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FPSC Classic Showcase / [X9][BOTB]Eldora (The Golden Land)

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xplosys
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Playing: FPSC Multiplayer Games
Posted: 7th Nov 2007 23:39
Actually, it was just a little clamor.

stramash –noun Scot. an uproar; disturbance.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Avid
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Posted: 7th Nov 2007 23:53
I hate using volumetrics, usually I got a stock cloud image and tweak it in PS, and apply it to a sphere. You really can't see the difference tbh.
rolfy
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Posted: 8th Nov 2007 00:02
Quote: "Actually, it was just a little clamor."

LOL

I have been trying to e-mail you xplosys.

xplosys
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Posted: 8th Nov 2007 00:08 Edited at: 8th Nov 2007 00:14
I don't know what the problem it between us and e-mail. Try sending it to john.perone@yahoo.com

Thanks.

EDIT: I got the mail at the Yahoo address, but the link is not working.

I'm sorry, my answers are limited. You must ask the right question.

KeithC
Senior Moderator
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Posted: 8th Nov 2007 01:18
That worked Jim, thanks....it looks great! How would you feel about having the Dragon flap its wings much less, and glide more? It could glide most of the way, only flapping once or twice to elevate it again (it is rather powerful looking, after all).

It took me almost 24 hours to render this crate (with only 1GB of RAM) because of volumetrics (with texture applied to the light):



Are you using Max for the landscape (I noticed an edge on the right during the clip), or a program like Vue? It looks like your cutscenes are going to be something very special.

I'm really looking foward to getting the demo for review of the BOTB (seems more of a formality at this point).

-Keith

rolfy
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Posted: 8th Nov 2007 03:44
Thats a nice image Keith,what did you use for the render?
24Hours does seem a bit excessive,how many frames?
The Dragon took around 16hours for 260 frames.
I did use Max for that scene,and as you noticed the terrain is cut short,I didn't notice a few things like that when setting up.Sometimes it's real late by the time I do the render and things get missed,but it was just a test.
I agree that the Dragon should glide a lot more and will sort all that out for for the final scenes.

Quote: "I got the mail at the Yahoo address, but the link is not working"

xplosys,that was the first beta,I am working on the issues that were thrown up from that one and adding some other little bits and pieces,I will send a new link when its done.

Best rolfy.

KeithC
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Posted: 8th Nov 2007 04:35
I use Lightwave for the high-poly stuff; I still haven't delved into a game content pipeline with it (yet). It's a single frame (still image). I did have most of the bells and whistles on when rendering it.

I imagine you've seen Eragon already? They did some great work on that one (especially the first scene that he rides her over the edge of a cliff for the first time). Have you thought about using the terrain a bit more (clipping close to a peak or two, or flying map of the earth...then breaking into a steep climb)?

I also like the texture work on the Dragon. Did you use only the materials in Max? I'm experimenting with Lightwave's new Node system for texturing, it's quite nice.

You can check out the rest of my work in Lightwave (what I've done so far) here; most of it was following some great tutorial sets. I plan on getting back into some of my own ideas one of these days. I did enjoy making that watch; it took a number of renders to get it looking the way I wanted (learned a bit about reflective materials as well).

-Keith

Valkynaz
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Posted: 9th Nov 2007 02:30 Edited at: 9th Nov 2007 02:30
WOW! This looks AMAZING!! I would not be suprised if I saw this at EB games/game stop in the coming years. This game is going to be amazing!

The video clip is PROFFESIONAL quality! WHO ARE YOU?? A video game god? This will definitely be put in best of the best list!

I can't wait!



game ferret
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Posted: 12th Nov 2007 14:59
i cant wait 4 the demo

visit gameferret.kk5.org!ALL FREEWARE, ALL THE TIME!
Fluffy
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Posted: 18th Nov 2007 18:45
Any updates?

You just wasted a few seconds of your life reading this signature!
creator of zombies
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Posted: 18th Nov 2007 22:12
Fluffy: A good game takes time. Don't rush him



rolfy
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Posted: 18th Nov 2007 22:31
Too right it does,thanks COZ.
I am just putting finishing touches,added some more to first level and sorted lighting issues I was having.
Final level has had some more work done to it as well,had a couple of issues that were noticed by beta testers.
All in all shouldn't take too long now,I have more time on my hands now after a flurry of real life work.

someonerules
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Posted: 21st Nov 2007 06:50
Wow, this game is really coming along. I have had my eye on this for a while, and it looks great.

