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Work in Progress / Robot Island

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Turtle Soup
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Posted: 25th Mar 2008 00:27
ROBOT ISLAND



Ok, a few days ago i decided to make a game...as its the easter holidays and id rather be doing that than revising for A-levels

i already had a bunch of Evolved's shaders put together in a big first person island thing. I posted a few pictures infact a while back... http://gdk.thegamecreators.com/?m=gallery_view&i=353

anyway, ive only started making it and its inteded to be a puzzle game based around navigating through blocks, avoiding being killed by robots and lazers and whatnot, very similar to an old "id Software" game called "Rescue Rover" http://en.wikipedia.org/wiki/Rescue_Rover
But better...I hope :/


Below are some VERY early screenshots

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Turtle Soup
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Posted: 25th Mar 2008 00:34








ahhhh photobucket!


C0wbox
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Posted: 25th Mar 2008 00:39
@ Turtle Soup
This looks good, for a second attempt. I'll give you that your lighting and relief mapping is done well. (I couldn't do it.)
But the water doesn't look very watery, its just kinda wobbly.
(Oh and you can see the joins in the skybox. (I suggest using a skysphere.))

But yeh, looks good for some early screenshots.

Turtle Soup
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Posted: 25th Mar 2008 00:46
i get what you mean about the water
ive been playing around with it and, your right, its just...wobbly :/
saying that, it looks alot better in motion, bt being a bit of a perfectionist its one of those things that constantly fustrates me


And as for the skybox, I cant be bothered to change it at the moment, but all I usually do to get rid of the lines is to create my own skybox with the same textures using planes that I can push together, works fine, but is just annoying to have to do...il save it for later


thanks alot for the input

Turtle Soup
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Posted: 26th Mar 2008 20:31



some more pictures of todays work...some little robots
with some AI that means they follow the player if they are in sight
so if you can hide behind blocks and they cant see you

Scraggle
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Posted: 26th Mar 2008 22:29
You can get rid of the seams in the skybox by using the SET OBJECT TEXTURE command



Turtle Soup
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Posted: 27th Mar 2008 10:19
oh cool
thanks

Digital Awakening
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Posted: 27th Mar 2008 11:42
Looking good with the shaders, although the geometry is simple it pops out nicely. You should turn on a bunch of anti aliasing though (do it through the settings in Windows), would make it look far better.

[center]
Phosphoer
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Posted: 28th Mar 2008 01:33
Cool idea ^^, looks very unique

I'll be interested to see how this develops!

This is a random sentence about squirrels.
Turtle Soup
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Posted: 28th Mar 2008 14:42 Edited at: 28th Mar 2008 14:44
@ Digital Awakening:
Thanks for help. i did try to put anti-aliasing on using a function but it was a bit expensive on the FPS :/
so this will help loads
BTW, im a huge fan of your work

@ Phosphoer:
^^ thankyou!!
and il keep posting

Digital Awakening
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Posted: 28th Mar 2008 16:54
Turtle Soup:
Even if AA is slow it doesn't matter when you take the shots.

Thanks, I don't think anyone have declared themselves as a huge fan before

[center]
Turtle Soup
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Posted: 14th Apr 2008 21:54
one more image...i updated the water



kaedroho
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Posted: 14th Apr 2008 21:58 Edited at: 14th Apr 2008 21:59
That looks amazing! Which shader are you using?

draknir_
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Posted: 14th Apr 2008 22:13
good shader usage.. evolveds I suppose?
Turtle Soup
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Posted: 14th Apr 2008 22:39
yeah, good old Evolved
its taken alot of playing around with to get all the different shaders to work right but i think im almost there now

thanks Kaedroho
made my day that did

C0wbox
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Posted: 15th Apr 2008 01:19
@ Turtle Soup
When I saw that image, I thought to myself, "Wow, that's a realistic looking water shader, if only I had that."

Then I found that you used Evolved to get there and I envy you for it. - I can't seem to get Evolved to look very good, and well, the refraction is way off when I use Evolved. So you must tell us, how is it you produced such nice results with this shader?

A Tea Spoon
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Posted: 15th Apr 2008 01:21
this looks realy fun and addictive. keep up the good work

SunnyKatt
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Posted: 15th Apr 2008 01:42
The graphics look really good.

da power pwnerer
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Posted: 15th Apr 2008 03:04 Edited at: 15th Apr 2008 03:05
This looks excellent. Maybe turn up the display resolutions, as it looks a bit low.



