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Work in Progress / The Incredibly Awesome Game (yes that is the title)

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Zaibatsu
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Posted: 12th Mar 2008 05:34
I've decided to give programing one last shot before I give up and do something else entirely, and thus, I have decided to make a third person shooter, called The Incredibly Awesome Game.

The game really serves no purpose besides seeing if I can learn to code in DBP. This isn't the first project I've attempted, but it is the most well thought out one. To prove to myself that I was serious about this attempt, I already went to the trouble of making the media I'll need.

I'm not very good at this, and will probably be asking for help a lot, so if anyone is feeling unusually kind, please send me an email or add me AIM and let me know you're willing to help. I'm right now trying to get movement commands in place.

There is a list of features I'd like to implement that would really teach me a lot if they work. Those features are:

1) Multiple weapons (this means weapon switching)
2) Ammo counts and reloading
3) An in game menu
4) Basic A.I.
5) Basic lightmapping
6) Basic shader support

As you will be able to tell when looking at the models I've prepared, this will not be a very visually pleasing game. If I ever get it finished to my satisfaction I will go back and remake the models to look better.

I've made all the media myself, and I don't know how to animate, so nothing is animated. Because it would look stupid for a man with limbs to not actually move them, I've just made the characters look like bowling pins. They will slide across the floor and the guns will float next to them.

The Characters:

The Good Guy


The Bad Guy


The guns are not very good either, but they weren't supposed to be. Each one was better than the last, and the final one, the assault rifle, turned out better than I planned for it to be.

The Weapons

The Pistol


The Shotgun


The Assault Rifle


I got the models all scaled properly, and got them in DBP, this is basically what they might look like in the final game:





Please post any suggestion/tips/encouragement/messages of hate.

1337 programm3r
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Posted: 12th Mar 2008 06:47 Edited at: 12th Mar 2008 06:48
That looks awesome lol
I just want to say I actually really like the models, and the style. Nice job I would actually really like to play this.


It looks kinda like block head games, especially the evil guy

Super Cool
Zaibatsu
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Posted: 12th Mar 2008 07:01
1337 programm3r- Thanks for your comment.

well surprise surprise, I've already gotten stuck. Can't figure out a few things, one of which is mouse aiming.

watch the video here:

http://youtube.com/watch?v=LNnlz9G5pcs

for more information. If you have a solution please send me an email. either at

brettsnow [at] earthlink [dot] net

or

brett_s [at] zaibatsugames [dot] com

Darth Vader
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Posted: 12th Mar 2008 07:18 Edited at: 17th Mar 2008 06:36
Looks really good!
Wouldn't you just rotate the camera at double the speed that your object rotates at??


Zaibatsu
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Posted: 12th Mar 2008 07:44
the camera doesn't rotate at all, that's probably the problem

I just have
in the main loop.

Uncle Sam
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Posted: 12th Mar 2008 08:31
Try this:





Zaibatsu
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Posted: 12th Mar 2008 21:18
@Uncle Sam-

That didn't really help, it gave me an error in the code, I made the error go away but now the camera is in a really funky position.

StevetS
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Posted: 12th Mar 2008 21:59 Edited at: 12th Mar 2008 22:01
Quote: "As you will be able to tell . . . . this will not be a very visually pleasing game."


You're wrong - the graphical style you're aiming at (whether you're taking the mick or not) is actually very appealing at present (this basic retro look is 'in vogue' at the mo - look at JelloCar for eg.) and if you can get the gameplay right (wacky and addictive?) you'll have something special on your hands! Nice one.

Personally I'm not looking for cutting edge (crysis-style) visuals if I'm getting a good fun game (unless I'm paying £30+ for it).

Just please don't decide to turn it into a fps MMoRPG!!

Oh! and your pistol is awesome! Definitely a Glock 17(L?) I'd say!

Zaibatsu
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Posted: 12th Mar 2008 22:26 Edited at: 12th Mar 2008 22:53
I'm glad you like the art style, now If i could just get anything working right ingame we'd be set...

Quote: "Just please don't decide to turn it into a fps MMoRPG!!"


don't give me any horrible ideas to latch onto.

Quote: "Oh! and your pistol is awesome! Definitely a Glock 17(L?) I'd say! "


I'm glad you like it. I'm really not sure what pistol I was basing it off, I just searched handgun on wikipedia and took the first image.