What would you say the average play time on the demo is, or at least, what is your goal for the average play time?

-someonerules
Black Rebel Heart
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Posted: 21st Nov 2007 15:44
Lookin good rolfius!

:Bidoofroll:
TechNo VaLLey
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Posted: 21st Nov 2007 16:02
This game looks fantastic ...

Excellent Work .. Rolfy

Mr. Techno
Endless Fps Team
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Posted: 26th Nov 2007 03:47
Hey rolfy in about 3 weeks i can test most of the game u are completing if u want me too...around that time im getting a high performance pc with 2 gig ram 500 gig hd and a geforce 8800 with vista ultimate...heres my email if u want to get ahold of me and explain the more abouts if needing testers...

utsidepain@yahoo.com">Outsidepain@yahoo.com


http://endlessfpsteam.tripod.com/
Endless Fps Team
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Posted: 26th Nov 2007 06:59
And i have a question, Which program did you use to maake the High-quality terrain?


http://endlessfpsteam.tripod.com/
Doomster
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Posted: 27th Nov 2007 00:56
This is the greatest FPSC-Game I have ever seen!!!
Keep up the GREAT WORK!

Greets,
Doomster -GamesOutHell-

Please visit my Website: www.games-out-hell.dl.am
Wizzkid
AGK Tool Maker
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Posted: 6th Dec 2007 23:35
Unbelievably GOOD!

Keep-me-laughing.com Rocks!!! Lets all go to codeshare.co.nr!!
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 7th Dec 2007 00:46 Edited at: 7th Dec 2007 00:52
Wish i had time to post here earlier.
You have put some time in thats for sure, and is paying off! The bridge entrance is killer, very nice! And the whole thing has pro all over it. Keep it up.

*sorry for the double post of the same message


Working on a new title now in progress.
Defy
FPSC BOTB Developer
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Posted: 7th Dec 2007 00:46 Edited at: 7th Dec 2007 00:49
Excuse this, weird double post.


Working on a new title now in progress.
Omen
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Posted: 12th Dec 2007 02:27 Edited at: 12th Dec 2007 05:39
@rolfy,

Incredible work!

Could you perhaps provide a little more information about how you get your media into FPSC? For example, did you have to break up your terrains into 300x300 unit-sized entities? Do you use static or dynamic entities for terrain pieces? If you used static entities, how did you get around the one-texture per object limitation?

I can't see how it would be possible for something like that garden gate to be all 1 texture with the level of detail (could be wrong, but then the texture would have to be many gigs in size). Are your scene objects broken-up by texture or are they dynamic entities with "texture=" blank to allow multi-textured objects?

From the screenshots, it looks like several of your in-game objects are much larger than the 3x3 segment-size limitation for entities (like the cliff face for example). If you are using entities larger than 3x3 segments in size, how do you solve the problems with collision?

I've been trying to get some media into FPSC and running into all kinds of problems. Any information you can provide on your process would really help out a lot of "starving" beginners.

Thanks!

small fish
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Posted: 12th Dec 2007 14:38
I don't know what to say rolfy I know you must get all sorts of complements but this really is the best work on the forum by far simply breath taking for a fpsc game

the world is complicated only people are simple
Doomster
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Posted: 12th Dec 2007 21:30
This is the greatest FPSC-Game I've ever seen

I Hope you make a Demo soon
Keep up the awesome Work, Rolfy

Greets from Germany^^
Doomster

Inspire
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Posted: 12th Dec 2007 22:07
Quote: "If you used static entities, how did you get around the one-texture per object limitation? "


There's no limitation if you mess with the materials in your 3D modeler.

Omen
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Posted: 12th Dec 2007 22:48
Quote: "mess with the materials in your 3D modeler"


hehehe, my modeling program doesn't have a "mess with materials" button (I'm probably using the wrong one). Hmmm, could you be more specific?

Inspire
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Posted: 12th Dec 2007 23:41
Assign the materials to different textures.

Locrian
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Posted: 13th Dec 2007 01:19
If a person voices an opinion and no ones paying attention, is the opinion actually heard?

