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Work in Progress / Attack of the Clobs! --- A Platformer by The Crazy

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The crazy
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Posted: 15th Jun 2006 09:12 Edited at: 17th Jun 2006 21:46
Ok, ok, yes. I decided to make a game. I'm definitely not a programmer and I really stink at it. But I'm trying my hand at it anyway. I think this is kind of early for a WIP but what the heck...

Attack of the Clobs is about a Shlob named Bob. He lives in the town of Norcob in the state of Californob in Americob. Bod's town is one day overrun by the Clobs who invade from Russiob. All of the other Shlobs are captured and he must save them. Along the way he will collect magic doornobs that will open doors to more levels getting him closer to the master Clob, CornonthaCob. In this exciting adventure, Bob jumps from platform to platform escaping certain death from various mobs of creatures. Bob is ready... the question is, are you?

If you read that whole thing then you will know how tired I am right now and all hoffed up on energy drinks. Here's some screens. I'm going to bed.

[Progress]
~~~~~~~~~~~~~~
=done
=workin' on it
=thinkin' about it
=not done
~~~~~~~~~~~~~~

Collision- (thank you sparky's collision )
Bob high/low poly- /
Hob-clob high/low poly- /
Fob high/low poly- /
Half-baked, crazy story- Forgot it already!!!!
Demo/1st level- (about 70%)
Demo Cinematics- 10%
Sound-
Basic AI-
Crazy uber EXPLOSIONS!!!-





P.S. Remember, programming is not my... JOB! ...sorry

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Oddmind
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Posted: 15th Jun 2006 09:39
LOOKS nice and everything. Well see how gameplay is once you have a demo out . Good work, im not a programmer by far either.

formerly KrazyJimmy

I'm the lizard king, I can do anything.
The crazy
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Posted: 15th Jun 2006 20:31
The first enemy! A hob-clob!



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TEH_CODERER
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Posted: 15th Jun 2006 21:04
Hee hee hee! Like the face! Well actually that is all he is but still... Can't tell much from the screens but it looks to be quite amusing.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
The crazy
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Posted: 15th Jun 2006 21:18
Thanks I don't know if I am putting this next one actually in the game, (not sure about fur...) but he's going to be in some of the cutscenes.

LOOK OUT!! IT'S A FOB!!!!


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TEH_CODERER
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Posted: 15th Jun 2006 21:45 Edited at: 15th Jun 2006 21:46
Nice! There was a nice fur shader in Freddix's shader pack which you might be interested in.

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Image All
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Posted: 15th Jun 2006 23:21
Or you could use PNG textures for the hairs. If you place enough, and in the right places, it can look very good with 32-bit fur.

FunkyStickmen: Battle of the Races (1%)
Seppuku Arts
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Posted: 16th Jun 2006 00:55
Well I can see why you are called the crazy, it looks crazy and pretty neat, nice starrrtttt

I am sparticus and so is my wife
The crazy
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Posted: 16th Jun 2006 08:31
Jeez, I finally got an AI to work. Programming is haaaaard Next I'm going to work on actually stomping on characters to kill them. I have an idea of how to do it, but it's kind of complex. Anyone got any ideas for it?

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TEH_CODERER
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Posted: 16th Jun 2006 19:56
I have that done in my platformer; crates and enemies. I just check if the player is in the air, check if he presses the jump button again and turn up the player's gravity and set a variable to remember he is stomping. Then I check if he collides with an enemy whilst stomping and kill it. Then when he hits the floor I turn the stomp variable off. That may have been confusing but I'll make an exmaple program for you if you want.

[url]andrewneale2004@yahoo.com[/url]
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The crazy
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Posted: 16th Jun 2006 20:32
You're right It is confusing but I'm going to go back through what you wrote and I'll probably understand. However, if you're not too busy I'd appreciate some sample code. But I wouldn't want to just copy it. I'd like to learn from it. Thanks a lot!

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Diggsey
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Posted: 16th Jun 2006 20:38
VERY nice, considering that your not a programmer

There are three types of people, those that can count and those that can't.
The crazy
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Posted: 16th Jun 2006 21:16 Edited at: 16th Jun 2006 21:58
Thank you Diggsey

Andrew, I did what you said. Everything works awesome but I'm having a bug where the gravity stays strong after I hit the stomp button. Probably just a problem that I'll have to go through and fix a bunch of times ah... programming.

[EDIT] Ahah! After about another 30 minutes of troubleshooting, it works!

