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Work in Progress / God of Time -; MMORpg / Rpg -; Work in Progress Thread #1

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Zeal
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Posted: 21st Jul 2006 04:13
I can see the thumbs (very small ), but when I click to enlarge I get taken to this error...



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Xenocythe
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Posted: 21st Jul 2006 19:16
Yeah, thats the code that I get. Think I should re upload them smoewhere else?

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Cash Curtis II
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Posted: 21st Jul 2006 19:20
Upload them to the forum. Attack one to each of your posts, then copy the shortcuts of the pictures back into the posts where you want to display them. Then they'll work until TGC bursts into flames.


Come see the WIP!
Xenocythe
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Posted: 21st Jul 2006 19:38
Haha, Thanks Cash, But I fixed it . I used Image Shack.



ALL THE SCREEN SHOTS ARE IN THE SECOND POST!!!








P.S. Everyone who missed the screens can see them so bump bump

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Xenocythe
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Posted: 23rd Jul 2006 01:17
Progress - The grass working in the 2cnd location and I've added some more collision to the 1rst location.

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Xenocythe
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Posted: 25th Jul 2006 18:38 Edited at: 25th Jul 2006 18:42
Ok, so here's the update on the grass. Well its not grass, its plants.

I made a program to make a randomized file that has about 45,000 coordinates on x and y. In my Second Map Program, it reads the file and positions the plant plains at those positions. This way, the plants are randomized, but only randomized once.

Here are da screeeeenies!!!!













Enjoy. Comments and qestions are welcome. I really don't want this thread dieng

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Cash Curtis II
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Posted: 25th Jul 2006 18:58
You should use a plantmap. Random plants, even randomizing them only once, is impossible to control. If a plant is in the wrong place, under a building, under water, etc, then it will be too difficult to move. There's plantmap info in the DBP part of the forum, and I posted my own plantmap code. Feel free to use it if you want to.


Come see the WIP!
Xenocythe
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Posted: 25th Jul 2006 19:12
You see, I detect if its under water. If its under water, I delete it. If it collides with a building, I delete it. No problem.

It is working fine, so I'm not sure about using a plant map.

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Oddmind
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Posted: 25th Jul 2006 20:33
use some refraction on the water for a more realistic/less like murcury look.

formerly KrazyJimmy

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Xenocythe
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Posted: 26th Jul 2006 03:14
What would refraction be?

And the murcury look might be the transparent blue plain in front of the water camera. What color should I change the water to?


Thanks for the comment.


Andything on the plant so far?

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Xenocythe
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Posted: 29th Jul 2006 19:36
Well, my artist drew me a veeery very detailed referance image for the gunner. I started modelling it nd its turning out average. I hope it turns out good enough, and this time I'll work on the face more.

So the plants are good? Should I move onto grass and trees?

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Oddmind
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Posted: 30th Jul 2006 01:36
refraction is (if im not mistaken) the property that lets you see through water and also lets it reflect.

at least thats the image i got after fiddling with the water shader i found.

formerly KrazyJimmy

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Xenocythe
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Posted: 30th Jul 2006 02:47
Oh, I think I know what to do. I could make the water a ghost refelction and make texture the blue plain with the image that the reflection camera draws, and ghost that too. That way, its a double reflection with see through. Would that work?

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Cash Curtis II
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Posted: 30th Jul 2006 03:06
That's a lot of CPU you'll be burning up. Personally, I think that gameplay is the priority, and the fluff should come after, and definitely be optional.


Come see the WIP!
Xenocythe
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Posted: 30th Jul 2006 03:06 Edited at: 30th Jul 2006 03:09
Ok, sorry for the double post, but I added the refraction, and I kept the blueish look. The water looks 10 times better, thank you very much 0ddmind.

Expect the next update to tell you about my trees.


But then, please continue looking at the grass, or give some suggestions.

Thanks!


EDIT : Just saw your post Cash, and I'll take it into consideration. The only problem is, when I had nothing but the advanced terrain, the fps was already around 25

With the bluish/refraction water the Fps is the same.

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Cash Curtis II
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Posted: 30th Jul 2006 03:17 Edited at: 30th Jul 2006 03:18
Are you sure you're updating your terrain? It shouldn't be so slow. What are your system specs? And what size is your heightmap?


Come see the WIP!
Xenocythe
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Posted: 30th Jul 2006 03:21
Yes, 100% sure that I'm updating it.

