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Work in Progress / Battlestar Galactica -Left Behind-

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Alkaline
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Posted: 26th Nov 2006 20:39
My question is why the upper left is blurred.

1.5 GIG DDR pc3200||ATI 9600xt 256mb||330 GB hard drive||Amd XP 3000+
Steve J
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Posted: 27th Nov 2006 00:37
He probably blurred it in photoshop. It is not the same blur each time, and if you sharpen it a bit, you can see it is tech details.

http://phoenixophelia.com

Steve J, less, and less Controversial!
Gaius Baltar
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Posted: 27th Nov 2006 04:01
Dared1111 - At this point there are no boundries.

Alkaline - Indeed they are tech details as Steve J concluded. You can kind of make out that the first couple bits of information are the FPS. The blurring indeed was done in photoshop.

In the latest issue of the Newsletter there was a tutorial with media on how to do explosions for your games. It couldn't have come at a better time considering that was what I was working on next, so here's a shot of a training accident involving a Viper Mk2.

Crazy Programmer
AGK Developer
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Posted: 27th Nov 2006 05:06
Nice work so far i like the effects and models. Whats the polly count of that ship?


Load Programmer "Crazy Programmer",1
Dared1111
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Posted: 27th Nov 2006 17:21
Love the explosion... have any missions been done yet or are you just doing the visuals... also could you possibly post about what youve done and how long it took, just like , Design, research and concept

Moenex is started in Dbpro!see:http://www.freewebs.com/memexthegame/index.htm
Gaius Baltar
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Posted: 28th Nov 2006 01:32
Crazy Programmer - The ship has 2,558 triangles. I created the ship (a Viper Mk2) based on a Zoic rendering.

Dared1111 - There are no missions for it yet except for the Demo. The Demo will involve an asteroid training drill.

As far as what has been done it has been a start and stop process. It all started with a small Newton Physics program that I created to see if I could pull of the stunts from the show. That was nearly 8 months ago. Only recently has it taken off. I will try to list some things that have been finished in a later post, I would like for it to be thought out.
Gaius Baltar
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Posted: 30th Nov 2006 02:10
I am trying to attach a 16.9 MB Video Trailer to this message, however it will not let me upload it with the applet. Gives me a message stating that the file size is too large, however it says that it can handle 50 MB uploads. Also when I try to generic file uploader, it gives me an HTTP error. Any clues how I can get this video to everyone?
Airslide
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Posted: 30th Nov 2006 03:45
You-Tube would work. TGC started using it alot too...

Gaius Baltar
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Posted: 30th Nov 2006 04:37
I have just compeleted a mini-trailer for Battlestar Galactica - Left Behind. It is a one minute clip of ingame video, which includes shots the main menu graphics, gun fire, the pixel shaders at work, and a little something that I have just completed work on at the very end. I hope you enjoy, and I would like any comments you might have.

Note - The actually video is only the portion of the middle of the actual screen, it is not a video of the entire screen.

***** VIDEO *****
http://www.youtube.com/watch?v=Nov9_6GtVIo
Jna99
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Posted: 30th Nov 2006 15:01
Hi Gaius the video is amazing let me ask you a few things:

1.how did you make the afterburn effect(the camera shake)?
2.About the sun it's an object or an image?

Now a sugestion maybe have the "Lens flare" effect you make the game even better
Dared1111
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Posted: 30th Nov 2006 19:43
funky... when will we see the oppsite direction turn, also are the manovers normal with special keys or fully controlable?

Moenex is started in Dbpro!see:http://www.freewebs.com/memexthegame/index.htm
Bizar Guy
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Posted: 30th Nov 2006 20:07
It doesn't seem to capture the BSG space feeling yet, but looks pretty good for a start. Graphics are nice, but you should put more into having the space physics resemble BSG as much as possible, as that would really make a fun game.

Gaius Baltar
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Posted: 1st Dec 2006 04:04
Hmmm, it would appear that my demo didn't offer a complete view of the movement system, perhaps I will upload another video.

Jna99 - The camera shake was an idea I got from this thread and was achieved by checking to see if the ships acceleration was higher than a certain value, and the camera's distance was at a certain value. Then I simply called a camera shake function.

The Star is an image.

Dared1111 - The controls at the moment are not customizeable.
Mr Tank
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Posted: 1st Dec 2006 04:43
Sweet. Your camera shake is hella better than the one i'm using.


You'll be able to click on this someday.
Gaius Baltar
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Posted: 1st Dec 2006 05:17
Jna99 - I did not notice earlier that you suggested a lens flare, I have actually looked into this, and I will be using one.

Here's another video of the movement of the Viper. The controls as of now are...