-Dan


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Turtle Soup
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Posted: 15th Apr 2008 21:21
@ C0wbox
I had alot of problems getting the refraction to work too

im not sure if many people realised, but there seems to be two water shaders by Evolved in this forum. one works with refraction on m PC, the other doesnt =/ i had the one that didnt for ages and it annoyed me cos i could only do reflections....i think that might be your reason. search for the "Ultimate Shader Pack", because I believe there are two

If that doesnt work, check the FOV's of all 3 cameras (the main one, the reflection, and the refaction) to make sure that they are all the same =/

@ A Tea Spoon, ZekeGames and da power pwnerer
Thankyou!
I shall keep working with this one. I might have a demo soon

...im so failing my exams...

= D


a picture for you...
sorry about the resolution and pixelated-ness
AA was turned off and I forgot and I cba to go do another right now

and sorry about the cubes and lack of actual.. GAME in this picture...I'm a graphics whore at heart



C0wbox
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Posted: 15th Apr 2008 21:39
@ Turtle Soup
Ah yes, the FOVs, that sounds like it could be answer. It would be a reason for howcome the refraction was really quite off when I was using it last.

Turtle Soup
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Posted: 15th Apr 2008 21:53
I made that same mistake...confused the hell out of me
hope that was the answer

@ C0wbox
OMG!
i cant believe i didnt realise who you were!
your VISION/MARVIN guy!!!!! =]

its in honour...

and good luck with the GCSE's
I should stop this and revise for A-levels...but I dont want to

C0wbox
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Posted: 15th Apr 2008 22:40
@ Turtle Soup
Lol, I didn't know I had that much of a status. xD (I just make games.)

And yeh, it's tough stopping projects if you don't want to, but I had to stop production of Vision until the exams are all over, simply because I know I'm not going to do as well if I don't revise properly. xD

Roxas
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Posted: 16th Apr 2008 07:38
I... Really like it

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The Wilderbeast
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Posted: 16th Apr 2008 11:28
Quote: "And yeh, it's tough stopping projects if you don't want to, but I had to stop production of Vision until the exams are all over, simply because I know I'm not going to do as well if I don't revise properly. xD"

Damn, I got my Business Studies GCSE in a couple weeks :S, then my mocks

Bozzy
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Posted: 20th Apr 2008 18:20
Yeah, I got my GCSEs this summer. I think I may need to start revising, or even getting up to date on all the work I missed. Getting 90%+ in all my coursework really helped though, takes the pressure off a whole lot.

"I'm a firm believer that if a team scores one goal, then the other has to score two to win."
kaedroho
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Posted: 24th Apr 2008 20:10
there is one problem with the water shader that your using is that it refracts above the water too, look very closely at the edges which are above the water and youll see that it looks like its melting. =/

Turtle Soup
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Posted: 25th Apr 2008 00:21
@ kaedroho

aye ive noticed that
its cool though. its because its using the players camera to get the refraction image. I can sort that out by hiding the objects just before i sync the refraction and then showing them again.

so yeah. its really my fault than the shaders. Il get that fixed but everything is on hold for the moment for exams.

kaedroho
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Posted: 26th Apr 2008 02:53 Edited at: 27th Apr 2008 13:04
Quote: "so yeah. its really my fault than the shaders."


I get the exact same problem with ONE(an FPS im making), so let me know if you fix it.

Turbogames
Theres two ways you can lose your life, die or become a programmer.
Roxas
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Posted: 26th Apr 2008 09:02
Use Exclude Object On/Off its faster than hiding because it completely gets object rid off from render pass.

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C0wbox
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Posted: 26th Apr 2008 13:29
@ Roxas
A personal question: does that mean exclude object on/off also hides the object?

Roxas
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Posted: 26th Apr 2008 14:40
Yea

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Turtle Soup
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Posted: 26th Apr 2008 22:19
@ Roxas

now THATS a good idea

Drew Cameron
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Posted: 27th Apr 2008 14:45
Looking GREAT man - can I ask what you're using for the shadows here, and is it fast?

jason p sage
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Posted: 13th May 2008 19:00
he says above, evolved's shaders.. probably ultimate shader pack.. he also mentions tweaking them. to get it looking like it does...

@Turtle Soup - Good Job on this. I like the look of the game thus far... looks great!

@C0box - I'm a fan of your work BTW seeing how "fan mail" has been posted here... I like the Vision Is Its neat....

And so is this.. I'm a fan of a few projects here I guess

C0wbox
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Posted: 13th May 2008 19:05
@ jason p sage
<Passively bumps robot island...> (Because I like it.)

Thanx man, always nice to know I have fans (And always remember, Vision is starting up again on June the 15th. )
(Lol, C0box -> Cowbox)


jz12345
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Posted: 16th May 2008 05:49
May I make a suggestion?
I would reccomend posting a link to a demo of it or something.
If you don't have a demo yet, I would make one QUICKLY, or people are going to be deterred from the project.

