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Work in Progress / [LOCKED] Ronin, samurai turnbased rpg

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Seppuku Arts
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Posted: 1st Mar 2005 06:48 Edited at: 21st Apr 2005 06:34
Edit:
All the graphics before sucked and I am ashamed to show them, but I will show the progress of its remake, this project is on a pause from when I edited this thread.

Tech demo menu system (In progress of being changed for full demo)


Tech demo testing


The tech demo graphics look crap, but thats only because its there to test my programming

http://seppukuarts.95mb.com (website)
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Cian Rice
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Posted: 1st Mar 2005 10:21
You know I like it.

Have a heart and join my message board.And now my messageboards work again!Woot!
Seppuku Arts
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Posted: 1st Mar 2005 19:54
of course, you've already seen it, you said your opinions on our forum

Can anyone tell me the theory of knowledge?
Seppuku Arts
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Posted: 5th Mar 2005 00:45


this is a new screenshot (its a NGC engine test, no textures or walking model yet, i need to wait until i get TS5 through the post before i remodel or/and animate the character)

Can anyone tell me the theory of knowledge?
Seppuku Arts
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Posted: 5th Mar 2005 08:03 Edited at: 21st Apr 2005 06:34
Here is another screenshot, its the head of the character Himika



edit - too high poly being remade

http://seppukuarts.95mb.com (website)
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Wiggett
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Posted: 5th Mar 2005 09:50
prolly gonan be too many polys in that hair, mayhaps make the fringe 1 single plain, then texture it with the hair and the gaps inbetween the threads in 0,0,0 so they are transparent, that is what a few games have on their models, instead of each individual strand beibng a number of polys.

Seppuku Arts
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Posted: 5th Mar 2005 19:13
yeh i'm gonna do that for the ingame character, this one will be used for CGI, 25,000polys is about right for just the head and hair together, it would have been great to use it ingame but only top PC machines could handle it

Can anyone tell me the theory of knowledge?
Dr Crazy
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Posted: 6th Mar 2005 02:05
Want my review? Well I think you should work really hard on the engine and collision and stuff before making levels. I am in the middle of making a rpg project (it's secret at the moment ) and I have spent several months perfecting my engine and making sure theres no bugs with collision or with the in-game menu. And to be honest, your level looks like it took 5 mins to make in DeleD (no offence ). Spend months making the demo then when you have at least 30mins of quality play on your game then release a WIP with a kick ass demo because if its a good demo people will want to find out when the next release is etc.

Cheers,
Nick.

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/512+128MB RAM/60GB Hardrive
Seppuku Arts
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Posted: 6th Mar 2005 08:11
the demo on my website is an early engine before I got Nuclear Glory Collision, that basicly needs updating with I will do once the level area is created properly, the current version in my DBP file works well.

I've got the collision sorted, the level was made to just to work out the collisions, considering I am using the Nuclear Glory Collsion dll it works fine and well thats not buggy, and well my menu works well, and before i spend months trying to work out a good collision code and failed which is the reason for NGC.

Now I have time to work on my models, which I have been doing (although the first few suck)

PS- I'm sorry if it seems i am making a crappy progress on my project, its just i'm working on two projects, revision, karate and coursework, i can't be expected to update my website too much

Can anyone tell me the theory of knowledge?
Seppuku Arts
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Posted: 8th Mar 2005 20:43
I updated the tech demo on my website go check it out lemme kno of any glitchs/problems (in kno the resoltuion changing needs editing because the text is too big on lower resolutions)

Can anyone tell me the theory of knowledge?
Cian Rice
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Posted: 12th Mar 2005 03:06
It said could not load music at line 12 for me.

Have a heart and join my message board.And now my messageboards work again!Woot!
Seppuku Arts
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Posted: 14th Mar 2005 20:44
noooooooo!!!!!!!! bloody thing, here i'll update it as soon as the BT broadband server is up and running again

Can anyone tell me the theory of knowledge?
Seppuku Arts
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Posted: 5th Apr 2005 21:21
As soon as i can get onto broadband I will update with a new tech demo, then afterwards once i've finished the final demo i'll put that on as well, graphics won't look as crap as the ones above, they were made in my beginner days, and when i used anim8or

I am unigue like everone else
Seppuku Arts
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Posted: 21st Apr 2005 06:15
It looks like it sux now, and I am waiting for my new 3D software to arrive, but this project has been on pause because of GCSEs and I am training myself to use the software I ordered in its demo, so all graphics are being remade.

This project is really still on a pause.

