Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / SoulHunter

Author
Message
Darth Kiwi
19
Years of Service
User Offline
Joined: 7th Jan 2005
Location: On the brink of insanity.
Posted: 24th Sep 2009 19:46
Ooh, that does look nice. Darker fog might work, yes. I assume you'll be putting the buttons in the rather empty-looking patch of grass at the bottom?

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 24th Sep 2009 20:32
Yeah, I'll darken the fog a little.

@BearCDP2:
Multiplayer is not available in the current demo, sorry.

@darth Kiwi:
Quote: "I assume you'll be putting the buttons in the rather empty-looking patch of grass at the bottom?"

Yup.

Homey the Clown
20
Years of Service
User Offline
Joined: 4th Apr 2004
Location:
Posted: 29th Sep 2009 09:14
you should keep it. it reminds me of the living forest in mortal kombat.



and i LOVE mortal kombat.


If at first you dont succeed, call it version 1.0.
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 30th Sep 2009 17:01
@Homey:
Yeah it does.

Just wanted to say the the old demo is now downloadable again.
soulhunter.bytegrove.com
or
www.bytegrove.com/files/

zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 7th Oct 2009 23:42 Edited at: 7th Oct 2009 23:43
A new video has been uploaded!
Showcasing the new main menu, multiplayer, final boss(spoiler warning). There's also a slight improvement on the cloth effect on soulhunters hat. A lot of work went into improving the effect with code, and I still ended up using my old code and some animations instead. You're now also able to switch the cloth effect off, but please don't!

Vimeo

YouTube

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 8th Oct 2009 00:05
epic...just epic


Storm4
15
Years of Service
User Offline
Joined: 2nd Dec 2008
Location:
Posted: 8th Oct 2009 14:43
I have an idea for a multiplayer map. Have it like walkways and huts in the tree's and have the ground below covered with fog and the occasional monster emerging and going back under. Like the Ewok villages from Star Wars... LOL

www.storm4.webs.com
Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 8th Oct 2009 17:29



Very impressive. Is that the real music for each part? Also, are there still four levels, and then 3 boss fights? is it say,
-level 1
-level 2
-level 3
-boss
-level 4
-boss
-final boss?

I'm curious. Only crit I have in vid is the text in the multiplayer that moved with the character. It made it look nice, but wouldn't that be hard to read in an intense fight?

Great menu too. I really like that he's walking slowly, I think it works out much better than running for soul hunter.

zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 8th Oct 2009 22:13 Edited at: 8th Oct 2009 22:16
Thanks!

@Storm4:
I appreciate all ideas, but unfortunately monsters are disabled in multiplayer(they would've meant a lot more work for me)

@BizarGuy:
Quote: "Is that the real music for each part?"

Yes it is, but the last song was put in afterwards, because I accidentally played two songs while recording, doh!
But yes, all the songs in the video appear in the game.
Quote: "Also, are there still four levels, and then 3 boss fights?"

Yep, that's right.
Quote: "Only crit I have in vid is the text in the multiplayer"

I don't know if the text would become harder to read, depends a little on the reader. You toggle the text on or off, so you don't have to hold down a button. The score is also shown to you on a 2d scoreboard at the end of each round.
Quote: "Great menu too."

Thanks! Now, at last, all the menus fit together.

BMacZero
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 9th Oct 2009 04:49
I like how you did the Kills/Deaths display in multiplayer .

Ermes
20
Years of Service
User Offline
Joined: 27th May 2003
Location: ITALIA
Posted: 10th Oct 2009 13:39
i must say i'm amazed... incredible...

ciao faccie da sedere!
Drew Cameron
20
Years of Service
User Offline
Joined: 30th Jan 2004
Location: Scotland
Posted: 10th Oct 2009 16:25
I admire your dedication to this game, keep on pushing on man!

Above all else, it seems you've pushed DBC to it's absolute limits. I have been lurking this thread for a while, don't think I've commented before, though...

Nice site too!

BearCDP
14
Years of Service
User Offline
Joined: 7th Sep 2009
Location: NYC
Posted: 12th Oct 2009 07:31
Yes! The demo may be old, but I think it's newer than the one I last played. That boss is rather intimidating.
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 3rd Nov 2009 17:17 Edited at: 8th Nov 2009 14:04
I don't know if it's just me but, I just installed Windows 7 and now I can run DBC apps in widescreen mode. I've never been able to get that to work before... :S See attached screenshot.

However, now lower, non-wide resolutions won't stretch..


EDIT: I just realized; SoulHunter has now been in development for over 4 years. SoulHunter Forever!

EDIT2: Ok, so I just added a resolution checklist, so you can choose between all 32bit resolutions supported by your graphics card. Widescreen now supported! I also added real timer based movement, the old one was fps-based *ouch*. No more weird fps peaks.