EDIT:

I've made some more media for it, ammo boxes.





Edit2:

I've now made it so left and right do not turn, they strafe. problem is. my code is now:


If you read the code, you'll see I had to make the rightkey MOVE OBJECT LEFT to get it to strafe right. Can some people please tell me how to fix this, as well as any other errors you find. I've had two suggestion for mouseaim, neither one I could get working properly. If you might be able to help, please tell me.

EDIT3:

changed code to use WASD, not arrowkeys

Sven B
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Posted: 12th Mar 2008 23:02
My quess is that your object is pointing the wrong way.

Try using:

yrotate object obj, 180
fix object pivot obj

afterwards, you'll see your object is turned 180 degrees (as it should be actually) and probably that your object is strafing the correct way.
Also, if you do this, you should also switch the forward/backward movement.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Zaibatsu
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Posted: 12th Mar 2008 23:09
already tried that and it didn't work for some reason. the controls work, I really don't care that they're backwards. What I'm really trying to do is get mouse aiming in there properly.

aluseus GOD
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Posted: 12th Mar 2008 23:29 Edited at: 12th Mar 2008 23:30
ill answer your question on the condition you answer mine.

to answer your question, imagine camx# is the camera position x. imagine camz# is the camera position z. I assume you want it to rotate aorund him, with him facing up, parallel to the y axis. in other words from a top view, you want the camera to rotate around.
ang# is the characters angle.
dist# is how far away the camera is on a top view from the character.

t - the bowling pin guy
c - the camera

t <- direction he's facing is ang#
|
| the distance is dist#
|
c

posx# and posz# are the characters x an z position.
camang# is the camera's angle



Now plz answer my question:

will you write me a tut on how to model like that?

support THE FUGHTHRITS!
Zaibatsu
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Posted: 12th Mar 2008 23:46 Edited at: 12th Mar 2008 23:46
Quote: "I assume you want it to rotate aorund him"


I want the camera to control his aiming, when the mouse moves left, he should turn left, when the mouse moves right, he should turn right. up and down movement will just aim up up or down, but shouldn't really affect the model too much

Quote: "will you write me a tut on how to model like that?"


If you're serious on wanting to.

aluseus GOD
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Posted: 13th Mar 2008 00:20
Well, I answered a differnet question then. And yes I was serious. Im not sure how to do what you actually want, ill do some research.

support THE FUGHTHRITS!
Zaibatsu
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Posted: 13th Mar 2008 00:41
Quote: "Well, I answered a differnet question then. And yes I was serious. Im not sure how to do what you actually want, ill do some research.
"


Well, since you're serious I'll get the tut done by next weekend (the 29th/30th). When you said how to model like that, did you mean the cartoony style?

And thank you for your help.

@absolutely everyone. I've made a billboard model for the game, but have nothing to put on it. If you want an add for your website or product to appear on an in game billboard, get me the picture file you want on it, and I'll put it on. Not limited to one person, I'll try to get everyones on at least one billboard.



aluseus GOD
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Posted: 13th Mar 2008 00:56
when i asked how to model like that, i kind of meant, how do you get low poly, yet decent models, what do you used, and how do you do it.
For my ad, I don't have to get you a picture, just print screen my signature that says "support the FUGHTHRITS", i'm very serious about having people support them.

support THE FUGHTHRITS!
Zaibatsu
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Posted: 13th Mar 2008 01:13
what is a"FUGHTHRITS"? a google search only pulled up links to TGC pages with your signature on them.

aluseus GOD
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Posted: 13th Mar 2008 01:26
well, i can't tell you yet. THEY'RE COMING. iwould make a small picture for my sig as a countdown, but i don't know how .

support THE FUGHTHRITS!
Zaibatsu
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Posted: 13th Mar 2008 05:01
Thanks to a kind soul who emailed me, I now have mouse aiming working.

On top of that, I have made the background for the games menu screen.



Agent Dink
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Posted: 13th Mar 2008 06:03
Looks awesome. Needs more of your signature bright and flashy insanity like your forum sigs and avatars!

Zaibatsu
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Posted: 13th Mar 2008 06:17 Edited at: 13th Mar 2008 06:50
If I knew how to use animated textures I'd stick my sig in a billboard...

