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Work in Progress / [LOCKED] Theme park simulator

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Chris Franklin
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Posted: 15th Feb 2006 19:35
well my ati radeon 9250 pro helps alot

Chris Franklin
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Posted: 15th Feb 2006 19:52 Edited at: 15th Feb 2006 20:44
Ok just ran a bug killing time
= fixed
= still to fix

= Mouse no longer under menu
= Game not as jumpy on start up

= Can't get ride shop and scenery picker to work due to a strange sprite does not exsist error even tho the sprite does exsist


If anyone else found any i haven't listed in the demo please post them here

BiggAdd
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Posted: 15th Feb 2006 20:56
You should realy watch those polys dude. Your probably looking for something at the most about 500 polys.

Are you makings it so you can build your own rides? or is this going to be a set ride you just place down?

Chris Franklin
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Posted: 15th Feb 2006 21:00
Bit of both

Matinuker
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Posted: 15th Feb 2006 21:03 Edited at: 15th Feb 2006 21:05
It looks like you make your own rides.

Yeah, you really need to lower your polys

Edit: Ah, you posted just before me

Chris Franklin
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Posted: 15th Feb 2006 21:05
lol i'm gonna try and get a copy of action 3d unless someone knows of a free poly decreaser?

Chris Franklin
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Posted: 15th Feb 2006 22:06
Right i found a poly reducer but i need it complieing could anyone do it please
http://graphics.cs.uiuc.edu/~garland/software/qslim.html
Also i'm adding the mini menus now

Zotoaster
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Posted: 15th Feb 2006 22:21
Mini menu's should look cool. This game seems to be progressing quite well

Chris Franklin
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Posted: 15th Feb 2006 22:22
Thanks adding a new screen when the menus are done

Chris Franklin
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Posted: 15th Feb 2006 22:46 Edited at: 15th Feb 2006 22:47
Right it's about time for a mini menu shot i've added one to the post i am so looking forward to finishing my project



So i best get back to it again more updates soon

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Zotoaster
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Posted: 15th Feb 2006 22:50
awesome

Chris Franklin
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Posted: 15th Feb 2006 22:51
Thanks i'm gonna use one of the menu buttons for an icon for the game

Chris Franklin
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Posted: 15th Feb 2006 23:11 Edited at: 15th Feb 2006 23:17
Right here's an update on progress

I'm working on a waypoint system for you all to make custom tracks
Plans for custom freefall tracks have been added
I've got loads more 3d stuff done
Mini menus work just about (Temp mini menu controls atm)
Shops mini menu added
People being designed
More gui to be added
Tools Menu under construction
Save and load Being made
Plans For Box being drawen
Custom ride options load your own .x files in!(Not certain i will try tho)
Load your music from a set folder (Not certain i will try tho)
And loads more

Edit:
The game now has a name White knuckle got the idea from my white knuckle ride book

Gil Galvanti
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Posted: 16th Feb 2006 00:08
Awesome job on the game, i have a question though, how is it different from Rollercoaster Tycoon

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Chris Franklin
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Posted: 16th Feb 2006 00:17
Quote: "Awesome job on the game, i have a question though, how is it different from Rollercoaster Tycoon "

Thanks for the comments I'm making as close to rct as i can

Undercover Steve
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Posted: 16th Feb 2006 01:18
That one guy has a 3d now gfx card...wow.

I have been re assigned. New name, new mission. Star Fleet - 5%
General Sephiro
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Posted: 16th Feb 2006 02:38 Edited at: 16th Feb 2006 02:39
I just took a random lookie at this project, as soon as i seen the models, i suspect the FPS will be UNBELIEVABLY LOW

You may correct me if i'm wrong, but I feel as if you should make the models with allot less polys i'm just judging from 2 of the screenies you showed... no idea what the models are really like, i'm guess'n ^-^

Edit}-- nice looking project at least keep her going

Bizar Guy
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Posted: 16th Feb 2006 03:34
Quote: "Thanks for the comments I'm making as close to rct as i can "

Go for a bit of the feel in sim theme park also. That was an awesome game. All about the fun, pure and simple.

