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Work in Progress / SoulHunter

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zzz
18
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Joined: 13th Nov 2005
Location: Sweden
Posted: 11th Dec 2005 18:47
Black Ethereal, Now you can move the camera up and down!
And I´ve increased the fps when the grass is displayed.
And I´ve even made a small flash that appear when the sword hits the enemy!
Tomorrow I´ll make the monsters die and loose their souls!
Muahahahahaha!

Bush Baby
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Location: A cave beneath Jerusalem
Posted: 11th Dec 2005 18:48


|| Bush Babies are funny little hermits, disguised as rats. ||
Tinkergirl
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Location: United Kingdom
Posted: 12th Dec 2005 14:54
Still very impressive, zzz! Your animations are very good indeed and I'm rather impressed by the look of your collision too. Very well done, it can be tricky

As for GUI's, if you like the screen uncluttered, it's often quite nice to have any visual readouts fade off when not being used, and then re-appear when they are used. For example, fade the health bar off when you're safe and then fade it back in when you get hit, or regain health. You could have a button that manually forces it to reappear also.
But who am I to talk - your game looks ace and you seem to know what you're doing with it

You're coming along brilliantly!
zzz
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Posted: 12th Dec 2005 19:31
Enemies can now be killed, and their souls can be absorbed with the sword!

Still, I have to fix some blood or smoke when the enemy dies. And an animation when soul is absorbed.

@ Tinkergirl
Is it possible to make those fadings in DBC?

Sven B
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Location: Belgium
Posted: 12th Dec 2005 20:12
Nope, unless you play a bit with lights.

Also a possibility is color the object slowly to black. Disadvantage is that you can't work with textures.



Immunity and Annihalation makes Immunihalation...
TEH_CODERER
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Location: Right behind you!
Posted: 12th Dec 2005 20:12
I don't believe so no. However, another option would be to have the health bar slide on and off the screen. When you are safe the health bar can be to the left of the screen and then move right until it is fully visible when enemies are around.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Bush Baby
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Posted: 12th Dec 2005 22:00
zzz, you're using DBC? o_O

blanky
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Location: ./
Posted: 12th Dec 2005 22:58
Quote: " zzz, you're using DBC? o_O"


Yeeesss, this fact has been established several times....

Oh yeah, and with regards to the health bar, I'd load an image of the 'full' health bar and, for every loop, make a clone of the original image and paint over it with black so that the desired 'current' health is achieved.
Then, paste it on the screen with the ',1' flag at the end of paste image to turn on the "black=transparency" option...

We don't need no stinkin' sprites!
(I personally always paste image manually...)

16-colour PNGs pwn.
Bush Baby
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Location: A cave beneath Jerusalem
Posted: 12th Dec 2005 23:00
Quote: "Quote: " zzz, you're using DBC? o_O"

Yeeesss, this fact has been established several times....
"



I just found that quite shocking for the level of graphics he's using.
He appears to be using mesh deformation too

Steve Fash
21
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Location: Doncaster, UK
Posted: 12th Dec 2005 23:50
*fantastic*
looking forward to a demo
Keep up the great work !
Steve

For game/demo music for YOUR PC productions visit:-www.futuredevelopments.org.uk
Fneep
18
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Location: In my house
Posted: 13th Dec 2005 07:45
Quote: "I just found that quite shocking for the level of graphics he's using.
He appears to be using mesh deformation too "


I really dont think the programming language applies to the quality of the graphics. If hes good at moddelling, it doesnt matter.

Manticore Night
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Location: Ouinnipeg
Posted: 13th Dec 2005 16:03
Quote: "I really dont think the programming language applies to the quality of the graphics. If hes good at moddelling, it doesnt matter.
"
Well, they can be higher poly in DBP, I think 'cause it's faster.

[center]It's amazing how much TV has raised us. (Bart Simpson)

He's back! With 20% less intelligence!
zzz
18
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Location: Sweden
Posted: 13th Dec 2005 16:34
Quote: "I just found that quite shocking for the level of graphics he's using.
He appears to be using mesh deformation too "

No mesh deformation...
Thank you guys 4 all those healthbar suggestions!
I´m thinking of using something else, hopefully something more originally than hearts...
I can also say that the thing behind the soulhunter logo, is a soul.

Bush Baby
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Posted: 13th Dec 2005 22:56
Quote: "I really dont think the programming language applies to the quality of the graphics. If hes good at moddelling, it doesnt matter.
"


I know it doesn't matter if hes good at moddelling.
I was meaning, that DBC supports much less polygons and as Manticore Night said, DBC is alot slower! And as I said before, it appeared as if he was using mesh deformation. But he has said he is not.