EDIT:

New youtube video is up explaining the current situation.

http://www.youtube.com/watch?v=3jR78ZCLJss

Darth Vader
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Posted: 13th Mar 2008 11:22 Edited at: 13th Mar 2008 11:32
Hey Zaibatsu I'm adding you to AIM when will you be on?

Ok when you on?


Zaibatsu
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Posted: 13th Mar 2008 23:42
Quote: "Hey Zaibatsu I'm adding you to AIM when will you be on?

Ok when you on?"



I'm on now, it's 2:42 here, not sure where you live, so I'm not sure what time it is there.

Darth Vader
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Posted: 13th Mar 2008 23:45 Edited at: 13th Mar 2008 23:47
I live in Australia? Where about are you? And what time are you usually on?
It's annoying being on the wrong side of the world!


[EDIT]Wait a minute your on now? But it says your offline! lol I don't think I added you correctly! Maybe if you could add me? Same as my email.

Zaibatsu
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Posted: 13th Mar 2008 23:55 Edited at: 14th Mar 2008 05:43
it says you're offline too, or do I need to add the @gmail?

EDIT: adding @gamil worked

EDIT 2:

The new video is up on Youtube.

http://www.youtube.com/watch?v=4i0JGlOshPU

Zaibatsu
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Posted: 17th Mar 2008 18:59
@aluseus GOD

alright, here's your billboard



Now I just have to hope that the FUGHTHRITS aren't anything stupid or illegal.

It looks a bit plain to me, you want anything else on it?

kaedroho
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Posted: 17th Mar 2008 19:14 Edited at: 17th Mar 2008 19:14
make a billboard for Turbogames Forums (http://www.turbodog.co.uk) take the logo off the header and dont forget to put the web address on there too. Thanks

Lucy
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Posted: 19th Mar 2008 00:51
For the ammo, I'd suggest - if you're open to suggestion - to make a kind of profile of the gun in question and then the word "Ammo" instead of the full out "Ammunition" or even going so far as to have a silhouette of the type of ammo itself under the gun silhouette... The main reason I suggest that is so that players can tell at a glance, even if they're color blind. As it is, the only way to tell from a glance is by color contrast, and a lot of color blind people can't tell the difference...

Just a thought.

When the power of love overcomes the love of power, the world will know peace.
Zaibatsu
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Posted: 19th Mar 2008 01:54 Edited at: 19th Mar 2008 01:55
Quote: "if you're open to suggestion"


I'm always open to suggestion. I've been planning on redoing the ammo anyways. I didn't realize how thick i made the box until it was too late. I'll us your suggestion when i get around to remaking them.

EDIT:

Where did your signature come from? I saw that quote in a signature on another place recently...

Insert Name Here
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Posted: 19th Mar 2008 21:19
May I make a suggestion? Due to the relative simplicity and kind of 'Catroonish' look about your characters, have you considered cartoon shading? Because at the moment they look ever so slightly blocky.

Lee Bamber - Blame Beer
Zaibatsu
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Posted: 19th Mar 2008 22:35
INH-

I have not given thought to any kind of shading in particular, and would be completely lost on how do anything related to shading. Cartoon shading sounds like a good idea, and when I've finished with everything else and have time to focus on visuals, I'll look into cartoon shading.

Insert Name Here
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Posted: 19th Mar 2008 22:59
Ok. It's probably a good idea to focus on the main game mechanics before visuals, in hindsight...

Lee Bamber - Blame Beer
Zaibatsu
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Posted: 21st Mar 2008 09:25
I've been horrible about updates recently, because I haven't done anything. I've been watching movies instead. Not entirely sure why, but I can't get enough of the 1930 Mafia movies right now, as such, I took that interest and used it for my game. New weapon, 1928 Thompson Submachine Gun.



I've also decided that I do not like the look of the shotgun, and will remake it tomorrow (later today, it's 12:24 AM here).

Insert Name Here
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Posted: 21st Mar 2008 12:06
There's something vaguely ironic about a cute little round guy going around with a huge Submachine gun.

Lee Bamber - Blame Beer
Zaibatsu
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Posted: 21st Mar 2008 17:58
It doesn't entirely fit in with the time period, but I love that gun.

Zaibatsu
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Posted: 16th Apr 2008 01:45
Would just like to announce to everyone that this project is not dead, but it is taking an entire turn-around. I've decided to use C# instead of DarkBasicPro.

It will probably be some number of weeks before I know enough about C# to actually do anything with this project, but it will get done eventually.

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