Chris Franklin
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Posted: 16th Feb 2006 11:29
Quote: "Go for a bit of the feel in sim theme park also. That was an awesome game. All about the fun, pure and simple."

Never played that one (Surpringly) lol iusally buy all these theme park sims games but i've played the original theme park game and theme park world I'll see what i can do
Quote: "I just took a random lookie at this project, as soon as i seen the models, i suspect the FPS will be UNBELIEVABLY LOW"


Hmmm i still need to find away to complie that converter i linked to above then i can lower the polys on it

Quote: "Edit}-- nice looking project at least keep her going"

Thanks



Last night was a major coding night with lot's to load and add *looks at bugged menu system* the menu systme bust on the mini menus now the ride selection things thinks i want the shops mini menu sprite

Chris Franklin
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Posted: 16th Feb 2006 12:10 Edited at: 16th Feb 2006 12:11
Right just another small bug fix report

Menu bug now fixed
And The sprites don't overlap as much everywhere



Plans for today
Load rides + textures in
Release another demo with basic ride building in
Animate some of the models
o and to keep off msn all day as it is distracting


Chris Franklin
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Posted: 16th Feb 2006 12:46 Edited at: 16th Feb 2006 12:47
Man i really have done a lot today already got the toolbox menu almost finished



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Bizar Guy
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Posted: 16th Feb 2006 12:52
sim theme parks is the same as theme park world. They re-named it when it got into the states. It was because EA, which owned both bulfrog and maxis, wanted to mooch off the sim franchise by adding sim to the name.

Chris Franklin
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Posted: 16th Feb 2006 12:53
Cool ok i'll make it like theme park world as well then

Evil stick
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Posted: 16th Feb 2006 13:06
Do you know if you're going to make it like RCT? Because I have an idea of making the cars go around.

Anyway.....looks awesome, can't wait to see a demo (with rides that is).


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Chris Franklin
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Posted: 16th Feb 2006 13:13 Edited at: 16th Feb 2006 13:50
Hi yea it'll be like rct3 i think for the cars following the track i'll be using way points and for the people on the paths

Thanks for the comments glad your looking forward to the demo

Edit:
Added some music i found off freeplaymusic into the main playing area for the game just making an in game vid in fraps now


Edit2:
Um 80mb for 30 seconds
anyone know a free app to compress vids?

dab
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Posted: 16th Feb 2006 16:18
Windows Movie Maker can compress videos. Just click the option that lets you choose how big you want the file to be.

s0l1dsnak3123
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Posted: 16th Feb 2006 18:36
ok heres my GFX specs


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Chris Franklin
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Posted: 16th Feb 2006 19:02
i see the problem it's an s3 savage i used to have one very slow now i have an ati 9250 pro
Quote: "Windows Movie Maker can compress videos. Just click the option that lets you choose how big you want the file to be.

"

Thing is the video i recorded was made in fraps

Seppuku Arts
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Posted: 16th Feb 2006 19:14
tut tut.....Go into Windows Movie maker, import the video made in Fraps and export, it will be a smaller file size


Chris Franklin
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Posted: 16th Feb 2006 19:15
just doing that now

Chris Franklin
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Posted: 16th Feb 2006 19:43 Edited at: 16th Feb 2006 19:53
Right keep an eye on this post i'm saving a 1.77mb video for you all to see uses in game music i'll edit here to attach it when i'm done
Wow 3 pages
Well here's the vid for ya i'm off to play rct3 + rct3 soaked! + rct3 wild! now
Have fun watching it just mini menu in very slow playback stupid fraps made 200 fps 9 fps when i was recording all in game music like i said

Enjoy

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s0l1dsnak3123
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Posted: 16th Feb 2006 19:48
i know a good way to keep the polys down. RCT is 2D not 3d, if you really want this game to be fast, speed it up that way.

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Chris Franklin
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Posted: 16th Feb 2006 19:53
Um that would put it back at 0 percent

s0l1dsnak3123
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Posted: 16th Feb 2006 20:49
never thought of that

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Chris Franklin
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Posted: 16th Feb 2006 21:56 Edited at: 16th Feb 2006 21:56
It was an idea anyway lol

Update
Making a photo shoot style thing saves to an image folder when that's done you just go to the folder called screenshots and open the picture

Chris Franklin
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Posted: 16th Feb 2006 21:59
Anyone download the vid? it's 1.5 mb of how the menu looks and a basic movement demo

s0l1dsnak3123
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Posted: 16th Feb 2006 21:59 Edited at: 16th Feb 2006 22:08
kool if you need any help with music or GFX i'll happily help.