THIS IS SPARTA!!!!!!!!!!
Turtle Soup
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Posted: 17th May 2008 01:36
@jz12345

hmmm yeah i see our point
i havnt posted anything for ages
one reason for that is exams more than anything.

another reason for that is, with the creation of this sorta "game engine" i created. i started to look at what else i could do with it. Its been a little bit of a detour from the project and i havnt put much work into it, but im asking people who read this to help me decide on which way to go

EITHER! Carry on with Robot Island

OR!

Make this ...





and i have a demo soon for that


SO YES. DECIDE FOR ME D=
im bad at decisions =D

Turtle Soup
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Posted: 17th May 2008 01:37
oh..wrong image links





Aertic
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Posted: 17th May 2008 01:43
Wow, this looks brillaint, probaly the best work in DBP i've seen yet.
keep it up.

jason p sage
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Posted: 17th May 2008 01:56
do em both! Robot Island first.. so its a bit lighter.. then take all you learned and do the other one -

Turtle Soup
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Posted: 17th May 2008 01:59
@ LT Tatters


thankyou

Turtle Soup
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Posted: 17th May 2008 02:07
@ jason p sage

good plan
i like how the graphics of the scary game is coming on though. and i have LOADS of ideas :/

damn...5 weeks and exams are over and i can start propperly

C0wbox
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Posted: 17th May 2008 13:41 Edited at: 17th May 2008 13:42
@ Turtle Soup
Wow, that 2nd idea's amazing.

3 questions:
1. What are you using to model that means you can use relief mapping(bump mapping/paralax mapping) on the textures?
2. How are you doing the lighting so well?
3. Please can I have your secret to getting the water shader looking so nice? xD

But yeh, I say go with whatever will be the better project visually and gameplay-wise.

Xenocythe
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Posted: 17th May 2008 18:34
I don't get it. Is this a game? All I can see mate is a bunch of shaders

If it's just a display of graphics for show, then thats cool, you're doing a great job!

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
jason p sage
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Posted: 17th May 2008 19:35
LOL - Some guys start with game mechanics and add the fluff later... maybe he adds the fluff and then fills in the game. It certainly is a prettier way to GO!

Boy the screens look good though eh?

Aertic
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Posted: 17th May 2008 20:13
Quote: "@ LT Tatters
thankyou "


You're welcome, I aint seen brilliant work since the last time I looked at the Nvidia compo 06 boards.

cyril
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Posted: 17th May 2008 20:46 Edited at: 17th May 2008 20:46
Quote: "probaly the best work in DBP i've seen yet."


agreed.

@ Turtle Soup
what type of computer do you have?
a powerhouse?
Turtle Soup
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Posted: 17th May 2008 23:07
@ cyril

HAHA! no, my PC is rubbish. i mean, it runs on mine on full at say.... 1.5 FSP?

on my little brother's laptop its a good 50 FPS though...i wish i had that :/ he only lets me use it to check the framerate -.-
Most of the testing i do, i set thh screen to 320x280


@ Xenocythe - and jason p sage

Thats pretty much EXACTLY what is going on here. it started life as a graphics demo and i sorta thought...lets make a game with this.
Im making each tiny bit look good as i make it so that the screenshots (and soon, the demo) give you a good idea of what im trying to achieve in terms of graphics. Its a slower way to ACTUALLY make the game, but ultimatly i find it easier than trying to go through and update teh graphics later :/

Maybe im just weird

@C0wbox


3 Answers:

1Q. What are you using to model that means you can use relief mapping(bump mapping/paralax mapping) on the textures?

1A. This will sound stupid, because it is. But basically, i can only texture objects FULLY with one texture. so i make each object and with a little trial and error i can align the textures up perfectly with the model. For example, the Robots from teh robot island pictures are made up of 5 objects each:
the eyes, body, arms, head, and sticky-out bits :/



2Q. How are you doing the lighting so well?

2A. Again, hardcore trial an error



3Q. Please can I have your secret to getting the water shader looking so nice? xD

3A. Not a chance ;] not yet anyway. its kinda underwraps till i get a good Demo working. sorry dude. but keep asking, soon


@ EVERYONE

on another note, the scary game is my favourite so i feel im gunna go for that one first. but if a go ahead with it, i need help. cos i want that game to be SCARY!
and i mean SCARY!
like..."creepier than Silent Hill and Doom3 combined" SCARY!

so...what makes you scared in games?

jason p sage
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Posted: 18th May 2008 00:15
Quote: "so...what makes you scared in games?"

when they require more PC than I have!

sound... to be honest? Sound.

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