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Work in Progress / Rimia: Action FPS

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Airslide
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Posted: 3rd Jun 2007 22:17
I got an e-mail with a part 2, but no part 1. I replied to you about it though you either haven't checked since or it got in your spam filter

tha_rami
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Posted: 4th Jun 2007 10:29
Lol, not being serious here, but everytime I read "Will(iam) Turner" I subconciously think you're making that up. Must have something to do with a Flying Dutchman, an undead monkey and rolling glass eyes.

Honestly now, the game looks quite good. I do find the level design to seem quite hard to follow (how would I know where the Level Exit is besides for checking every dead end?). Besides that, the AI seems to be affected by the low-gravity environment / hot atmosphere.

But I still like it, savvy?

Julius Caesar
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Posted: 7th Jun 2007 18:56
Ha, I am sure tonnes of people feel like that about Wil . Gar!

Thank you for the comment and I appreciate your concern. I take it by low gravity, you are talking about the turrets? Yep, then that is not really a problem, I am working on a short piece of code as we speak to make the boxes, ammo boxes and turrets affected by collisions and gravity. So, thank you!

Also, thank you very much for your comment on the "End Level" boxes. I will make a compass (Just N E S W i.e. No map!) with a dot on it that points to an end level object. That will avoid the player not being able to find it. Thanks for pointing that out, I will also make the box bigger, I am surprised no-one else mentioned it!

Airslide
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Posted: 8th Jun 2007 01:08
*cough*I got an e-mail with a part 2, but no part 1. I replied to you about it though you either haven't checked since or it got in your spam filter*cough*

Julius Caesar
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Posted: 10th Jun 2007 09:04 Edited at: 10th Jun 2007 09:08
*cough* sorry about that *cough*. I realized how unstable the demo I tried to send you was. I am ironing out loads of bugs and trying to make the playing experience more enjoyable.

I will have a demo for you soon, but today is out of the question. The Sun God and I are taking part in a marathon, we are trying to run it, but we will find out how effective our training has been.

We will be lugging our desktops behind us, with a wireless internet connection so we can finish this demo of Rimia! OK, maybe not, but I will hopefully have a demo for you by some point in the very near future.

*cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough* *cough*

By gum I have a cold! *cough*

OK, for everyone now, thanks to Tha Rami, I have added in a compass and a "leaf" of some sort that points to the end of the level.

I am also working on some levels as is the Sun God.

tha_rami
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Posted: 10th Jun 2007 15:07
Quote: "Besides that, the AI seems to be affected by the low-gravity environment / hot atmosphere."


I meant AI seems to do little except for dying and shooting - the reference about low-gravity/hot atmosphere comes from the description you gave here and on your website (there are no airflights due to hot atmosphere ect. ect.)

Sorry for not being direct, it's a tick of me to speak in riddles.

Airslide
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Posted: 11th Jun 2007 05:08
Good luck Caesar...and yes, it appears you have a cold

Julius Caesar
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Posted: 11th Jun 2007 19:39
Thanks, I have done the marathon and I can barely walk, let alone run! My blisters are more like pink slugs, but you don't need to know about that.

Well, the AI are sometimes scripted to walk to places, they do move, but I have not yet done anything too complex with them. I wanted to make them hide, but the kind of pathfinding I would have to do would be too complex. Also, they do actually do a bit more than they appear to, but since I have not yet got around to moddeling/animating them yet, I am stuck with the standard objects from DarkMatter! This is why we are still WIP!

Every time I add something new, I realize I could do something else a lot better. Once I have exams out of the way, I will get round to some SEVERE coding!

Airslide
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Posted: 11th Jun 2007 23:53
I have my 'exams' (or finals as we like to call them) tomorrow Good luck on yours, I know I'd need it for French


Vote today and play the games!
Sun God
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Posted: 12th Jun 2007 23:14 Edited at: 12th Jun 2007 23:22
Hello all, i am in the process of making logos to place on the enemies in the game and am wondering about what other people prefer.
I am going to treble post which i am sorry for but due to technical problems we can't get links to the pics so i will attach one to each one.

[url=http://www.freewebs.com/braude-interactive] [img] http://www.freewebs.com/braude-interactive/banner.jpg[/img]
[/url]

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Sun God
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Posted: 12th Jun 2007 23:22
Here is the second logo

[url=http://www.freewebs.com/braude-interactive] [img] http://www.freewebs.com/braude-interactive/banner.jpg[/img]
[/url]

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Sun God
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Posted: 12th Jun 2007 23:24 Edited at: 13th Jun 2007 14:35
and the final one.

If you could say which one you prefer as we really can't pick between them. Thank you everybody!!

@ Airslide. Good luck with your finals tomoz, you'll need it!!

edit::testing banner

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Airslide
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Posted: 13th Jun 2007 01:54
I can't say which of the logos I like better....I guess its up to you.

[off topic]
Don't think I did so good on my finals...my math (MY BEST SUBJECT!) I couldn't finish in time, so I bubbled in random things for the last 4-6 questions (not too bad I hope). French is probably a C if I'm lucky, more likely a D or worse.....and science was a C (took that one earlier). Tomorrow I have a softball game and English final....hopefully I'll do good on both


Vote today and play the games!
Julius Caesar
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Posted: 13th Jun 2007 14:31 Edited at: 13th Jun 2007 14:37
Aww, good luck Airslide!