AMD Sempron 3100+Processor
1.8 Ghz
NVidia GeForce 6100 GPU (Shader Support)
100 GB HardDrive
512 MB DDR SDRAM

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Cash Curtis II
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Posted: 30th Jul 2006 03:28
Yeah, it really shouldn't be that slow. How fast does the AT demo run when you uncap the framerate?


Come see the WIP!
Xenocythe
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Posted: 30th Jul 2006 03:32
Same thing, about 30.

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Natflash Games
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Posted: 30th Jul 2006 15:40
This looks (and sounds) extremely good especially location 2, what kind of framerate do you get with that water.
Also please please tell me how\where to get that shader.

Visit http://www.natsam.co.uk to find out about my games.
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Xenocythe
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Posted: 30th Jul 2006 17:32
Thanks NatFlash, I've sent you an invite to MSN Messenger, and we can talk about the game on that

And thanks for the commetns on it!

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Xenocythe
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Posted: 30th Jul 2006 20:22
Update

After Cash reveiwed my Second Location code and stuff, he made many great suggestions that shot the fps up by about ten. he also taught me timer based movement and speed, and thats great too. He gave me a distance formula for the trees and plants.

Cash, thank you so much.


And now for the... trees?!??










Also notice the updated water

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Steam Assassin
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Posted: 30th Jul 2006 21:40
Holy Dung!

This is lookin' good!


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Gil Galvanti
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Posted: 31st Jul 2006 03:12
awesome new screenshots

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Xenocythe
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Posted: 31st Jul 2006 21:36
Update

Once you start playing as the gunner in the second location, you have to fight mutant zombies. Tons of em. These zombies are different though. They are scary, hairy, glowng and fast.

Oh yes, you want screen shots?
















Please, please please enjoy

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sith lord
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Posted: 31st Jul 2006 21:40
looks excelant
Cash Curtis II
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Posted: 31st Jul 2006 21:51
Those are certainly big and unique looking. Keep up the good work.


Come see the WIP!
Xenocythe
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Posted: 31st Jul 2006 22:17
Thanks Cash

Anyone else?

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Sergey K
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Posted: 31st Jul 2006 23:49
nice. but where is the game play?

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Xenocythe
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Posted: 1st Aug 2006 02:14
Heh, yeah, the gameplay comes after I can find someone to make a roman soldier for me and texture it.. I've never tried one before, and I dont think I'll be very good at it...

Can anyone make a texture one for me? Roman Soldier?

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Xenocythe
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Posted: 1st Aug 2006 18:33
bump - no one likes the mutant zombie? Man, this thread is dead

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LordoFire
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Posted: 2nd Aug 2006 03:33
XENO! Hows it goin man, long time no see. I like the look of your project. The second area looks simply amazing, the water effects are wonderful. I think the first area could use some partical effects for the flames rather than planes with a flamy animation. Dunno, but it looks kinda cheesy with the planes. Other than that I really like how this is coming out and mutant zombies are my best friends!

Xenocythe
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Posted: 2nd Aug 2006 04:52
Hey LordoFire, thanks for the comment. Yes, I'll either improve the plain fire, or use particles.

Would Land of the Assassins be your new game?

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LordoFire
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Posted: 2nd Aug 2006 06:08
Awsome! Yeah, land of assassins is basically a little side project. A 3rd person platformer basically. Desert Planet is still my primary. I am using a new engine now and it is running gloriously! Hehe, basically Im putting the whole thing through a overhaul.

Xenocythe
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Posted: 2nd Aug 2006 17:40
Hehe, cool. I'll be happy to help programming, modelling, or whatever

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Xenocythe
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Posted: 3rd Aug 2006 05:20
Thanks to my amazing personal freind computer artist, I have a very high detailed and very accurate reference image of a human that will be used for the gunner. I've completed the leg, foot, half of the torso, the arm, and all I need now is the hand and half of a head. Then I can duplicate it, flip it, smooth it, and join the two halves and wa-la

I'll show a screen shots or two when I'm done. Plus, the model is turning out very good and very low poly. I'm estimating under 900 polys for this guy of mine.


Thanks,
Xeno

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Bizar Guy
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Posted: 3rd Aug 2006 05:28 Edited at: 3rd Aug 2006 05:29
Sounds good with the gunner! 900 is a good number; if it looks good, you should aim for that number for every human if possible.