EDIT: i took a look at your vid - how come the game shhots up from 20-somethingFPS to 208FPS? music's nice tho

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Chris Franklin
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Posted: 16th Feb 2006 22:07 Edited at: 16th Feb 2006 22:10
That's no pre render and real time filming
Quote: "if you need any help with music or GFX i'll happily help. "

Cool i'll remeber thanks
Glad you liked it


Update:
Ride's being loaded in with textures expect the first ride in game soon
Quote: "i took a look at your vid - how come the game shhots up from 20-somethingFPS to 208FPS?"

Stupid fraps kills it all when recording

s0l1dsnak3123
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Posted: 16th Feb 2006 22:11 Edited at: 16th Feb 2006 22:12
Quote: "Glad you liked it"


from what ive seen on the vid my parents might be getting a new graphics card - an ati because the computer is so so slow, I convinced her that it was the graphics card's fault

edit: right now i only have 16% ram free

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Chris Franklin
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Posted: 16th Feb 2006 22:12 Edited at: 16th Feb 2006 22:12
haha nice one ati are sooooooooo cool

i actually have plans to use shaders in the game ati support shaders like no tomorrow

s0l1dsnak3123
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Posted: 16th Feb 2006 22:13
sweet are they hard to impliment?

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Chris Franklin
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Posted: 16th Feb 2006 22:15
shaders nah

something like



Chris Franklin
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Posted: 16th Feb 2006 22:21 Edited at: 16th Feb 2006 22:33
Noooo!!!! i cannot believe this all the positions for the textures have screwed up in the conversion from 3ds to .x

And i'm a bit stuck with the mouse positioning

Seppuku Arts
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Posted: 16th Feb 2006 22:58
Not much to say from the video yet, looks like you haven't got the rides in yet dude


UFO
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Posted: 16th Feb 2006 23:15
It looks okay, but I think you have started this thread a little earlier than I like.


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Chris Franklin
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Posted: 16th Feb 2006 23:48 Edited at: 17th Feb 2006 09:59
just spent a while on rct3 um expect the ride placement in soon that's my current thing to do atm

dab
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That's great. Hey, if you would like, I'll design a better website for you RC sim. Just say the word and I'll work up a few designs during the weekend.

Chris Franklin
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Posted: 17th Feb 2006 09:54
Quote: "That's great. Hey, if you would like, I'll design a better website for you RC sim. Just say the word and I'll work up a few designs during the weekend."


If you want yea please i didn't think my game would get so much attention

FROGGIE!
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Posted: 17th Feb 2006 11:44 Edited at: 17th Feb 2006 11:50
[Edit] Sorry i wrote this after reading only the first page

Yeah, i noticed the poly count is very high on all of the models, for instance the railings - you seem to be using cylinders but unless the player is very close (almost first person) you probably wont be able to tell much difference between a cylinder with 20 sides and a cylinder with 3 (especialy once textured).

Quote: "it's 3 k of polys i suppose not bad really for a hotdog stall when i need to lower the fps anyway"


You shouldt be trying to lower the FPS, instead just try to get the best graphics at the highest FPS, and limit it to around 60 - this will allow it to run on lower spec machines than your own, anything over will be a bonus.

[edit] The FPS in the video seems very slow, but i assmue that just cos of the recording program right?

BTW, i wouldnt reccomend using a poly reduction program, it often screws up my models, i usually just redo the models completely.
Chris Franklin
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Posted: 17th Feb 2006 11:57 Edited at: 17th Feb 2006 11:57
Quote: "The FPS in the video seems very slow, but i assmue that just cos of the recording program right?"

Yea fraps killed the fps alot
Quote: "BTW, i wouldnt reccomend using a poly reduction program, it often screws up my models, i usually just redo the models completely. "

I might redesign some of the stuff anyway now

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