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Work in Progress / Kalimée 2010 - Back in programming

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Vues3d on Kalimee
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Posted: 24th Sep 2009 18:34 Edited at: 8th Jul 2010 21:01
Hi all,
some of you already know it... some others maybe not...

After a long time I had to leave aside my project due to some general problems... I finally decided to recode the whole game to have it working on Vista and also having the idea to create a new whole gameplay and visuals.

So, then, a lot of work is waiting.

Mainly, Kalimée stays as a puzzle game, but I've added few (OK... let's say MUCH) changes and improvements.

What the game will looks like?

Kalimée will have:

- Main character
- Leveling the player will improve many aspects of the game where the player will learn some magics (to use during the solution of the puzzles), will earn health points (which will be usefull when fighting with Monsters - Yes, there will be some battles too...)
- Collect items... (Inventory added and useful items to collect to easily solve some puzzles, having some more magics and so on...)

But... as I won't (for the moment) disclose everything, I'm creating this thread in order to show the progress of the game and asking (when needed) some Beta testers for each level.

Today is the 17th day I begunn to recode Kalimée... so, then, let's see what has been done...

Today, I havent taken any screenshot... but I will from now on in association with the VIDEO DEVELOPER BLOG I'm uploading on YouTube.

Before this, here below you will ALWAYS find the whole progress and implementation of the future levels in order to have this page displaying the whole progress in addition to the single messages.

Meanings of the symbols:

=Done
=In progress
=planned
=Deleted
=Need help
=BUG

_____________________ Game startup __________________________


- Startup Animation
- Intro
- Splash Screen
_____________________ Main Game Menu __________________________


- Main Menu design
- Main menu functions

_____________________ Level 1 __________________________

PLANNED:
- Intro Movie
- Adding character
- Basic Inventory system
- Player movements
- Objects to pick-up
- Water
- Mouse interaction with objects
- Messages system
- Game efficency in all the available display settings
- Teleport system
- Teleport Animation(s) - [2 different]
- Realistic sky
- Surrealistic landscape
- Advanced Inventory system
- Collision
- Island building
- Add Narrative character
- Cinematic for some interactions
- Character Level habilities Functions
- Clothes changes [2 for the moment]
- Dialog System
- Add a "Dialog" video screen
- Add a text dialog box
- Add the "Visions" screen (Used for clues)
- Health bar
- Special effects for the HUD
- environemental & action sounds

Here the links for the VERY EARLIEST releases of the 1st level...

Update I
http://www.youtube.com/watch?v=L9ENUE2tJyo

Update II
http://www.youtube.com/watch?v=tb-6CH9yvVs

Update III
http://www.youtube.com/watch?v=6B12IbqtYas

Update IV
http://www.youtube.com/watch?v=dT82JnlbeqU

Update V
http://www.youtube.com/watch?v=w3Y9BoyB-fM










... to be continued ...

UPDATED ON July, 8 2010

zzz
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Posted: 24th Sep 2009 20:33
Nice, I remember this project. Good luck!

Zotoaster
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Posted: 25th Sep 2009 02:34
Nice. Dali is my favourite artist.

"everyone forgets a semi-colon sometimes." - Phaelax
JLMoondog
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Posted: 25th Sep 2009 03:40
Wow talk about a graphic overhaul from the original. Looking good, keep up the good work.


Mistrel
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Posted: 25th Sep 2009 05:35
I remember Kalimée. Glad to have you back.

Vues3d on Kalimee
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Posted: 25th Sep 2009 10:33
Added the first 3 screens of the game.

Yesterday I finally sorted out the camera movements following the player.
The only thing I'm still working on and that doesn't really works are the movements done using the "WASD" keys.

This is really amazing... If I use the arrow keys, everything is fine, if I use EXACTLY the same code or if I stated

Quote: "if upkey()=1 or keystate (17)= 1 "


the animation of the model stops...

Strange issue that is making me becoming crazy!!

Resized the island, it's now a bit more huge.

Added also the beginning of the "Windows" system. For the moment no major issue on that...

I have to work on the puzzle itself now and need to add a Good water plane... looking around in finding one... so, if you know a link to a nice water shader put the link here...
Then... I'll add the sky...

Van B
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Posted: 25th Sep 2009 11:19
Hi old timer

Good to see you back and in action, screenshots look great.

I think Evolved has the prettiest fresnel shaders, but they probably aren't the fastest - you should check out all his shaders though, because your bound to have a use for every one of them!