Attachments

Login to view attachments
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 9th Nov 2009 03:15 Edited at: 9th Nov 2009 03:15
I attached a screenshot(spoiler and wip), showing a new attack of the last boss. I've got a bit of work done the last couple of days, so when I'm done putting the finishing touches on this boss, the thing left to do is a bunch of cutscenes. phew (and after that fixing bugs and polishing levels) phew, again

Attachments

Login to view attachments
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 9th Nov 2009 03:35
Does anyone else think it's a little odd that zzz and Bizar both update their games at the same time always?

Anyway...

Widescreen support is awesome, because that's all I got. The new screen looks wicked too...is there 'someone' behind that boss?


zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 9th Nov 2009 21:25 Edited at: 9th Nov 2009 23:29
Here's two more screenshots of the wip attack. (Still spoilers)
Click here...
EDIT: ...and here.

Jimpo
19
Years of Service
User Offline
Joined: 9th Apr 2005
Location:
Posted: 9th Nov 2009 21:31
Very impressive and powerful looking attack. Hope it animates well!

TheComet
16
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 14th Nov 2009 17:45
Awesome as always!

Just out of curiosity, how did you do your timer based movement? Do you increment and decrement your variables by a factor of the system clock? Or do you affect the synchronization?

TheComet


Make the paths of your enemies easier with WaypointPro!
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 14th Nov 2009 19:09
@TheComet:
I use the variable one for soulhunter, mostly because the other method would take longer to implement. I do prefer the other one though(which one is the best btw? It seems the sync one is less known, at least the one I used)

TheComet
16
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 15th Nov 2009 13:45
Well, both have their pros and cons. Affecting every variable will take a hell lot of time to implement, especially considering the amount of code you have in SoulHunter (You are over 10'000, right?). But affecting variables is more stable than affecting the synchronization.

I wrote a little function that affects the syncs. The upside is, that it is very easy to implement, because you just have to replace every sync command with the function, the downside is, that it takes up to 3 seconds to stabilize. Anyway, let's just see how you go.

Here's the function:

cometSYNC()

This function will affect the synchronization so your main loop will run at a constant speed of a given value. You can use this function instead of using "sync", but never use both! The sync rate must be specified using an integer value, the update value must be specified using an integer value, and the return value is specified using an integer value.

cometSYNC() will count the loops actually performed, and subtract the result from the loops it should have done. From that it calculates which synchronizations should be evenly skipped the next loop.

Pros

-Very easy to implement
-variable function

Cons

-Too unstable for Net Games

SYNTAX

return value=cometSYNC(sync rate,update)

how to use

the return value returns the FPS rate. The sync rate is the rate you want your loop to run at. The update value specifies after how long the function should update the counter. The more objects you have in your game, the higher this value should be. I found a value of 500 runs well.

Function Code



Example




Enjoy!

I think I'll go over to the code snippet board and post this there...

TheComet


Make the paths of your enemies easier with WaypointPro!
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 22nd Nov 2009 01:39 Edited at: 22nd Nov 2009 01:41
Ok, so now I've begun working on the map where the first phase of the boss battle will take place. It's a giant temple in which you'll find the forest spirit.
One thing leads to another...
...and then you'll face the boss!
Here's a concept and some early 3d work I whipped up today:

(Can you spot soulhunter in the last one?)

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 22nd Nov 2009 02:44
Wow, huge! Should be great for some epic battling.


Guyra
18
Years of Service
User Offline
Joined: 10th Nov 2005
Location: Norway
Posted: 22nd Nov 2009 05:10
I haven't been around for a while, and I see there have been some huge changes and additions since I last checked on this project. I get more and more excited to play the finished game!

Keep it up!


Xarshi
18
Years of Service
User Offline
Joined: 25th Dec 2005
Location: Ohio
Posted: 22nd Nov 2009 06:44
As I stated on your youtube video, I am very impressed you have accomplished this in Dark Basic, let alone Dark Basic Classic.
Quik
15
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 23rd Nov 2009 02:00
looks really great! cant wait for finished release!! ^^ played the demo and i loved it!


[Q]uik, Quiker than most
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 23rd Nov 2009 02:33 Edited at: 23rd Nov 2009 02:34
Thank you all for the kind words!
Here's a small update on the texturing of the temple:

(Not quite done yet)

Attachments

Login to view attachments
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 23rd Nov 2009 03:45
Great as always.