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The crazy
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Posted: 16th Jun 2006 23:21
Holy cow this is so cool! I got it to work with an xbox controller! (xbcd)

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The crazy
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Posted: 17th Jun 2006 10:59
[UPDATES!!!] 6/17/06

Fixed a bug where the character kept falling off the z axis
Created animated main character
Animated some animation for intro movie
Simple back and forth AI done (veeeerrrry hard for me )
Stomping finished with no bugs
Added music- banjo kazooie and mario 64 (don't worry. this game's not commercial)
Jumping noise for character
Made a special jump spot for super jump
Made it work (correctly now) with an xbox controller
About 50% done with another enemy
Finally got some sleep

'night all

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TEH_CODERER
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Posted: 17th Jun 2006 14:21
Great work. Glad you got it to work properly. Not saying you will but if you get stuck at all then let me know. I seem to enjoy helping other people more than coding my own games!

[url]andrewneale2004@yahoo.com[/url]
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zzz
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Posted: 17th Jun 2006 15:28
Looks fun! KUTGW!

The crazy
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Posted: 17th Jun 2006 19:15 Edited at: 17th Jun 2006 21:45
Thanks for the support guys Here's a new screenie:



I keep noticing that everything seems to be kind of pixelated. I notice that in some people's games but also some don't have it. Is there something I'm missing that'll make the resolution better?

[EDIT] Ok, forget what I said above I fixed that as well.

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Silvester
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Posted: 17th Jun 2006 22:59
Looks quite cool!


[href]gamemasterengine.galekus.com[/href]
or in the WIP forums.(MMlevel is back!)
Flindiana Jones
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Posted: 17th Jun 2006 23:45
For a "Non-coder," this isn't looking half bad! Keep it up and you could become GREAT!

The crazy
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Posted: 18th Jun 2006 08:39
[UPDATES] 6/18/06
Finished building the level. It's about 3 times bigger now
Got all the data for where I want the enemies to be
Fixed the pixelated-ness of the game's graphics

Not as much done today but I'm still working. Gonna down a couple monsters and hopefully finish all the eneamies tonight.

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UFO
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Posted: 18th Jun 2006 15:52
That looks great!

Shut up about not being a very good coder

The crazy
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Posted: 19th Jun 2006 05:11
New Character!!!!! I present the deceptively ferocious raptob!!!




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Flindiana Jones
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Posted: 19th Jun 2006 06:16
Umm...are you planning on cutting those down a bit for the game? Those look like they're killer Poly...

The crazy
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Posted: 19th Jun 2006 07:08 Edited at: 19th Jun 2006 07:42
Quote: "Umm...are you planning on cutting those down a bit for the game? Those look like they're killer Poly..."


Hehe, yes I have. Those are about 2K each, the game version is 300 something. Those pics are of the cinematic version.

[EDIT] Just finished the 'AI' for all the enemies. I figured I'd zoom out and take a good look at the level. It's not as big as it seems. Only takes me a minute and a half to finish the level.

(sorry to the mods if this picture is too big. if so, please don't noob slap me, I can fix it)



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The crazy
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Posted: 19th Jun 2006 08:16 Edited at: 19th Jun 2006 08:17
[UPDATES] 6/18/06
Created a new enemy
Made an explosion every time enemy is killed
Filled the level with enemies, all are now killable
Fixed a lot of stupid bugs

Good night everyone

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UFO
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Posted: 19th Jun 2006 14:50 Edited at: 19th Jun 2006 14:50
The crazy - they won't n00b slap you for a slightly too large image. That's what the toggle is for.

It looks great and the enemies are amazing. Good work. I suggest changing the textures for the backdrop and the platforms. They don't go together very well.

Me want demo!

Sergey K
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Posted: 19th Jun 2006 14:53
i think you should chill out with the character quality u know..
dbp is not 3dmax it wont be able to render the game in that big quality (with the shaders) in real time.. the fps will be maximum 2.

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The crazy
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Posted: 19th Jun 2006 18:37 Edited at: 19th Jun 2006 19:24
UFO: Ah, I see. What would you say would be a good color for the platforms? Or the background?

Oh yeah, and a demo is definitely coming. Maybe a few more days.

Sergey:
Quote: " the game version is 300 something. Those pics are of the cinematic version."


And it's maya, not max

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hyrichter
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Posted: 19th Jun 2006 21:50
Looking good. I'd gladly sacrifice 1/2 of my coding abilities for 1/4 of your graphics talent.

Diggsey
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Posted: 19th Jun 2006 23:21
When this is finished, there's a humourous game competion somewhere and those ferocious raptobs would go great!

Also, where'd the grass come from?

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The crazy
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Posted: 19th Jun 2006 23:26
It's pretty easy in maya. It's only a matter of adding a fur shader to the object, then messing with the settings and color and stuff to make it look like grass. (There's actually a grass shader in there too, but I don't quite like the look of it.)

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The crazy
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Posted: 20th Jun 2006 07:45
[UPDATES] 6/19/06
Created, positioned, and set up a coin system.
Weird tornado thing when stomping
Added noises to pretty much everything now
Animated the raptob. (game version turned out terrible )
Couldn't do a whole lot today. The mapping out of coins and then typing them in took most of my time. I have to go to sleep early tonight because I have a driving test tommorrow. Wish me luck 'night all.