He has videos of his cloud shader and stuff too, which is not released yet - but that awesome water and terrain demo has been released. Anyhoo check it all out from his site:

http://evolveduk.googlepages.com/Index.html

I think it makes sense though to look at Dark Clouds for your sky, spend a little and save yourself a lot of time. I have a non-shader water effect, which I think gives quite a convincing results for just 2 ghosted plains. Thing is, it looks like the sort of game that casual gamers would like, my parents love these mystery puzzle type games, so I would suggest trying to get it running on a low spec machine as well, like include graphics options to allow it to run on laptops easily.

Looking forward to seeing how this progresses, give me a shout if you'd like to see my cheap, ghosted water effect.


Health, Ammo, and bacon and eggs!
Vues3d on Kalimee
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Posted: 25th Sep 2009 12:03
Hi VanB!!
Nice to see you again

Yep.. I really think that DarkClouds is the best way to have a beautiful sky without spending much time on setting a realistic sky... So, then, planned to buy it in the next few days

I already had a look on Evolved Shaders and they are just beautiful. I could youe tham everywhere I'm just a bit divided on the use of the shader because the large amount of memory that it uses... but...
As I'm still building the whole game, I think I will add a "Low Effect" settings in oder to choose from a realistic shader and a less realistic one... In this case, everyone should be happy...

Really a good idea...
So, now, thanx to your suggestion... I have to add a new feature to the game

Also... sure, if you have a nice (and faster) water function... I take it!! sending you a PM.

NeX the Fairly Fast Ferret
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Posted: 25th Sep 2009 13:21 Edited at: 25th Sep 2009 13:27
Having red and green buttons with no other differentiator is not good design. Even Oblivion did something similar with its legal/illegal crosshairs.

http://www.stcsig.org/usability/topics/colorblind.html

This is what I imagine the screenshot looks like to somebody who is red-green colour blind.



Do not assume to all colour blindness works with just red and green. It doesn't always.

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Vues3d on Kalimee
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Posted: 25th Sep 2009 16:16
Nex... thanx on pointing that, but bear in mind that the whole graphical system (windows, Inventory, interfaces and GUI) are still under creation. This is far away the final release...

If you have a look at the window, you will see that there are 3 buttons... green, red, cross (top right corner)... which should do the same thing... closing the window

This is just because I intended to see what could be the best way to handle the window...

Van B
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Posted: 25th Sep 2009 16:26
Hey Vues, The water thing is actually part of a demo I've been meddling with, has a heightmap based terrain - I was wondering if that's an Advanced Terrain your using?

If so, then the demo I'm making might be of interest to you - it uses a heightmap, plus a colour map just like advanced terrain, but it also has 2 mask images - first one allows storage of lighting information and 2 detail textures, and the other one allows 3 detail textures. So you could have an advanced terrain replacement which supports manual lighting (terrain shadow maps if you like), plus 5 detail textures instead of 1. It uses a shader and is based on Tersculpt, but is only a 256x256 res heightmap and a single un-optimized terrain object (split into limbs). Anyhoo, I think you'd be able to make some truly remarkable terrains with it - have proper sand and stone and stuff instead of the same detail texture, have light maps. I can even check the lighting at a specified location - I actually have a player character react to terrain lighting, you can hide in the shadows and it costs practically nothing to calculate . I'll try and get it wrapped up this weekend, into a neat library - ideally have it able to take the same basic parameters as AT.


Health, Ammo, and bacon and eggs!
Vues3d on Kalimee
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Posted: 28th Sep 2009 10:47
Hi VanB,
sounds quite interesting...
That's right, I'm using advanced terrain to create the terrains so, then, your demo could be useful to ^give to the Island a bit more realistic looks.
I sorted out something with the fresnel water, looks quite good, but eats a lot of Frame rate
Planned to get 2 waters (A low res one and a high res one)... but it's far to be finished and managed for the moment.

Let me know when you'll have your demo available, I'll have a look at it.

____________________________________________________

WIP PROGRESS UPDATE:

Icons on the level progress changed

- Sorted out some problems having on the WASD keys. Now I have only the "S" key that won't react like it's brother
Really weird issue... but at least, I have just 1 key pending...

- Added the fist dinamic step sound
- Added (not completed yet) a function that calculates the FTP rate and adjust the player animation in order to have (quite) always the same fluidity.
- Improved the windows functions (still in progress - I'm facing to an unsuspected bug which deletes the final sprite even if I say to display it on the screen... really don't know - yet - why...)
- Added a 2d bunch of objects to grab
- Added a very basic collision interaction with one object...