Hassan
15
Years of Service
User Offline
Joined: 4th May 2009
Location: <script> alert(1); </script>
Posted: 23rd Nov 2009 16:36 Edited at: 23rd Nov 2009 16:38
http://www.youtube.com/user/bytegrove#p/a/u/1/vZd4yFBJhuY

SoulHunter. Last boss battle (wip)

dude, that video...i dont know what to say, this looks REALLY amazing O_O i really like how he uses fire and that purple beam >

Quik
15
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 24th Nov 2009 11:03
how come i cant play the game? i run win xp, and i keep getting a blue screen =P it wont load longer than the first(only?)logo =P then bam blue screen of death =P help please? i want to play the demo


[Q]uik, Quiker than most
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 24th Nov 2009 12:51 Edited at: 24th Nov 2009 12:52
@Quik:
I have no idea, maybe you've got some bad drivers? 3d-drawing is initialized right after the first logo(which is being rendered in 2d). :/

Hassan
15
Years of Service
User Offline
Joined: 4th May 2009
Location: <script> alert(1); </script>
Posted: 24th Nov 2009 14:09
wow, played the demo, its really awesome, but somethings would have made it better like:

-option to control the camera using mouse
-character is moving too slow, you can increase movement speed or make some key that allows you to run for some time

and the game is really, really awesome ^^

zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 24th Nov 2009 16:31
Well, the demo is really old. The character moves a little faster right now, but I won't add a run button. Change the camera control with "C" (default), change keyboard layout in the options menu.
Thanks for playing!

Hassan
15
Years of Service
User Offline
Joined: 4th May 2009
Location: <script> alert(1); </script>
Posted: 24th Nov 2009 17:21
oh well, is there a newer demo? i found it at your site xD

zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 24th Nov 2009 20:14
Ahem, no there's not. "It'll be done when it's done"

Homey the Clown
20
Years of Service
User Offline
Joined: 4th Apr 2004
Location:
Posted: 27th Nov 2009 21:03
Quote: ""It'll be done when it's done""

Ah man please dont say that. The team lead for Duke Nukem Forever said that about there game and I am pretty sure the whole team got fired and the project was cancelled. hahaha


If at first you dont succeed, call it version 1.0.
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 28th Nov 2009 11:51
@Homey: Blizzard says that as well, and we all know they're awesome. Think of me as Blizzard instead!

JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 28th Nov 2009 14:36
zzz: Lol, so true.


Profit
18
Years of Service
User Offline
Joined: 19th Feb 2006
Location: United States
Posted: 28th Nov 2009 20:26
The comparison between "zzz" and "Blizzard" begins to really fall apart once you actually play their games.


zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 29th Nov 2009 02:07 Edited at: 29th Nov 2009 02:09
@Profit:
Your avatar confuses me.
And yeah, you're right, Blizzard has a lot to learn from me.

Here's a small wip of the forest spirit. Kind of a large spoiler so here's a link.
(As usual; some funky colours right now, but they're just temporary.)

Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 29th Nov 2009 03:58 Edited at: 29th Nov 2009 03:59
Quote: "Your avatar confuses me."

It's like we're twins!!

I'm probably the older twin by a few years.

The forest spirit looks awesome, though I don't see how you'll be animating it in dbc...

It also looks... familiar
That's in no way a bad thing, mind you.

zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 29th Nov 2009 04:15 Edited at: 29th Nov 2009 04:26
teehee
It was always named "the forest spirit", long before I modeled it, but that movie sure gave me some inpiration. I watched it just a few days ago!
lil spoiler again:


And twins born with years between them confuses me even more..

Echo5
14
Years of Service
User Offline
Joined: 29th Nov 2009
Location:
Posted: 29th Nov 2009 10:13
This look's good. DB Classic. Wow. I hope your next step after releasing this game will be to go to Pro? This look's good though, I like the art style.

Print "DarkBASIC 4 Life"
Wait Key
Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 29th Nov 2009 11:56
that looks great, have you ever seen princess mononoke as that looks really similar to the forest spirit in that film

zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 29th Nov 2009 13:03
Quote: "have you ever seen princess mononoke as that looks really similar to the forest spirit in that film"

Quote: "It also looks... familiar
That's in no way a bad thing, mind you.
"

Quote: "It was always named "the forest spirit", long before I modeled it, but that movie sure gave me some inpiration. I watched it just a few days ago!"


So, yes. Yes I have.

Amyrildora
14
Years of Service
User Offline
Joined: 7th May 2009
Location: In your mind
Posted: 29th Nov 2009 14:22
it looks great cant wait to play it

http://card.mygamercard.net/nxe/Garrett898.png
Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 29th Nov 2009 17:46
Quote: "And twins born with years between them confuses me even more.."

Well, that's what you get when someone uses a drawing of you as there avatar.

TheComet
16
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 8th Dec 2009 14:03
@zzz

Have you considered giving your gray little friend here a voice? But please don't make him scream and yell like Link does...

TheComet


Make the paths of your enemies easier with WaypointPro!
zzz
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: Sweden
Posted: 9th Dec 2009 02:36 Edited at: 9th Dec 2009 02:39
@TheComet:
So soul, no voice. Or something like that. Pretty convenient for me.

Progress is a little slow right now, but here's the spirit textured:

Do you think it's too Mononoke-ish?

Bizar Guy
19
Years of Service
User Offline
Joined: 20th Apr 2005
Location: Bostonland
Posted: 9th Dec 2009 08:55
Quote: "Do you think it's too Mononoke-ish?"

haha, lol.

Looks awesome.

Login to post a reply

Server time is: 2024-05-05 10:23:00
Your offset time is: 2024-05-05 10:23:00