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Work in Progress / Kill Stuff The Epic Killing Game

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teh game wiz
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Posted: 29th May 2004 23:02 Edited at: 14th Sep 2004 02:53
Kill Stuff The Epic Killing Game:

i've finaly finished CTF mode and now im getting ready for a non-beta release. before i can do so, i need some kind forum users to test my game and report any bugs.

here is the link to the new version:
http://www.killstuff.net/beta2.zip

Hope you like it,
Elliot



mm0zct
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Posted: 30th May 2004 23:21
sounds cool but i can't try it just now, i'll try it later when i can download it

http://www.larinar.tk
AMD athlon thoroughbred 2200, 512Mb ram, 40Gb HD, ati saphire radeon 9600 atlantis w/128mb ddr ram, good creative-labs soundcard, cd-rw + dvd drives.
Sparckman
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Posted: 30th May 2004 23:24
WOE!!!!!! this looks wicked !

I'm gona play it right now!!!

What is Real?
teh game wiz
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Posted: 31st May 2004 01:41
thanx for you comments, remember to report ANY bugs.

http://www.elliot-dickerson.co.uk W0000000000000000000T
Moggie100
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Posted: 31st May 2004 01:51
Runs smoothly, looks slick, plays easily.

Could do with something to tell when u've got hit really, like a sound play or something

AI needs to aim up/down a bit

But otherwise very nicely done! Good work
teh game wiz
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Posted: 31st May 2004 02:01 Edited at: 26th Jun 2004 20:18
thanx for the comments and for report problems.

2 updates:

1) updated AI to point up and down

2) dont know if anyone noticed it, but i forgot to activate CTF mode.

link:
http://ews.dbspot.com/ks.zip

http://www.elliot-dickerson.co.uk W0000000000000000000T
pathfinder
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Posted: 31st May 2004 02:11
okay beta noted.

I play toms of FPS so hope this will help add some features you havent thought of

1/ gun fires to straight, get them bullets going at different angles, even more so as you keep fireing, in most fps pulsing the weapon rules the day.

2/ Cant stand the guns location in my view, sitting middle left of screen, blocking the view is death . dosent have to be in the middle but maybe lower?

3/ different positions ie prone, down on one knee would be interesting, reduces angle of shot, fires straighter. perhaps

prone - (laying on ground) highest accuracy/Almost no protection
kneel - Good bullet angle/some protection
standing - bullets spray all over the place/highest protection.

4/ something to hide around

good start! as you say in beta, keep at it
teh game wiz
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Posted: 31st May 2004 02:11
UPDATE: if the file you downloaded (ks.exe) is about 8 mb big, then sorry but thats the OLD version. i've updated the server to the new one witch is about 13mb big.

http://www.elliot-dickerson.co.uk W0000000000000000000T
pathfinder
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Posted: 31st May 2004 02:13
lol ment right of screen, its to late sorry for spelling, just finished 11 hours of coding
teh game wiz
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Posted: 31st May 2004 02:14
heyy, thanks for the tips pathfinder, ill go and start adding them now

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pathfinder
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Posted: 31st May 2004 02:15
lol your as crazy as me ^^ downloading the new and improved
teh game wiz
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Posted: 31st May 2004 02:17 Edited at: 31st May 2004 02:19
why realy is the gun position so bad?

you can already crouch using the shiftkey

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pathfinder
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Posted: 31st May 2004 02:24
hmmm its blowing up now, nm this comp isnt to hot, ill put it on the gaming machine in the morning.

aye, for an fps nutter it is, if you look at top image, ground to the right is hidden. in deathmatch you have 0.5secs or less to react against real people. Perhaps hide gun option?
teh game wiz
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Posted: 31st May 2004 02:31
that might be be a good idea. anyway, cancel your download if its still going. i've updated it so the the bullets spray when standing or jump, but hardly at all when crouching.

ill edit the post when its finished uploading.

http://www.elliot-dickerson.co.uk W0000000000000000000T
pathfinder
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Posted: 31st May 2004 02:34
ooo nice one
teh game wiz
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Posted: 31st May 2004 02:46
about 7 mins left to upload, i also added the ability to hide/show the gun using the 'r' and 't' keys.