I hope your maths turns out OK! The Sun God and are lucky, we do German, which apparently is a lot easier than French!

Still, my vote goes to the silver and gold logo, as I think it has a great Roman feel. it almost looks like an Imperial Eagle!

That logo will be for the GA, who have an Imperialist design on the world, so I think the logo really suits well, great work Sun God!

Sun God
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Posted: 13th Jun 2007 14:38
Romans are really not a factor in the choice Julius, really!!
I reckon its the Blue one as i created a custom filter in paintshop pro when i was playing around with it!!

We Would like more opinions because as u can see, we can't make our minds up!!

Also we are in the process of making a logo for the syndicate. If anyone has any ideas, they are like freedom fighters.

Thanks for your help everybody!!

Airslide
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Posted: 13th Jun 2007 16:35
Oh, you're two different people lol I never noticed - you have the same sig and avatar.


Vote today and play the games!
Julius Caesar
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Posted: 13th Jun 2007 19:30
Ha! I was worried about that, I said so to Sun God earlier on today! We will have to make some distingishing feature on our banners!

Sun God
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Posted: 13th Jun 2007 21:55
Thank God we're 2 different people.....
I dunno... maybe we're just 1 big schitzo! lol!
yeah i am in the process of making another logo for the so called freedom fighters and hopefully after that i will make a new level.

Just out of curiosity does anybody do any software which will help make levels. currently we are using DeleD and i am struggling to get to grips with it. Does anybody know any other software?

Thanks everybody

Airslide
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Posted: 15th Jun 2007 04:29
You may be able to right your own, but seeing how you're doing your levels probably not. I wrote my own level editor but it uses terrains, not level meshes.


Vote today and play the games!
Julius Caesar
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Posted: 1st Jul 2007 13:30
Wow! Exams are over! Yey! I can get back to work finally. As far as I remember, where we left off we had just broken the bad guy code.

I ran the demo earlier on today and had badguys walking through walls and bouncing up and down as though they were on pogo sticks.

NOT GOOD! Time for some severe debugging!

@airslide: You suggest making our own level editor? I did that once, and I think I will do it for Rimia 2 it would be for positioning in game objects and scripting bad guys etc. I have no idea as to how to use memblocks though, so mesh deformation is beyond me!

Sun God
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Posted: 23rd Jul 2007 13:29
Yeah Julius and i have tried your level editor remember? it took us an hour just to get walls around the edge of the level!
Good luck with that!

<GOD PRAISE DIMSBUMS!> <^_^>

Julius Caesar
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Posted: 23rd Jul 2007 13:44
yeah, that was a pretty bad editor... anyway, Rimia is back at work... and I have finished the first level at last! (with one bug, that, hey, I wont mention!)

Sun God
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Posted: 20th Aug 2007 18:19
All games are riddled with bugs, Julius, they're just so well covered that people never find them so no worries there!!
From what i hear bloom has also been added and its looking pretty good now, yes?
We still need levels though and everybody out there we could do with some help creating levels and animating people.



Rimia isn't dead yet!!


Julius Caesar
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Posted: 20th Aug 2007 18:28
Wow, how long has it been? Great minds think alike, I was going to announce bloom some point in the near future!

An update will soon be added to the website, possibly a total revision will be made... Hopefully downloads will work soon, but if not we can e-mail. Airslide is still waiting for his demo though...

Bloom has killed the framerate of the game a bit on my PC though, a slick 70fps down to about 30 now. I was wondering whether or not people think bloom is worthy of this drop?

We can not give up on this project, it is so close to completion. We will release it soon, with about ten levels, then move onto something else. Some plans we had for the project will be abandoned, as too ambitious, for example the storyline was going to be far too complex.

The game will be finished and will be playable, now it remains just to add a few levels!

Inspire
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Posted: 20th Aug 2007 18:49
I would make bloom optional.

Airslide
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Posted: 20th Aug 2007 21:53
When using bloom, do you have a frame cap? Using multiple cameras for things like bloom will cause DBP to slow it down intentially because you use a sync command more often than once in a single loop. I think you can just multiply the sync rate by the number of cameras you have.


Vote today and play the games!
Julius Caesar
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Posted: 22nd Aug 2007 19:22
Great to speak to you again airslide!

Thanks airslide, so if I was using a sync rate of 60, I should jump to 120? To be honest that makes sense, because I am syncing twice!

@ Inspire: I probably will make bloom optional, as only one computer I have access to can run it! It would make sense.

Its good to be working on this again!

Airslide
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Posted: 23rd Aug 2007 04:36
I've never really been able to get bloom looking nice in my projects. It worked for one but I had both a crappy video board AND I didn't know about the sync cap problem - I found that out when working with water on a recent project, as I was expirementing with everything because I figured there was no way in hell that water shader would lag that much on an PNY NVIDIA 7600 GS w/512 mb of memory


Vote today and play the games!
igitur
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Posted: 23rd Aug 2007 17:51
The character seems to be too low to the ground.
The Core
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Posted: 27th Aug 2007 00:26
Your Programming skills are good ...looking at the tube vid i can see this..i would recommend working on the modeling and maybe the size of certain objects....the char feels too small for the level that its based in..

i think its a great effort keep up the good work

i'm E.T i have so much tech but yet i dont have a mobile phone! where is a land line when you need one

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