F - Fire Thrusters (TOGGLE)
B - RCS COMPUTER ASSIST (TOGGLE)
N - COMPUTER AUTO STOP (TOGGLE)
G - Fire Guns
C - Switch Camera Views (Use middle mouse button to adjust view)
ARROW KEYS -
DOWN(PITCH UP) | UP(PITCH DOWN) | RIGHT(ROLL RIGHT) | LEFT(ROLL LEFT)

ARROW KEYS (HOLDING SPACEBAR) DOWN(THRUST DOWN) | UP(THRUST UP) | RIGHT(TURN RIGHT) | LEFT(TURN LEFT)

Also keep in mind that most games give you nifty space dust to give you a sense of movement, however this is a simulation game and you do not have that luxury. So you must key in on objects in your surroundings to notice movement, I did this strafe run near some asteroids to show how it is possible in this game. Also I would like to remind you that the video is of the middle of the screen and not the entire screen.

***** VIDEO *****
http://www.youtube.com/watch?v=jRb_UT7KYro

PS - Sorry for the choppyness of the video, it kills my computer when I record. Game normally runs at 60 FPS.
Jna99
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Posted: 1st Dec 2006 14:13
Gaius the video is very cool, but I prefer the first one!
About the glow effect can you tell me how did you do it?
Bizar Guy
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Posted: 1st Dec 2006 15:04
I wrote a long post full of suggestions and how much I liked this project, just to press the backspace key to get rid of an extra space and see my browser go back a page, making my beautiful post never exist.

I'll just say that I see how the movement works now, and that this looks really good. I'll re-type my suggestions later today when I'm not so annoyed that they got deleted.

Dared1111
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Posted: 15th Dec 2006 12:12
whats happening?

A game- nvidia cancelled but preserved till ive finished the current

Game progress- 5 percent
Gaius Baltar
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Posted: 16th Dec 2006 03:19
Dared1111 - I have been working on the collision system, and SFX for the past week or so. Also I am working on getting bullets worked into multiplayer. It is still coming along nicely. I will have some updated screens in the next few days. I also am reworking the hud, and working in some interesting features. Should be fun! Thanks for staying interested, and the wait will be worth it!!!
Supremacy
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Posted: 24th Dec 2006 10:18
I just paid attention to the screens, they look pretty cool, good job
GatorHex
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Posted: 31st Dec 2006 03:44 Edited at: 31st Dec 2006 04:09
Looks like the free Jeff Broz model

http://www.jdbgrphx.com/project3/sampl1.html

If anyones interested in making ship models there are some nice plans and skins on these sites to popular ships...

http://www.shipschematics.net/bsg/

http://www.sextondesign.net/BG/html/gallery.html

Hasn't BSG already been done? Whens sum1 gona make Blakes 7 game!!! The arguments I've had over which way around that ship flys!! IT GOES POINT BITS FORWARD... OK!!

http://www.KumKie.com http://bulldog.servegame.com
Dared1111
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Posted: 31st Dec 2006 14:04
IMHO if in space there is no friction or air, why do the ships have to be streamlined?

Game progress- 30 percent
Red Ocktober
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Posted: 31st Dec 2006 15:25 Edited at: 31st Dec 2006 15:29
this looks very, very nice...

so say we all!!!

when you get far enough along, do you think it might be a remote possibility to contact the pr people or the studios, and see if they'd be interested in releasing a video game as part of a media blitz for the new season... they might pay you an upfront sum, and put it up on the site... to attract traffic and such...

from the screenshots so far, the game is graphically appealing enough to be right up there with the 'rest'...

anyways, good luck with this... i'll be following it's progress...


and yeah, Gaius and his Cylon girlfriend were one of the more interesting characters... but the series was so good, that even the most miniscule onscreen characters were interesting...

i kinda go for the bad guys though... so my favorite character was the female commander of BattleStar Pegasus, Admiral Helena Cain...


gorgeous, cute, and cold blooded...

more so than Gaius's cylon friend...

they killed her off way too soon... there was a lot more there than met the eye...

as if what met the eye wasn't enough...

so say we all...



--Mike
lower logic
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Posted: 31st Dec 2006 20:40 Edited at: 31st Dec 2006 20:42
Looks cool and the videos are great. If you need help with the AI, I'd love to help work on it. Making a strategic/tactical AI like Scar might be tricky, but normal space combat AI shouldn't be too hard.
Gaius Baltar
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Posted: 3rd Jan 2007 14:17
GatorHex - I created the Model of the Viper MK2.

Dared1111 - The reason that the ships must be streamlined is because they occasionally make atmospheric flight.

Lower Logic - I would be extremely interested in haveing your help on the project, perhaps you could give me your e-mail address, and get this thing going.
lower logic
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Posted: 3rd Jan 2007 22:32 Edited at: 3rd Jan 2007 22:33
My email is lowerlogic -a-t- gmail.com.
Gaius Baltar
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Posted: 9th Jan 2007 01:39
Here is a screenshot of the new Raider model. The game is progressing very fast thanks to the work of Lower Logic. He is an excellent programmer, and has given this project new life.


lower logic
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Posted: 9th Jan 2007 15:13
Woah, new model looks great!
Alvarus
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Posted: 9th Jan 2007 18:39
Hey there Gaius Baltar! This looks pretty darn cool.

I made a Basestar model a while ago in Blender. I don't think I ever got around to UVing the thing. And at the moment it's probably too high poly. But it's a good starting point. Let me know if you're interested and I could start working on it.