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TEH_CODERER
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Posted: 20th Jun 2006 17:29
Looks great fun, especially for a non-coder!

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The crazy
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Posted: 21st Jun 2006 23:45 Edited at: 21st Jun 2006 23:46
testing my new sig. how do you guys like it?

http://img.photobucket.com/albums/v185/collectror_the/banner.jpg
The crazy
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Posted: 21st Jun 2006 23:47 Edited at: 21st Jun 2006 23:47
oops, it didn't work. trying again

[EDIT] grrrr....

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Sergey K
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Posted: 22nd Jun 2006 00:17
Quote: "And it's maya, not max"

whatever dude.. the poly ammount is too big for the dbp's game.. how about showing us how exactly those models are look like inside the dbp engine?

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The crazy
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Posted: 22nd Jun 2006 00:40
hey sergey, chill out dude. i know the poly count is too high. (actually its only 2000. my computer can handle it) But I'm still lowering it. right now I'm using a version that I made in milkshape. the lowered version is 300 but there's weird holes in it when I convert it. so no I'll not show you in the dbp engine but when the demo comes, it'll be in there.

sorry if you're in a bad mood or something. but regardless, just...


To everyone with helpful comments, thank you very much Demo's coming out in a few days

Seppuku Arts
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Posted: 22nd Jun 2006 01:19
Quote: "how about showing us how exactly those models are look like inside the dbp engine?"


He's shown the ones that are within the engine at the moment, I don't see the point of him making a new in game screenie because of new models that have no coding behind them yet

This is looking quite nice for a firsty, I'm sure those models will look fine with out smoothing, I doubt there is any reason to remodel.

And ditto to that image, Serg, he has already mentioned it anyway

I am sparticus and so is my wife
The crazy
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Posted: 22nd Jun 2006 01:43 Edited at: 22nd Jun 2006 01:44
Thanks Musashi I've been working on the converting. I got rid of the holes in the .x file. I'm having troubles with bump mapping though. It doesn't change it much except for weird white spots. So hopefully I'll get that to work too. Here's a screenshot:



Quote: "the poly ammount is too big for the dbp's game.. "

This version is straight from maya, the 2000 polygon one. I've got 11 of these guys in there and still have 60 fps. My computer isn't the best, but I think it's pretty good. (don't really know any specifics) I guess we'll have to wait for the demo to see how other people's comps work with it.

Anyway, hope that helps serg


[EDIT] Hehe, I just noticed I forgot to put the eyes

FoxBlitzz
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Posted: 22nd Jun 2006 04:45
I think the models need some lighting, as they look rather bland. Is there a way you can render the lighting onto the texture in your modeler for the game, or something?

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The crazy
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Posted: 22nd Jun 2006 05:02
Well, that's one of those things I'll figure out as I go along. I have no experience in getting models useable in DB. If anybody has any tips I'd be grateful. Thanks for bringing that to my attention Fox.

P.S. Yay! 2nd page!

Homey the Clown
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Posted: 29th Jun 2006 05:52
your still working on this right? I would love to see more!

Homey

"I don't think so... Homey don't play that."
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The crazy
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Posted: 29th Jun 2006 20:12
Oh, yeah definitely. I've finished the first level and have been working on the second. But lately I've been playing around with Benjamin's Tempest dll. It's awesome! Yeah, so basically in the final game, there will be the normal platformer version, and the little maze/rpg thing that I made.

Casper
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Posted: 30th Jun 2006 19:28
Hey that looks pretty good! I love cartoon platformers, make sure you add plenty of good sound effects too
The crazy
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Posted: 30th Jun 2006 19:43
Yeah, they're good sound effects. They're all from super mario. Of course I don't plan to sell this game

IBOL
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Posted: 4th Jul 2006 12:13
looking great, and very creative / stylistic.
i look forward to a demo,
and i would LOVE to get a hold of your models and make
a game out of them with some serious AI (give them a life of their own!)

Pincho Paxton
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Posted: 4th Jul 2006 14:38
Looks like a strange game. I like strangeness. Yes the lighting looks a bit Ambient.

The crazy
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Posted: 5th Jul 2006 07:52
@IBOL Thanks man. I'd be happy to let you use my models, but if it could wait awhile cuz I want to add more animation and stuff as there are only walking animations for each.

@Pincho Thank you as well

@Everyone I know I haven't been updating much but I've still been working on this. I've got a full 3d version of walking around and stuff like in Super Mario 64 where you have to go to different places to go to different levels. Anyway, thanks for the comments

RUCCUS
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Posted: 7th Jul 2006 21:34
I've noticed Surgey loves to slam other people's games but freaks when people critisize his own ideas.

Anyways, the games lookin real fun, one of those so sensless it's hilarious games, keep it up!

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