... to be continued ...

Vues3d on Kalimee
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Posted: 29th Sep 2009 01:45
Completed the Windows managment.
Added more items to collect
Improved windows







... to be continued ...

HavokDelta6
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Posted: 29th Sep 2009 02:06
Looking good, love the stone texture

~Havok

Vues3d on Kalimee
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Posted: 30th Sep 2009 02:19
Added the sky usig DarkCloud, but the result is quite disappointing...





Bizar Guy
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Posted: 30th Sep 2009 23:12 Edited at: 30th Sep 2009 23:13
I'm liking how this is coming so far! I'll be curious to see how it play's now.

I think you should add some debris to the island, like stones, clumps of grass, or broken architecture. Also if I remember correctly, in the original this took 5-10 minutes or something, not sure, but whatever it was it was short. I would populate the island a bit with stuff that is eye catching and make it spark peoples curiosity right away. wouldn't have to be much, just enough to make the player want to look at it and not leave the island feeling bare.

Also, I like the color scheme I'm starting to see. Sort of reminds me of shadow of the colossus.

Will be following this.

Virtual Nomad
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Posted: 30th Sep 2009 23:57 Edited at: 30th Sep 2009 23:58
vues, looking nice

re:
Quote: "if upkey()=1 or keystate (17)= 1"

one thing to suggest regarding your issues with WASD (and any keyboard input stuff) is to not use the expressions themselves with your if/then routines but, instead, somewhere near the top of your loop, set variables based on their states and then use the variables with your if/thens. ie,


this method has helped me many times in the past when experiencing "issues" with keyboard input; i tend to do the same thing with reading mouse X/Y/Z values as well. i don't know the "why", it just does. worth a shot


Bizar Guy
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Posted: 1st Oct 2009 02:10
@Virtual Nomad, oh wow, that's an excellent idea. That would make life so much easier in my projects, I'm going to do that from now on.

Vues3d on Kalimee
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Posted: 1st Oct 2009 11:20
Virtual Nomad: thank you for the tip.
I'll try it out tonight... Sounds good
Yep.. already seen that sometimes using "raw" expressions hasn't same result that using expressions with variables.
Hope this will sort out my "WASD" problem

Bizar Guy: Thanx for the comment ...
As you can imagine, the island is far to be finished. I'm adding "props" one at the time because some props aren't ready yet and also because I create the collision system one by one.....

I have to say that I tryied to use the sparky's collision, but I've to admit that there's something I didn't understood... I tryied the sparky's collision, but seems that there's something I make wrong.
So, then, if some of you could help me in explaining how I can set-up the sparky's collision function I would really appreciate.

Also, I'm still "swimming" between the tons of ideas I have for this level and need a bit time to sort them out

But be sure you will be pleased to walk around this island... at least I hope so

Now in this level, the player will walk around and step by step he will discover that :
- He needs to collect some foods to make a present to the gods before he's asked to solve the puzzle.
- He needs to solve the puzzle, but if he fails, he will be asked to find new food through the island.
- In each level, there will be stuffs to be collected, any stuff has it's own usage.
- Once solved, the player needs to find the Teleport sphere and activate it.
- In addition to this, the player will also meet a lonely man which will tells the story of Kalimée and will give you some clues and sometimes some "props".

... to be continued ...

Bizar Guy
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Posted: 1st Oct 2009 16:24
Hmm, that sounds pretty interesting, adds a good bit of variety.

Can't help with sparky's I'm afraid though.

Vues3d on Kalimee
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Posted: 2nd Oct 2009 10:27
Added a new player GUI.
Beginning of the coding on the advanced inventory.

Even with the procedure suggested by Virtual, I'm still having the same problem with the "S" key...

Also, updated to the new Nvidia Drivers... and my FPS decresed from 60 to 20 !! have to chase why now... and I think I'm blocked now until I sort out this problem...



Vues3d on Kalimee
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Posted: 6th Oct 2009 10:44
Added a new video update.
Link:
http://www.youtube.com/watch?v=uO0msHEa7l8

Managing a Talk system. Not yed decided on the way I could do it.
So, if someone has a nice idea... suggestions are welcome.
I was thinking about:
- 3d plain on the Character (see movie) But I'm having trouble getting it transparent.
I rendered a 3d movie in bluescreen
set the Set image colorkey with the "Blue" screen RGB
and I still have the blue
I also tryied to load every single picture and texture the plain with them, same issue. Box not transparent
- Creating a text box at the bottom of the screen (such as many RPG do)
- Using the normal Window used for the main messages...