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Wartorn
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Posted: 16th Jan 2007 09:09
Really awsome! only thing i can complain on (just my opinion) is the nebula on the last screenshot seems way too bright.. but thats just me. I'd love to see this project keep going! let me know if there's anything i could contribute with.
Gaius Baltar
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Posted: 16th Jan 2007 17:30
Wartorn - Thanks for the input, and the project is still continuing strong. Lower Logic and I are putting some time into it.

Alvarus - Thank you for the offer, however I have already finished the Cylon Basestar.

EVERYONE - Please feel free to leave feedback and suggestions. I would like to hear your thoughts on what should be displayed in the HUD, like your Current Speed, ect. Also any other ideas are welcome. Thank you for the interest!

Here's a screen shot of the Cylon Basestar.
Medieval Coder
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Posted: 16th Jan 2007 23:51
This is looking great!


^ Paintball Rocks ^
Wartorn
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Posted: 17th Jan 2007 03:00
It would be cool if you could replicate some of the missions in the series, like taking pictures of "Ressurection", inside it with the Black... i cant rember the name of it, etc. Looking seriously good here keep it up!
Gaius Baltar
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Posted: 17th Jan 2007 16:04
Medieval Coder - Thank you!

Wartorn - Depending on what style single player we choose to go with, we may be adding some of the missions from the series. About the Blackbird AKA Laura, you'll have to wait and see if it ends up in the game.
Alvarus
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Posted: 18th Jan 2007 16:37
DB newbie
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Posted: 18th Jan 2007 16:53
are you going to Be able to pick from diffrent characters such as starbuck?

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Gaius Baltar
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Posted: 19th Jan 2007 01:42
DB newbie - When you pilot a ship in this sim, you will be assuming the role of yourself. You will either be a Conlonial pilot, or a cylon in some form.
DB newbie
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Posted: 19th Jan 2007 16:46
oooooooooo cool

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Pillsbury Dobok
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Posted: 19th Jan 2007 17:44
I really like the look of this project. Every once in a while I love to indulge in a good space sim (Freespace anyone?).

How's the frame rate with your hardware setup?

I am the keeper of the invisible flame. You shall not pass gas...
Gaius Baltar
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Posted: 20th Jan 2007 00:38
Pillsbury Dobok - Thank you very much for the comment! I am doing a little texture reworking, and what not to make it more like the show.

The framerate on my setup is about 120-130 FPS with 5 Cylon Ships and my Colonial Viper model. Bloom shader on, and each 3D object normal mapped with a 1024x1024 base texture, a 1024x1024 normal map, and a sepcular map.

120-130 FPS
1024x768 32 bit color depth
Bloom Shader On
Normal Shader On
1 Viper Model
5 Cylon Models

Computer Specs-
Intel Pentium 4 2.53GHZ
512 MB RAM
GeForce4 Ti 4200 (128MB of video RAM)

I try to keep it running at 60 on this Machine so that I know it will run well on most machines.
Jna99
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Posted: 21st Jan 2007 20:22
Gaius your doing the game in dbp or darksdk?
Gaius Baltar
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Posted: 21st Jan 2007 21:03
Jna99 - Lower Logic and I, are programming DarkBasic Pro.
Steve J
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Posted: 21st Jan 2007 23:15
Great work Gaius! New Episode of BSG today as well!

Jna99
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Posted: 22nd Jan 2007 13:26
Quote: "Jna99 - Lower Logic and I, are programming DarkBasic Pro."


Ok just to know, because DarkGDK is very limited ( compared to dbp is very backward)
tha_rami
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Posted: 22nd Jan 2007 22:27
Speed, Weaponry, Ammo/Energy, Inertial Strafing Speeds (as in SW3D space sims), Radar...

Looks good!

tha_rami - the best way to predict the future is to invent it
MExe
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Posted: 23rd Jan 2007 00:29
May I ask why you are blurring the text on the top left of the screen?
lower logic
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Posted: 25th Jan 2007 14:31 Edited at: 25th Jan 2007 14:33
The mutliplayer code is coming along nicely. So far we've only tried it with 3 human players at once and the game handled everything with good sync. Multiplayer also works well with the AI. AI's not complete but its getting there. Already they are quite hard to destroy, but after the new tactical maneuvering code is implemented the AI should be next to impossible to beat on the hardest setting (Like UT2004's Godlike setting). Don't worry though, in the game you'll be able to specify how hard you want the AI to be - anywhere from clueless to newbie to skilled to masterful and everywhere in between. We'll even have a setting where the AI will match the player's skill by trying to keep the kill counts equal or something similar.
Dared1111
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Posted: 25th Jan 2007 17:36
COOOL!! MULTIPLAYER YAY!!!! looking forward to this

how long until release?

Who wants a Lemon?

I love lemons... and cats
RickV
TGC Development Director
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Posted: 26th Jan 2007 00:42
Hi, please post screen shots of your games into the Gallery if you get chance.

http://www.thegamecreators.com/?m=gallery_upload

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
tommie
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Posted: 1st Feb 2007 20:20
how do you put op that shine effect( it brings out the light and let it to bleed over te dark ) its realy nice

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