pain in the a**, until now). I´ve also been working a little on the hat-thingy and managed to make it work just the way I want(almost).

As soon as I´m done with texturing the new enemy I´ll post a screenie!


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