- Added also some vegetation. Grass, bushes and ferns... but not yet completed.
- Having some issue with the export from Blender to .x objects As I'm not really familiar with Blender & conversion settings for the .x objects, need now to find some tutos or help on the conversion.
- Finalized the main puzzle rules

... to be continued ...

Vues3d on Kalimee
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Posted: 8th Oct 2009 11:19
- Working on the Splash Screen
- Added a new internal screen which will be used for the dialogs between the player and the characters
- Added a 2d internal window which will be used when the player needs some clues. This is part of the learning skills. When the player needs a clue and if he has learned this skill, it will invoke a "vision" which can be more or less clear depending on the level of the player.
Interface created for both of them but not yet finalized
- Player HUD modified. Now the bar has a "HP" bar and a "Mana" bar.
- Improved the fps rate.
- Added more grass to the island.

... to be continued ...

Vues3d on Kalimee
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Posted: 9th Oct 2009 14:58
hi there...
Created a new group in Facebook in order to share with everyone the infos about the game, recruiting testers and announcing the releases.
Feel free to subscribe and share it with all your friends

Kalimée on Facebook

Ermes
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Posted: 10th Oct 2009 03:52
forza! come va, ne è passato di tempo!

translated:

Come on! how are you, it was a long time!

ciao faccie da sedere!
Vues3d on Kalimee
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Posted: 10th Oct 2009 15:19
Ermes: Ciao Ermes!! E verament un casino di tempo Contento di rivederti quà in giro.. sono mancato un sacco di tempo...

[TRANSATED]: Hi Ermes!! Was a very long time... Happy to see you there... Been away for a very long time.

___________________________________________

Having some issues with my Dialogs system, but going ahead quite well.
Added a skysphere... not yet a good solution, but it gives an idea of the atmosphere.
Here below I put some new screens...









... to be continued ...

Jimpo
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Posted: 10th Oct 2009 19:03
I'm loving the new ground texture. It makes everything brighter and livelier.

prasoc
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Posted: 11th Oct 2009 19:29
The first screen with the logo on it looks really damn good hurry up and finish lol


Your signature has been erased by a mod
Vues3d on Kalimee
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Posted: 12th Oct 2009 13:49
Added a "Title" routine in order to have a nice Text on window concerning the Titles of the dialog window.
Need now to create the same for the usual text writing in the dialog windows.

Added a Top bar for the display of the statistics.
Fighting on finding a fast way to create Text on the bar. Not sure yet if I need to use Bitmap fonts or not.

Continued on the building of the island. But now, adding new props such as Grass, plants or trees, makes a decrease of the framerate.
Have to find a solution in order to get the fps at least at 50... actually I run on 40-45 but as the island is not yet terminated... I think I will face to some problems...

We'll see how I can sort out this...

... to be continued ...

NeX the Fairly Fast Ferret
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Posted: 12th Oct 2009 14:05
The text in the upper left is probably dragging you down 10fps. Insert an if statement to switch it on and off and see how much that affects your framerate.

Vues3d on Kalimee
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Posted: 12th Oct 2009 14:31
NeX... You're right... I still havent tryied yet to hide the whole text statistics... well, already hided, but as I hide everything I haven't checkd the change of the framerate.
I'll give it a try and will check the difference.

Vues3d on Kalimee
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Posted: 13th Oct 2009 11:49
Had a try on hiding the stats Text... won 15 pfs
At least a good new...

Managed the displaying of the Top bar text, still in progress, but quite finished...

Van B
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Posted: 13th Oct 2009 14:05
One thing that can really help frame rate is getting rid of old sprites. Instead of hiding a sprite, just delete it instead of hiding it - because if you have several sprites and you just hide them, they still slow things down. Sprites can be quite slow when you use a lot of them as well. How are you handling the GUI?, is that made from sprites?