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Lukas W
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Posted: 27th Apr 2005 21:13
that menu looks strangely familiar

Seppuku Arts
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Posted: 27th Apr 2005 21:46
really, I haven't seen it elsewhere other than my website

Lukas W
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Posted: 27th Apr 2005 23:30
doh! hehe, well I made a menu that looks almost like that

Seppuku Arts
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Posted: 28th Apr 2005 02:23
i guess great minds think a like lol, besides my new menu is differant to that one now, it looks better, i will post screenies of it asap

Lukas W
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Seppuku Arts
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Posted: 30th Apr 2005 05:14 Edited at: 30th Apr 2005 05:16
I know I said this was on pause but I started 3D modelling a head for teaching myself, and thought with a few changes it could go in ronin, the only problem is its 4000 poly.......i'll try to lower it lol
His helmet will be replace with a samurai one and his face is fully animatable meaning i can just type in a phrase and he'll speak

oh and I did a stall for a village as well before I announced the pause but I didn't post it


Psycho Gary
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Posted: 30th Apr 2005 22:48 Edited at: 30th Apr 2005 22:49
looking nice yeah, the poly count is a bit major cant wait to see the models in action

:p
Seppuku Arts
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Posted: 1st May 2005 01:45
thanks, i'll use that poly reduction tool on the forums somewhere, because I get model deformation in the poly count lowerer in truespace most of the time so i won't trust it lol

Psycho Gary
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Posted: 1st May 2005 23:29
hehe "lowerer", g'luck with it

:p
Psycho Gary
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Posted: 1st May 2005 23:30 Edited at: 1st May 2005 23:31
im hungry... how is the actual systems progress?

:p
Seppuku Arts
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Posted: 2nd May 2005 02:15
its not progressing, i've made the engine, as i said its on pause due to 3D training and exams, I made those objects above whilst teaching myself and thought why not use them, once the exams are over maybe i can get back onto it

Psycho Gary
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Posted: 2nd May 2005 06:26
cool cool... looks like loads of work will be done by all in the summer holidays

:p
Seppuku Arts
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Posted: 2nd May 2005 20:16
prolly, or i might get my self a proper social life lol

fasdfsdaf
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Posted: 4th May 2005 10:14
Social life? Never heard of the word back here in my little corner...Maybe I should go and try to scanvenge a REAL dictionary.

Anyways, good luck! looks great. I remember looking at this before, but I thoguht I had seen a description of the game. Currently, though, I don't remember what it said (if it said anything)

So what is the game about?

[me]"My throat froze!"
[other person]"Force quit it next time..."
A.K.A Death Stalker
Seppuku Arts
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Posted: 4th May 2005 21:52
oh bugger i forgot to put a description lol, well its a Samurai turn based RPG game set during the 16th Century before the Dutch arrive to japan importing guns, it will have the same sort of idea as classic RPG's like Summoning, magic etc, but it will be based on Japanese ideas, you start off as a ronin samurai who dishonoured his master in the battle for Hizen, then he you work for some guy who pays you to asassinate some one in Hizen castle which you uncover a secret about you old master and well I don't want to spoil the rest

fasdfsdaf
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Posted: 5th May 2005 04:25
What're the battles like?

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Seppuku Arts
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Posted: 5th May 2005 04:44
Well I programmed a battle system for it back when I used DBC which was similar to the one in Final Fantasy, so I'm using that, you basicly choose an attack, the character does it and so does the opponent and any character can attack, at the moment all menu's in the demos are use by a mouse (so will the up to date battle system)But I may change them to keyboard/Joystick based menu's

fasdfsdaf
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Posted: 5th May 2005 07:36
Ah, are the battles gonna be like some game I played once where you move each unit certain spaces and then you can attack,trade,or use item?

[me]"My throat froze!"
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Seppuku Arts
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Posted: 6th May 2005 01:29
Do you mean like Final Fantasy Tactics, if you do then i'd say more like FF I to X the actions will be like, summon, magic, skill, item, attack, special, of cause there will be no flee (because as a samurai would say, fleeing is cowardice)

Seppuku Arts
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Posted: 9th May 2005 08:13
*UPDATE* yey i've touched this project again, weeew!!!
I am making a temporary model for the background which are in the style of anime until enough final models have been made, these ones are easier and quicker to make (plus I am still learning techniques for my modelling)

Here is Akai's temporary head


And demo programming will begin throughout the week depending on school work

Seppuku Arts
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Posted: 10th May 2005 09:07
*UPDATE*
I have started on the scene outside Hizen castle where the character Akai dishonors his army and becomes a ronin, odd looking polygons disapear with textures(so don't bother commenting about that) and the trees were added for effect, not to be included with final scene


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Posted: 14th May 2005 07:02
Seppuku Geijutsu,

Your working on Rush right?