No need to explain yourself, you said it needs work. Here's what I do:

1.Look at the join date: I don't talk to anybody with under a year under their belts till I look at their history.

2.Look at the post history: I make a generalized grouping based on the types of post someones made. When you, and when Errant, along with others joined, you had something to say. You didn't beg. You didn't ask foolish questions. These post put you guys in the "grouping" that warranted a reply if questioned.

Knowing your artwork: Seeing the side walk drawings of Charles Darwin, and your mural of Albert Einstein, I have to guess your a fan of the theologies and works of the aforementioned minds from which you draw inspiration.

Saying that, I'll leave you with this quote from Charles Darwin:

“Ignorance more frequently begets confidence than does knowledge: it is those who know little, and not those who know much, who so positively assert that this or that problem will never be solved by 3D Max*.”

*editorial note- All right....So I substituted the word "science" with "3D Max". Not like Darwin's around to sue me.

Love the landscape
Loc


Inspire
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Posted: 13th Dec 2007 03:55
May I ask, what post was that replying to? (Not meant to sound rude)

Avid
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Posted: 14th Dec 2007 18:55 Edited at: 14th Dec 2007 18:56
You can never be too cynical
xplosys
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Posted: 14th Dec 2007 19:42
You've been phylosified... if that's a word. It was amusing though.

Best.

Locrian
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Posted: 29th Dec 2007 18:22
Rolfy,

I post here instead of email contact for two reasons.

One to give this a bump, and secondly to tease people with the fact there's a beta nearing completion on this so it's not long before people can be amazed.

I've started a notepad, which I'll send to you over email of me nit-picking the game to death similar to the assessment of the Sixus video. This list has been started last night, and as soon as I make it though the whole game I'll compile this list and get it right to you.

Loc


rolfy
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Posted: 29th Dec 2007 18:48 Edited at: 30th Dec 2007 05:38
A list, aw man.
Hehe I am already working on adding more stuff cos of that pal of yours lol.
Still any advice and assesment from yourself will be most appreciated,fire away bro'.

Quote: "Could you perhaps provide a little more information about how you get your media into FPSC? For example, did you have to break up your terrains into 300x300 unit-sized entities? Do you use static or dynamic entities for terrain pieces? If you used static entities, how did you get around the one-texture per object limitation? "

A lot of these questions are answered throughout this thread,however I can understand how some folks can be put off reading it all since its so bloated.
Once I have finished the demo I may take the time to write up a complete breakdown of my experiences trying to get it all together,if folks think it may be of help to them.

best rolfy.

xplosys,I have been trying to e-mail you again.


Shaka
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Posted: 31st Dec 2007 07:12
One word... YOU ARE MY FRICKEN HERO ROLFY!!

I cant wait for the game. im acually excited to play a game made in FPSC for once! Well good luck man. Keep us updated!

xplosys
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Posted: 31st Dec 2007 15:59
Quote: "xplosys,I have been trying to e-mail you again."


I created a new Yahoo account and sent you an e-mail. It seems that they work fine for us.

Best.

chees hed
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Posted: 2nd Jan 2008 20:05
i've got my eye on this game

what doesn't kill me makes me stronger; but if something kills me, I'm not that strong am I?

Roxas
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Posted: 3rd Jan 2008 15:47
You are really talented person
You should try DBP after this getting finished first

Keep it up.

Some things tho.
In opening video the dragon flying animation is kinda "laggy" like its kind of wrong.. Perhaps you can fix it? Otherwise it looks great!

Your signature has been erased by a mod
The Baloob123
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Posted: 4th Jan 2008 01:55
Any idea of a release date?

It looks really great.
rolfy
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Posted: 4th Jan 2008 10:05
After feedback from a second beta release I have built some extra parts into the second and third levels and removed some stuff from those too.
A fourth and final level has been built and I am in the process of completing this.

I dont want to say too much about what is being put into this anymore so there are some surprises for folks who want to play it

I have also been asked to delay release a little longer as s4 has some work to do on this as well, but I expect to announce a date towards the end of next week,I know I have kept saying it would be soon and believe me when I say I want this done and dusted myself but any changes are for the best and it would be a shame to rush it.
Hopefully it will be worth the wait.