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teh game wiz
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Posted: 31st May 2004 02:53 Edited at: 5th Jun 2004 22:56
Right. its finished uploading and is ready to be downloaded from
http://ews.dbspot.com/ks.zip

http://www.elliot-dickerson.co.uk W0000000000000000000T
BearCDPOLD
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Posted: 31st May 2004 03:05
The game starts up fine, logos all good, it allows me to select my game type, but then after it finishes loading with the funky blur it starts for about one half second then closes.
On multiplayer it starts the connecting procedure, asking for an IP, after I tell it to search it searches, loads, and closes again(this happens on both game types).
I'm thinking I'll download it again in a day or so in case my connection got screwed up--otherwise if this is a bug I'd love to give you the info you need to fix it.

Crazy Donut Productions, Current Project: KillZone
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ReD_eYe
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Posted: 31st May 2004 12:51
Its going pretty well i didn't try mltiplayer but single player is nice.
Comments:
o Gun movement(the swaying and aiming) is nice, but gun could do with being positioned a little lower on the screen
o Bullets seem abit to slow to me, instead of using objects try using intersect object to check for collision. And stick a muzzle flash on the gun.
Alternatively, use intesect object for collision but have some tracers which show where your bullets are going, but don't actually represent the bullet.
o Holding spacebar to jump causes yo to carrying on rising and rising.
o The landscapes are abit bare, take a look at Multiscape for some top quality looking landscapes.

Other than that, tis pretty darn cool

teh game wiz
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Posted: 31st May 2004 16:08 Edited at: 31st May 2004 16:09
heyy, thanks for the comments

@ Bear Crazy Donut Productions:
im not sure what caused this, please could you send me the log.txt file in the same dir as the game. by email or msn.

@ ReD_eYe:
hmm... the gun seams about right to me. i think the best thing would to either 1)hold a vote on where abouts it should be or 2) make that and lots of other settings user configuebal.
the current bullets are easier for me, as i am only a beginer and dont under the intersect commands. the bullet speed will be increased since they were only slow for testing, so i could see the were going in the right direction.
i was going to make the jump into a jetpack to go withthe space theme. tho i might set a maxium height.
where can i get multiscape, and how much does it cost?

@ all people:
there should be a lot of updates this week as its the holidays from school (YES!!)

http://www.elliot-dickerson.co.uk W0000000000000000000T
Hamish McHaggis
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Posted: 31st May 2004 16:08
Looks cool too, but I think you need some gun recoil. Do this by tilting the gun back and moving it back when it fires. Also definitly move the gun down! It's taking up way too much of the screen. Look at other fpses, the guns take up hardly any of the screen.

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teh game wiz
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Posted: 31st May 2004 16:12 Edited at: 31st May 2004 16:12
okay. its looks like im gonna have to move the gun down.

order of updates:
1) gun recoils/position
2) bullets
3/4) get/make some models in the game
4/3) make a better level, might make it indoors. BSP is starting to get my attension
5) polish up all the images and menus
6) make a realese version

thanx for all your comments,
Elliot

http://www.elliot-dickerson.co.uk W0000000000000000000T
ReD_eYe
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Posted: 31st May 2004 19:17
Quote: "where can i get multiscape, and how much does it cost?
"


Well the creator just posted Click on hamish's sig, its a superb bit of kit, if you are using matrices at the moment it is a bit of a change(it uses models), but not much(if you need help i've got alot of free time at the moment) and the speed increase on big levels and the texture detail and blending make it well worth it.

teh game wiz
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Posted: 31st May 2004 19:26
yea thanx, i've just downloaded it and created a level, now i need to know how to find the height of it a point x and y.

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teh game wiz
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Posted: 31st May 2004 20:04
thanks to red_eye have manged to get a map from multiscape and load it into dbp with intersect object command working.

heres a screen of the new land:


now working on importing it into my game

cya, Elliot.

http://www.elliot-dickerson.co.uk W0000000000000000000T
BearCDPOLD
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Posted: 31st May 2004 21:59 Edited at: 31st May 2004 22:02
game wiz,
The problem was just cox was on the fritz last night when I downloaded it. Redownloaded it and all worked great. I even managed to find somebody doing multiplayer deathmatch, it was pretty cool.

As far as recommendations on what to work on, the gun is pretty big. You could either move it down or scale it down. If you can make the shots slightly more accurate, then you can add health, and then you could add some response to when you're getting hit (ie: sound, red around the screen, etc.). One thing I noticed is the same problem I've had when trying to program jumping in FPSs, your guy is like superman.