If so can you tell me anywhere that I can find some info on it since Gokul is one of my friends from school.

By the way those screenshots look nice

I have know idea what sflm stands for
Seppuku Arts
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Posted: 14th May 2005 08:02 Edited at: 14th May 2005 08:03
what sort of info, there is a extremely long post about rush in one of the dark basic threads at the top of the forum for a team request that was started by anime blood, maybe you can find what you need to know there, if not ask me for what you need to know directly, or ask Gokul.

Thanks for the comment

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
fasdfsdaf
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Posted: 14th May 2005 16:31
Looking good!

[me]"My throat froze!"
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Seppuku Arts
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Posted: 14th May 2005 20:32
thanks

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 15th May 2005 02:15
The Hizen battle scene with texture (trees are still there for atmosphere) and walls added extra so the character won't fall off the edge, the final trees have yet to be made



http://seppukuarts.dbspot.com
Ronin is back on production yey!!
TEH_CODERER
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Posted: 15th May 2005 05:20
The lighting on the terrain looks a little squareish in places. Sorry if that has already been mentioned.

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Seppuku Arts
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Posted: 15th May 2005 08:44
I only used one light with shadows activated, the others are default lights, but its not the lighting that gives that sqaure looks, its how the landscape was made, I could redo that bit and try to make it look smoother, I subdivided a 3rd time to see if that solved the problem, it did but the problem was the poly count, redo doing the landscape bit would be a good idea, (the direct x file of the scene is 50 megs when I exported it)

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 15th May 2005 09:32 Edited at: 15th May 2005 09:35
I've started making a low poly ingame Akai version of Akai, there will be a high poly version for when he talks and a FMV version, just like they have in Final Fantasy X

please comment

As you can see I've posted a pre-render version for once

EDIT, I do notice the square look on his body, that will be solved, no worries, I just added that for effect,
there is a square polygon look on his face too, that is because I used trueSpace's polygon reduction tool, I think I will look at that free program shown on the forums somewhere for polygon lowering

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 15th May 2005 21:07 Edited at: 15th May 2005 21:09
I've redone the actually landscape to low poly, and loaded in DBpro with Akai's head as a character but the textures for the background did not load, so I loaded them in DBpro but the problem is they did not UV map properly giving the background a crappy look, so I am going to sort that out later, here is a screeny of what I just explained



Please comment on anything I didn't just mention


[EDIT] I managed to get the high poly version of the background to load in DBPro but the big problem was the frame rate, it was really slow.

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 15th May 2005 23:56
The texture problem is sorted.


http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 17th May 2005 02:54
I've recently decided a good way to handle my Projects, I'm doing it by weekly schedules.

Week 1 - Ronin (that was last weeks)
Week 2 - Help with Rush
week 3 - Help with Pirates
week 4 - Work on sub Dark Basic Projects (Such as competitions, like the Caligari ones or the 3D World magazine forums ones)

these will be repeated until they are finished

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 17th May 2005 08:53 Edited at: 17th May 2005 08:53
I have been working on how I want the game to work and how the talking scripts and storyline will unfold using RPG Maker 2003, I have a screenshot and a fraps animation of a battle scene between the general of the Hojo clan, the Kensei who is training you (General Nachi) and the character Akai before he becomes ronin
Here is the screeny, click download for video


the quality of the video is awful (becasue of the resloution it had to record at), and the bad guy is easy so I could showcase it in a quick movie, before the baddie had 3000hp

3.3 mb file .wmv


http://www.freewebs.com/seppukuarts/Movie.wmv

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
LordoFire
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Posted: 18th May 2005 09:15
Dont use freewebs. It would either take 53 minutes to download, or hours to buffer!!! Use a different hosting site like dbspot, etc.

When it comes to programing, I'm on fire!
Formerly known as flame master...Changed name because I do not flame
Seppuku Arts
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Posted: 19th May 2005 02:45
good point, I will next time

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Seppuku Arts
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Posted: 26th May 2005 02:01
weeew 1,062 views, wow i'm popular, only if there was a post each time.....

Anyways just an update, character modelling back on track, bloody exams lol The rest of today and tomorrow is free, friday is an RE exam, the only thing I'd have to revise for that is bible quotes (woop de doo) to 'consider christian views' in my answers

Just as a question to all those who read these, Do you think a heavy metal sort of side would go with this, or just keep it calm and just use japanese music. Or use both eg. Have a coal chamber sort of sound crossed with a japanese sort of sound when fighting a boss, I'm just unsure

http://seppukuarts.dbspot.com
Ronin is back on production yey!!

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