I like the zombie dude. Not so much that it's a zombie, but the artistic quality is very high. I'd enjoy killing him!

Edit: Very nice water, as well.

Xenocythe
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Posted: 4th Aug 2006 17:19
Hehe, thanks Bizar Guy.

Now, I was thinking, multiple guns with the gunner... Now how would I go about doing that? Should I make the gunner animations without a gun, copy the whole gunner file for each gun, and put a gun in the hands of the gunner? Nah, I would have to append it each time and that would be a pain. Maybe I could just Put a whole bunch of guns in his hands and tur the ones not in use transparent? What do you guys think would be better?

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Silvester
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Posted: 4th Aug 2006 17:21
nice screeny's,looking forward till release

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Xenocythe
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Posted: 5th Aug 2006 20:50
Update

As you all know, after the RPG version of God of Time is complete, there will be an MMORPG version. I thought I would need some coding skills forthat portion, so I'm simultaneously making an morpg. I'll call it : BoxMorpg. Its coming out quite nicely, it works online over different computers. The only problem that I am having at the moment is nametags. At my computer, the host, the name tags work like a charm. From other compters, its quite weird, sometimes the wrong people have the wrong nmetags, sometimes only few show up at all.

But it will be fixed, and once it is, I'll move on to gameplay. Some Day soon, I'll keep my comuter on, as well as the host exe, and it'll be an official testing day for BoxMorpg.

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Silvester
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Posted: 5th Aug 2006 21:03
BoxMorpg?

Box'em ORPG?

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Xenocythe
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Posted: 5th Aug 2006 21:06
What?

Yes, but its only to teach myself the commands for multiplayer.

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Xenocythe
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Posted: 7th Aug 2006 05:28 Edited at: 7th Aug 2006 05:29
Hey everyone!

Lately, I've been telling everyone how great my artist is. I've been saying how high quality his work is. Well, he decided to make a roman soldier reference image fotr my game. But before that, he pimped it with a high detailed simple art of a roman soldier.

Enjoy. Alot. (this is computer art, not scanned in)

EDIT: Forgot to say, this will be used in the game, so you are not aloud to use this at all.

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Gil Galvanti
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Posted: 7th Aug 2006 06:28
cool drawing, now you just need the model...

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Xenocythe
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Posted: 7th Aug 2006 17:13
Hehe, yeah... I'll have it bytoday or tomorrow, and I can also work on other sorts of gameplay other than fighting now. I have photoshop and I can make some of my art.

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Xenocythe
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Posted: 9th Aug 2006 22:18
Update
I'm working on the intro and I've come a cross a sort of widescreen effect. It's pretty cool. Once the intro is done I'll clip a video and post it here The intro includes :
Movie scenes
Voices (Soon to come)
Sounds (Soon to come)
Music (Soon to come)
Cool Camera Movement and Eeffects

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Oddmind
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Posted: 9th Aug 2006 23:49
hmm, the art is alright, kind of all over the place. The pelvis is really long.

good luck on this project.

formerly KrazyJimmy

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Cash Curtis II
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Posted: 10th Aug 2006 01:00
That soldier is okay. Oddmind said his torso is too long, but I don't think that's it. He has no ass. His legs connect directly to his torso. The result is that his legs look too short.

And as far as your intro... it sounds cool, but you really shouldn't worry about that until you have all of your gameplay elements in place. All that will happen is that you'll have a movie clip of not much and you'll have to redo it anyway.

Focus on gameplay. Gameplay should take precedence over everything else. Without gameplay, this project will be no different from any other Dark Basic RPG.


Come see the WIP!
Xenocythe
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Posted: 10th Aug 2006 05:34
Oddmind and Cash : I see what you mean about the art.


Oddmind : Thanks


Cash : Hmm, yeah I guess thats true... but with most of my projects I worked on everything in order. I worked on everything thoughout the storyline step by step, and that seemed to work out for me. I guess I should switch. Or can I just stick with the current plan?

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Cash Curtis II
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Posted: 10th Aug 2006 16:25
I mean, it's really up to you. But your intro won't be good without all of your models and gameplay elements in place. If you had everything set up, you could script some cut scenes and add voice overs like that. Right now all you can do is fly around the landscape and show one monsters, pus add some sound effects.

I think that focusing on the gameplay first is the most important thing, and will serve to help you with everything else.


Come see the WIP!

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