See I would suggest that you make a 3D model GUI and save yourself some trouble. For instance, screen resolution - if your GUI was a 3D object then you wouldn't have to worry about scaling anything. A GUI that reacts to lighting in the scene would be nice too, maybe those metal bits could get a sphere map of the sky, that sort of stuff. Even if it's just made from plains, I think it's worth looking into. I've used 3D GUI's in the past, and had fun with them, flick down cards like an old calendar for a score in one game, even a tape counter timer thing - kinda simulations of the actual things, I especially like the tape counter, rolling up to the correct score, just reminds me of pressing the little reset counter on my C64 tape deck. Maybe that book could open up when you mouse over it, those icons at the left side could all do something neat.

Just thinking about what older gamers like to see in these games, and they tend to like tangible things, whether it's a puzzle where you drag pieces around and get a nice dragging sound effect, or opening a book to quickly see the current objective.
Maybe that's just me though, I miss the days when you had to draw a map to prevent yourself getting lost, playing an adventure game was something that you planned for and looked forward to. I mean how many gamers even own graph paper these days!? . It just looks like the sort of game that people should get comfortable and play properly, not in their lunch break at work, but actually get in there and suss the game out. Tangible games just rise above in my opinion - If I played 50 adventure games this week, I'd probably remember the one with the best GUI design. Of course I'm not saying that there's anything wrong with it, it would just be a shame if it lost anything in translation on smaller displays, like laptops etc.

I said I'd come up with a terrain example with unshaded water - got kinda carried away and added zombies and a shotgun and stuff, putting it in limbo until it can move onto a project of it's own. So I'll strip it out and finish that off, sorry it's taken so long.


Health, Ammo, and bacon and eggs!
Vues3d on Kalimee
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Posted: 13th Oct 2009 17:41
Hi VanB, thanx for your comments and concerns

Quote: "How are you handling the GUI?, is that made from sprites?
"

Yep... I just put in place the GUI those days and they are made of sprites. But I just use 10 sprites for the whole level.
I should try to modify the way they are handled to know if I have a big increase of framerate or not, but I noticed only 3-4 fps less than before I implemented the GUI.

Quote: "Maybe that book could open up when you mouse over it, those icons at the left side could all do something neat.
"

Sure it would be a very amazing stuff, but I need to ponderate the amount of work and time to spend on this (Also, I'm not too much familiar with Modeling in 3D at least for the things I would like to create) and the fact I have to do everything by myself, this takes time. This doesn't means that I will not work on it, but for the moment, the GUI looks at least like I planned
If I had had the time, I think I would spend nights in creating interactive object and make them a bit more animated... For the moment I'm just trying to sort out all the problems I'm facing.
In fact, as it's the 1st level and the gameplay has totally changed, I'm discovering every day, new things to add...
And naturally, in the screen I posted there are hidden things...

Quote: "Maybe that's just me though, I miss the days when you had to draw a map to prevent yourself getting lost,"

Reminds me of Myst

Quote: "It just looks like the sort of game that people should get comfortable and play properly, not in their lunch break at work, but actually get in there and suss the game out. "

Right! You cannot play just in 5 mins... there are things to do, discover and collect... without forgetting the Main puzzles which will take a bit of time to solve... and, as you said, the player will for sure use some papers and a pen to avoid a loss of time on doing same (wrong) things ...
I agree with you on the fact that when I play, I give a great importance to the GUI. I spent a lot of time on mine on having it the most smooth and functional and graphically correct... but who knows... If I find a way to have it in 3D and graphically interactive.. I will change it..

I still have to sort out the Sky which is still a bit pixelized, the whole water plans (but I think I will follow your exaple... ), the cinematics, the dialogs, the story, the build of the island... etc... etc... etc... Day should have at least 48 hours!!

Thank you for those comments which I really appreciate and I hope that you will test the first level when done in order to give your opinion!

Cheers

Vues3d on Kalimee
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Posted: 13th Oct 2009 18:35 Edited at: 14th Oct 2009 10:23
Just a little comparaison between the Version 1 and the 2010 one

This is the oldest version



[center]And the newest one...


Vues3d on Kalimee
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Posted: 14th Oct 2009 10:20
Added yesterday a water plan...
Used the fresnel one, but seems that Vista is messing up something.
In fact, I tryed the demo of the fresnel water on my old PC and it was working fine... tryed on the new one, and I get a double vision screen, which is a bit strange.
I disabled the refraction check, and thing are really better, water could be OK, but in the game I don't know why I have my Island painted in the water
Any idea?
See picture...