Snipesoul
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Posted: 4th Jan 2008 10:11
Glad to hear that rolfy. You can take as long as you want to complete Eldora

Snipe to Success
rolfy
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Posted: 17th Jan 2008 22:36
Demo is available for download in the first post of this thread:
There is a hidden secret area,if you find it you win an animated grandfather clock just like professor Sixus has.
Go to www.fpsfree.com and download the clock, if you find the hidden area you will be given a password to open the zip file.

The first person to send me the password by e-mail will recieve a copy of Vishnu donated by s4real.
Do not post the password on here.


Inspire
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Posted: 17th Jan 2008 22:38
Downloading now.

xplosys
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Posted: 17th Jan 2008 22:49
Ohhhh!!! Ohhhh!!! I know what it is! Doesn't count, huh.

Rolfy, please send me the clock. LOL

Best.

rolfy
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Posted: 17th Jan 2008 22:51
Quote: "Rolfy, please send me the clock. LOL"

Sent.


Inspire
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Posted: 18th Jan 2008 00:38
The game looked and sounded great. The atmosphere was beautiful, better than any other FPSC game I have ever played. It must have taken forever to prepare all that media. The music was outstanding, how did you make it? It's professional quality. The menu was also really good. I love the idea about health in game.

There's not much that I can say that's positive that hasn't already been said by me or by someone looking at your screenshots.

So, on with the negative.

There were far too many graphical glitches in game for my tastes. There are numerous spots where there were tiny spaces between segments, allowing me to see into the skybox. There were stairs leaking through the wall, and I died while searching for the hidden area on one of the levels (forget which one, it's after the wraith guy) by crouching down and walking through a little whole under a doorway.

The FPS lagged a bit, not too much, but noticeable. This will obviously be fixed when the next update is released and Lee fixes some of the memory issues.

There were also some things I think you could improve upon.

The indoor levels as well as the last level were far too dark, I had to turn up the brightness on my monitor to see anything (and I'm usually getting yelled at for having my levels be too dark).

The environments were somewhat bland, especially in "The Keep", where only a few barrels were scattered around the environment.

The spider's texture was a bit ugly compared to it's beautiful surroundings and definitely stood out. Same thing with the barrels, they lacked the same detail as everything else in the game. If you want, I could send you a wooden barrel that I made.

The torches didn't always have lightmapping, either, such as in the level with the wraith. All I saw was ambient light, and though I could see the flames, there was no light.

Also, on the weapons (which I found very attractive and creative), you could possibly apply a specular map to them, which would make it look alot better.

Don't get me wrong, the demo is excellent, I'm just being especially hard on it because this is one of the games on here that I really am fond of, and it has a ton of potential. Hope you don't take this in a bad way.

rolfy
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Posted: 18th Jan 2008 00:55 Edited at: 18th Jan 2008 00:57
Quote: "Hope you don't take this in a bad way."

Not at all bro' its all fair comment.
Some parts of the game do have glitches which would have been too much work for me to return to at this point,as much of this has been a learning experience I now have the knowledge and understanding to create and implement my own media into FPSC and most of this stuff will not be used in a final game.
I'm not sure how you got 'under' a space in a door lol.But if its where I think it is there is a key for it and its not where the hidden area is.
The lighting in the great hall is that way because of the walls which raise through the floor, as they are not in that position when lightmapping is rendered they do not recieve the lighting and shadows.This could be fixed by baking the textures before import but at this point would be a lot of work.
The music is by Alan Craig, a friend of my partners its recorded by the Prague Philharmonic orchestra.

Thanks for downloading and checking it out.
best rolfy.


Inspire
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Posted: 18th Jan 2008 01:01
Nice.

That's awesome that you have it recorded by an orchestra like that. Good for you.

Aertic
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Posted: 18th Jan 2008 23:34
...Botb, already, And also with the UpdateV1.08 this is going to be a Great game to play.

FPSXtreme Developer member.
GP PrOdUcTiOnS
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Posted: 19th Jan 2008 20:04 Edited at: 19th Jan 2008 20:05
downloading now, this looks really cool I can wait to play it!
Valkynaz
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Posted: 2nd Feb 2008 17:18 Edited at: 2nd Feb 2008 17:19
This game looks great! Amazing, a lot of effort definitely went into it. I want to play it so bad but...

For some reason I can't load all the stuff on your filefront page... Is there another mirror site I can get it from?

Thank you



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