I liked that you had some high quality pumpin' music.

Good luck, it's got potential.

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html
teh game wiz
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Posted: 31st May 2004 22:07
AHHHHHHH!!!!! the landscape refuses to texture properly in my game this might take longer than i fought.



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soapyfish
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Posted: 1st Jun 2004 00:22
Quote: "hmm... the gun seams about right to me."


I've just been playing UT2004 and on that the guns are just about exactly in the bottom right of the screen, this allow the player to see which gun is currently being used and at the same time see as much of the action as possible. When I was working on my FPS I had the problem of getting the guns to look like they were pointing in the right direction but not taking up too much of the screen at the same time. Eventually I opened up my 3d editor and just scaled the gun down so it was about 1/2 to 1/4 its original size, It looked a little small in the editor but when it was loaded into the world and positioned correctly it worked just right. Have a look at some other FPS games and you'll see what I mean.

WAS DOING AN FPS BUT RAN AWAY AND STARTED ON MISSILE COMMAND INSTEAD.
outSync
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Posted: 2nd Jun 2004 00:55
You may also want to make it so you can't "spin" your view. If you keep looking down, you're actually able to look behind you...upside down. Should be really easy to fix..

Other than that, pretty cool

2D Fan/Addict/Programmer
teh game wiz
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Posted: 2nd Jun 2004 02:28
heyy, im getting realy stressed now
if anyone can help with exporting multiscape landscape to dbpro please contact me by msn or email

http://www.elliot-dickerson.co.uk W0000000000000000000T
teh game wiz
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Posted: 3rd Jun 2004 02:24
quick update:
after working with Hamish McHaggis i have manged to get a non textured version working. but now the bullets sometimes stop working

heres a new line up of updates:
1)get textures working
2)get bullets working
3)gun stuff
4)models
5)polish
6)release

no new demos till i can get the textures working

anyway, cya, Elliot

http://www.elliot-dickerson.co.uk W0000000000000000000T
HZence
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Posted: 3rd Jun 2004 06:00
game wiz,

Try moving the mouse around randomly, it's quite comical. I actually got my gun to spin in a full 360 degree motion, heh.

Yes, there really does need to be some kind of indication that you're being hit, otherwise you don't know. How about adding a healthbar?


Team EOD :: Programmer/Storyboard Assistant
Hamish McHaggis
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Posted: 3rd Jun 2004 12:53 Edited at: 3rd Jun 2004 13:05
Hey game wiz, I got it working!!!



Seems someone stuck in a command to delete all the images after they had been loaded... no wonder the textures weren't appearing (forgive me if I put it in, but it doesn't seem to be in the original version of the library). Also just for future reference, I forgot to close the file in the mesh loading function, so you may wanna put something there to prevent further problems. I'll be releasing v1.1 today, so that'll have the corrected version.

Nice game BTW, it really lacks recoil on the gun though, contact me if you need some code hints, and I think the gun bobbing is a touch too slow, probably raise it to 100 (or maybe it's just my screen fps?). Put the gunoffsety down to around -30 and I think that's the best position, maybe a bit higher if you want to see more of the gun. Also provide a screen res chooser in the next demo, as not everyone can run 1024x768 smoothly.

And also, I think you could get far more stuff than that done before releasing the final final version . How about, pickups, different modes (team deathmatch). And also buildings and stuff, check out deled for that, multiscape exports to deled prefab so you can position stuff on the landscape (although wait for v1.1 as the deled prefabs export flipped on the z axis ). Just delete the landscape after you are finished positioning stuff, then import and position the landscape separately.

Athelon XP 1600+/Radeon 9600 Pro/256 RAM
teh game wiz
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Posted: 3rd Jun 2004 21:19
heyy im back with a big update:

1) as Hamish McHaggis said, the level is working
2) small bullet problem fixed
3) adding gun recoil (and i've moved it down)

due to current limatations with multiscape, the new demo is in a zip file, witch you can get from:

http://ews.dbspot.com/ks.zip

hope you like it,
Elliot

http://www.elliot-dickerson.co.uk W0000000000000000000T
Cypher Hax0r
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Posted: 3rd Jun 2004 21:33
this game looks sweet im downloading it at the mo another 6 mins to go
teh game wiz
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Posted: 4th Jun 2004 19:19 Edited at: 4th Jun 2004 19:24
another update:
1)fixed bug where sometimes the com would start under the level
2)improved gun recoil
3)improved multiplayer to work with the gun recoil

once again, get the new version from: http://ews.dbspot.com/ks.zip

more comments and crits are still welcome

Elliot

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teh game wiz
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Posted: 5th Jun 2004 02:19 Edited at: 8th Jun 2004 00:46
update for people with slower comps:

i have updated it so now you can choose from three resolutions:

http://ews.dbspot.com/ks.zip

http://www.elliot-dickerson.co.uk W0000000000000000000T
teh game wiz
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Posted: 5th Jun 2004 17:52 Edited at: 5th Jun 2004 17:53
new update:

now its just one zip file for all resolutions. the standard settng is 640x480, if you want to change that run start.exe:

back to the old address now of:
http://ews.dbspot.com/ks.zip

btw, i'd like it if people would be so helpful as to comment on it.

http://www.elliot-dickerson.co.uk W0000000000000000000T
teh game wiz
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Posted: 6th Jun 2004 22:46 Edited at: 6th Jun 2004 23:19
update:
1) added some more music
2) made a small webpage for it at http://www.elliot-dickerson.co.uk/es.ews
3) you can now use your own multiscape level, by going into start.exe and telling the name of the mts file

back to school tommorow, so that could mean more or less updates depends on how bad the teachers are.

anyway... time to go back to the real world.
Cya, Elliot

http://www.elliot-dickerson.co.uk W0000000000000000000T
Mitchell
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Posted: 6th Jun 2004 23:58
cool

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
teh game wiz
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Posted: 7th Jun 2004 21:07
AHH! someone could of posted that there was an error ¬,¬

anyway, thats now fixed and a very small update to the menu, got messed up slightly when i changed it for different resolutions

anyway, it appears that during school time, i have more spare time some how. so im getting ready for a new demo witch will feature:
better gun recoil
ammo
health
pick ups
improved menus

Elliot

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ReD_eYe
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Posted: 7th Jun 2004 23:38
hey hey, the latest version is coming along nicely Now lets see some challenging Ai for the enemies!

teh game wiz
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Posted: 8th Jun 2004 21:23
heyy, after i finished the last list im gonna take on the challenge of decent AI.

if any one can help with this, contact me either on this forum,by email or (the best option) by msn messenger.

thanx in advance,
Elliot

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teh game wiz
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Posted: 9th Jun 2004 20:16
update:
1)tweaked CTF to make it better
2)changed the way the recoil works
3)now you can change the in-game music from start.exe

same link as before http://ews.dbspot.com/ks.zip

Elliot

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teh game wiz
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Posted: 12th Jun 2004 00:01
2 updates:
1) added ammo, use 'r' to reload now
2) bullets can no longer go through the hills

http://ews.dbspot.com/ks.zip

http://www.elliot-dickerson.co.uk W0000000000000000000T
teh game wiz
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Posted: 14th Jun 2004 20:41
update:

1) the bullet colision agaisnt the floor was very slow on some computers, so now it only uses it if your comp can keep the game above 20 fps with it on

2) now you cant go up hills that are to steep

http://ews.dbspot.com/ks.zip

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Turoid
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Posted: 14th Jun 2004 21:08
cool, really cool

if I = 1 then I = 1 else I = 0

Current project>> "MagEasy" simple 2D game creator..
teh game wiz
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Posted: 14th Jun 2004 23:54
heyy, thanx for you comment. could some people post the fps they got? cuz that would be realy helpful to know whever i need to improve the speed.

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BearCDPOLD
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Posted: 16th Jun 2004 09:59
Average 17.5 FPS, but that was with MS Word running in the background, and while I played it felt like it was running at 60 FPS. One thing I noticed was that when I spawned in deathmatch it put me way outside of the matrix so I had to "swim" over to it before I could actually begin playing.

Crazy Donut Productions, Current Project: KillZone
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teh game wiz
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Posted: 16th Jun 2004 12:36
thats strange, i never had that problem, the olny thing i can think of is that, like my sisters comp, its not showing all of thw landscape. can you send me a screen shot of the landscape(were it ends) by email, so i can check it all there.

thanx,
Elliot

http://www.elliot-dickerson.co.uk W0000000000000000000T

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