Vues3d on Kalimee
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Posted: 16th Oct 2009 10:20
So, I finally decided to have a deep look at the Sparky's Collision DLL and I'm very happy to say that I sorted it out and finally understood how they really works
So, now, even if the player has some problems in his movements that should be sorted out quite soon, I don't have to handle them anymore THANK YOU SPARKY!
I was trying to handle the collision by myself and found that with the check of "DBP" collision system, I was having a slightly decrease of the FPS for every set of objects handled... with Sparky's one... Noticed no decrease of the FPS!!

I also found a new problem which I cannot really understand.
Everytime I add a new camera (for the instance a camera used for the water AND/OR the one used for the characters dialogs, I cannot use anymore my mouse to click on objects.
As soon as I delete the extra cameras, everything becomes functional.
Any idea??
I'm posting this "bug" in the main DBPro thread.

New pics and movie should come this week end.

Vues3d on Kalimee
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Posted: 18th Oct 2009 13:52
Made some progress on the level...
Completing the advanced inventory system, managing the Dialog System, Added new items to collect...










JLMoondog
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Posted: 18th Oct 2009 14:55
You've made more progress in a week then most people do in a month.

Keep it up, looks good.


Vues3d on Kalimee
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Posted: 19th Oct 2009 00:17 Edited at: 19th Oct 2009 00:35
Thanx Josh

Uploaded a new video...
Don't know what I've done.. but messed up with the screen resolution of the capture... so quality of the movie is quite crap..

Update VII on Youtube

Worked on the "VisioN" interface.
The VisioN interface is called when the player gets enough "VisioN" points. Once activated, a movie is shown which tells you - maybe - what you need to do, can give clues... or maybe just tells a story.
Had some fun with this and quite happy with the result.

Corrected some problems I got with the addition of some other cameras... Spent 2 days in trying to sort out my problem and finally I discovered that everytime I was working with some additional cameras, I was calling the wrong ones

Vues3d on Kalimee
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Posted: 21st Oct 2009 14:19
Beginning of the drawing of the "Skills" window and process (Adding a 3d rotating Player function in a window)

Drawing of the Main menu graphics, coding the function to handle it

Completed the 1st movie for the intro
Completed the 2d movie for the intro
Completed splash screen

Sorted out a bug with the sparky's collision... still one to correct.

More pics in the next few days.

Bizar Guy
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Location: Bostonland
Posted: 25th Oct 2009 03:57
The colors seem awfully bright to me now, though that could be fine, I just happened to like that it reminded me of shadow of the colossus before. Looks quite nice so far.

Vues3d on Kalimee
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Posted: 26th Oct 2009 01:28
Worked on water... better... but really awful
So, then, I worked on the splash screens, added the main menu, made the clothes system and some graphical improvements.









Vues3d on Kalimee
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Posted: 1st Nov 2009 15:05 Edited at: 1st Nov 2009 15:06
Vues3d on Kalimee
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Posted: 4th Nov 2009 01:06
Spent a lot of time.. for quite useless stuffs...
Worked on a new menu.
This time, a room is turning around the menu.
Added a nice bloom effect on it.. not yet happy, but better...

Spent also much time on the splash screen. still in progress too, but quite happy with it...





Lukas W
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Posted: 4th Nov 2009 01:37 Edited at: 4th Nov 2009 01:39
The new menu looks great. The bloom effect adds a nice atmosphere, but I think you could tone it down a little.
Are the boxes and pyramids animated too? I think that would look great if they were.

And I love the flame effect on the splash screen. It looks very high quality.

Oh yea, maybe it could be an idea to adjust the gradients on the buttons? I think they are too bevelled, which in turn gives the text an awkward setting. But maybe it's just me.

A mod accidentally your signature
Monk
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Location: Standing in the snow =D
Posted: 4th Nov 2009 08:50
Quote: "I disabled the refraction check, and thing are really better, water could be OK, but in the game I don't know why I have my Island painted in the water "


I wonder if the camera in the position in the shader thinks that the water should be reflecting the tree... I don't know how to solve it, but thats what it looks like to me.

I have to say so far, the menu and the graphics are all looking extremely cool, keep it up!

Vues3d on Kalimee
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Posted: 10th Nov 2009 23:49 Edited at: 10th Nov 2009 23:50
Here the final version of the splash screen and of the main menu (it will exist in 3 languages)








Virtual Nomad
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Posted: 11th Nov 2009 19:50
beautiful


Jimpo
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Posted: 14th Nov 2009 19:31
Wow! The menu and splash screen are professional quality! You are really talented with that kind of artwork.

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