@zzz
Are you using limb animations then?
Or are you using interploration animation?

zzz
18
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Posted: 15th Dec 2005 22:11 Edited at: 15th Dec 2005 22:11
New screenshot!

Things that I have done:
Main coding(steer, jump, etc.)
Each monster got their own health
Monsters can be killed
Souls can be absorbed by the sword
Soulhunter have a health and can lose health.

Things that I have to do:
Blood thingy, when monster dies.
More enemies.
More things to jump on
Trees, dungeons.
Levels
Save function(will be imported from "the digger")
Intro movie
And more...


Why´s there a cloud over my head?

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Hawkeye
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Location: SC, USA
Posted: 15th Dec 2005 22:38
Why indeed. But who cares, it looks cool...!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
General Sephiro
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Posted: 16th Dec 2005 01:30
Tisk tisk, I go away for 2 weeks come back and hardly any advances in the game, chop chop, don't keep me waiting too long

*Rant Part*
Blood effect when monster dies shouldn't take more than 1 or 2 minutes coding it then creating textures etc.. 1 or 2 mins...

More enemies, if you've coded the game in the right way it should be no problem to add in more enemies by switching one variable

More things to jump on - depends how many objects, probably be on going until you've created all the levels.

Trees, dungeons / Levels probably 2-5 hours...

Save function(will be imported from "the digger") - takes about 1 minute to code

Intro movie - should be done at the very end, like most games.. can take from 1 second to 5 days depends how you want it.

Xenocythe
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Location: You Essay.
Posted: 16th Dec 2005 02:05
Quote: " Tisk tisk, I go away for 2 weeks come back and hardly any advances in the game, chop chop, don't keep me waiting too long"


Sephiro,
Shutup and go away for another 2 weeks ya loser. Theres been a lot of progress.
Bush Baby
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Location: A cave beneath Jerusalem
Posted: 16th Dec 2005 02:21
Yea, besides he was GONE for 10days.

zzz
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Posted: 16th Dec 2005 11:29 Edited at: 16th Dec 2005 14:00
Yeah, and I have to go to school too, and when I´m home i´m too tired to code...
And we only have one computer in my family.

With more enemies I meant different types.
And the save thing will be imported(or recoded) when I have specified all variables.
And the blood will be brought to you today!

zzz
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Posted: 16th Dec 2005 16:22 Edited at: 17th Dec 2005 17:02
Here you go guyz!
Monsterblood as I promised!
And a soul...

Tomorrow I´ll make a small demon-dog.

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Hawkeye
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Location: SC, USA
Posted: 16th Dec 2005 16:27
Sweet!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
x1bwork
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Joined: 9th Nov 2005
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Posted: 16th Dec 2005 16:34
zzz: Didnt know you had a WIP! Very impressed with this!
Bush Baby
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Posted: 16th Dec 2005 17:01
that monster just got owned!
Nice blood.
The soul is cool too.

zzz
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Posted: 16th Dec 2005 21:29 Edited at: 16th Dec 2005 21:29
Hrrm, the demon-dog became a demon-pig...
Maybe I´ll make some changes on it...



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Bush Baby
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Posted: 16th Dec 2005 22:25
lol

General Sephiro
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Posted: 16th Dec 2005 22:27
coming along better than i thought it was , keep it up the steady progress and i'll be expecting a short demo around christmas time.

But it doesn't take 1 entire day to make 1 enemy... yeye you said you have school big woop i work from 4:30pm - 2:00 am and i still have time to code / bar crawls

zzz
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Posted: 16th Dec 2005 22:50
Bizar Guy
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Location: Bostonland
Posted: 16th Dec 2005 22:51
Quote: "But it doesn't take 1 entire day to make 1 enemy... yeye you said you have school big woop i work from 4:30pm - 2:00 am and i still have time to code / bar crawls "

Some of us do have lives outside of programming...

I love the blood effect, and the soul. The Demon pig looks very nice.


Check the WIP board for updates on Block Verse
Xenocythe
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Posted: 16th Dec 2005 23:36
Great job!
General Sephiro
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Posted: 17th Dec 2005 04:59
zzz couple questions for you:
1.) give a rough estimated date for a demo.
2.) how many DIFFERENT types of monsters will there be per level? or shall that vary... if so roughly?
3.) What happens when you get to have soo many soals collected in the sword? a power-up attack?
4.) When going to different levels/dungeons will it be like morrowind style... or shinobi style or your own unique style?

Morrowind style being all the maps are available free to walk around to different parts

Shinobi style being - mission after mission unlocking new areas, If you've played the game you'll have a better under-standing of what point i'm trying to get across.

*Side comment*
"I´m not a machine..." of course your not *pats him on the head*

blanky
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Posted: 17th Dec 2005 15:33
Quote: "1.) give a rough estimated date for a demo."


A tip/suggestion to zzz: 'When it's ready' is the traditional reply to this question...

16-colour PNGs pwn.
zzz
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Posted: 17th Dec 2005 16:55 Edited at: 17th Dec 2005 20:59
@ Sephiro
1) As blanky said: When it´s ready.
2) More than two, that´s for sure.
3) Maybe, good idea!
4) Shinobi style, maybe? I haven´t played those games...

I´m not a machine...
I´m great lord of darkness, so stop patting my head!



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Bizar Guy
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Posted: 18th Dec 2005 01:35
Those are wonderfuly stylized trees.


Check the WIP board for updates on Block Verse
zzz
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Posted: 18th Dec 2005 10:56 Edited at: 18th Dec 2005 15:10
Thanx, Bizar Guy!
I found a new grass texture! Do you guys think it´s better than the old one?
[Edit] I managed to increase the amount of grass and the fps! (Not shown in the screenshot)


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UFO
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Posted: 18th Dec 2005 13:56
It's scary looking

Tinkergirl
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Location: United Kingdom
Posted: 18th Dec 2005 16:23
zzz, you're doing great The progress your showing is amazing - and you're getting stuff done really really quickly! Don't be worrying about people being all demanding - they're just excited about your game But keep going as long as you're having fun - there's nothing like feeling like it's a chore to put you off.

And, as a side note - I like the new grass texture better
zzz
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Posted: 18th Dec 2005 16:28 Edited at: 18th Dec 2005 20:29
Thank you Tinkergirl!

I´ve recoded the save function from scratch and now I have to do the loading part.
Right now I´m working with a GUI.
[Edit] Gui=done!

zzz
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Posted: 18th Dec 2005 20:49 Edited at: 19th Dec 2005 16:44
Maybe I give you too much screenshots, but here´s the GUI!
[Edit] scroll down!

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Xenocythe
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Posted: 18th Dec 2005 23:13
Thats some foshizzle ma nizzle work!
But really, take away that.. erm... text and it looks great
zzz
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Posted: 19th Dec 2005 16:39
Yeah i´ll make a new screenshot...

zzz
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Posted: 19th Dec 2005 16:43 Edited at: 19th Dec 2005 16:44

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General Sephiro
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Posted: 19th Dec 2005 19:16
Grass looks ALLOT better. From what i've seen you've started to progress at a fast rate i'm almost impressed

Keep up the good work

zzz
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Posted: 19th Dec 2005 19:43
Quote: "i´m almost impressed"

Thank you very much!

Hawkeye
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Posted: 19th Dec 2005 20:26
Grass looks quite awesome mate keep it up!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
zzz
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Posted: 19th Dec 2005 21:06 Edited at: 20th Dec 2005 17:09
Thanx, Hawkeye!

I´ll try to use cel-shading(Thank you Bizar Guy!) as glow effect for ghosts or faeries!

This will be the last boss... Just joking!

[Edit] Today I´ve been fighting a really weird bug. I fixed it, but it can appear again. It´s really really weird and unlogic...

[Edit2] That freak-bug is now totally defeated, I figured out how to fix it when I was sleeping...

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Bizar Guy
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Posted: 20th Dec 2005 03:27
Your welcome!!

Nice cell shaded model! Do you plan to texture it?


Check the WIP board for updates on Block Verse
Xenocythe
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Posted: 20th Dec 2005 03:46
Yeah, cel-shading is something that I haven't thought of in my game yet, but I'm considering it. Looks nice though, love the HUD!!
SirFire
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Posted: 20th Dec 2005 08:39
This is one sexy looking WIP! I like the feel of originality it conveys, and you seem to be making progress in great strides. I can't wait for a demo

Keep up the good work!

zzz
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Posted: 20th Dec 2005 21:08 Edited at: 20th Dec 2005 21:10
@ Bizar Guy: No, I just did it as a test.

@ Xenocythe: Thank you! I´m going to try making several of layers with outlines(on some objects), slowly fading away. That will give the object a glow effect!

@ SirFire: I´m glad that you seem to like the game too! Have you watched the videos?

---- ----
Today I´ve fixed some bugs(Not the insects. ) and I´ve started to model a fairy- or an angel"thing", that can replenish Soulhunters´ health. I think I´ll finish it tomorrow. I´ve also made some quick sketches on a new enemy with four arms!
Aaaaaaah!

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