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Gears of War
15
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Joined: 14th Jan 2009
Location: Anywhere, anytime.
Posted: 30th Jan 2009 23:52
I would hate to be one of the run over guys. Ow.

Great wor with the game. Lighting suits it perfectly.

Thank you for helping us help you help us all.
Indy Dude
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Posted: 31st Jan 2009 00:31
I mean just in certain places.
Mazz426
16
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Joined: 4th Feb 2008
Location: Edinburgh
Posted: 31st Jan 2009 14:29
i like your new gory look the origional ones i thought were to "mellow" but now it does look like a zombie has eaten lots of people

new 18+ rating NICE

gamer for life
twitch tweak
16
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Location: Alcatraz Island - 4 life sentences :)
Posted: 31st Jan 2009 14:34
thanx mazz yeah since I got mp22 and bonds zombies its should look a lot more gory, I actually went back and changed the first level so its more 18+ as you stated

Paul112
18
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Location: UK
Posted: 31st Jan 2009 18:04
You might want to replace the bus with something better, Heltor's store models are ridiculously high poly for what they are, and not really suitable for FPSC. The bus alone is nearly 10000 polies, and will hurt the frame rate on people with lower spec machines.

Other than that, everything looks good. Keep up the good work.

Paul

twitch tweak
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Location: Alcatraz Island - 4 life sentences :)
Posted: 1st Feb 2009 00:50
Thanx for the tip Paul

Level 2 is almost done.. Heres a few new screens..









Butt monkey
17
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Location: Scotland
Posted: 1st Feb 2009 00:58 Edited at: 1st Feb 2009 00:58
Nice, last few screens reminds me of the shopping centre in Dawn of the Dead.
twitch tweak
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Location: Alcatraz Island - 4 life sentences :)
Posted: 1st Feb 2009 01:00
Thanx monkey yeah its supposed to look like some survivors had a stand off with the zombies and managed to hold them off for awhile.. before they were overwhelmed..

Mazz426
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Location: Edinburgh
Posted: 1st Feb 2009 11:41
are you going to use bod1's brute finnish with the chainsaw that would look awsome and im still to see it used in a game

gamer for life
twitch tweak
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Posted: 1st Feb 2009 14:25
yup 4 sure I will, I plan on using it as one of the final bosses.

Mazz426
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Location: Edinburgh
Posted: 1st Feb 2009 14:27
or mabey as the a harder typeof enemies like the ones in Resi 4

gamer for life
Silent hippo 1
15
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Joined: 28th Jan 2009
Location: Where you least expect it
Posted: 1st Feb 2009 17:13
This games looks top of the class, Twitch, but could you show us some more battling enemies please?
twitch tweak
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Posted: 2nd Feb 2009 03:37
alright ill post a few screens soon with the enemies ;P

darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 2nd Feb 2009 13:14
It's nice to see my construction models being used, looks good.

twitch tweak
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Location: Alcatraz Island - 4 life sentences :)
Posted: 2nd Feb 2009 14:40
ha yeah they fit in perfectly I've got class for 12 hours today so I'll try to post some pics of the enemies late tonight

Armageddon Ash
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Posted: 2nd Feb 2009 15:43
thats very good work
i have an idea for my first project, just need to wait for a few things, im getting FPS C X10 and im going to wait til Pack 22 works with it as that looks great, will be getting a couple of other packs as well

also the poster for it is great as well

i like your HUD, but whats with the number in the top left corner, im guessing its lives and same with the gun in the top right corner, are they needed - i would suggest removing them as you have the gun in bottom of HUD
twitch tweak
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Posted: 4th Feb 2009 04:57
mk well I've got some screen of the enemies. They were hard to get some actual decent ones because most of them jump out when you dont expect it so I had to time them out















Butt monkey
17
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Location: Scotland
Posted: 4th Feb 2009 17:03
You need to move the flashlight HUD as it's being blocked by your Life HUD.

Screens are really nice!
Armageddon Ash
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Posted: 4th Feb 2009 20:13
very nice, a bit dark
just curious about the guns, in the HUD each of the guns have the same picture
Zdrok
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Location: Pittsburgh
Posted: 4th Feb 2009 21:46
It's supposed ti be that way, any gun symbolizes a...gun.

*Salute*
twitch tweak
16
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Location: Alcatraz Island - 4 life sentences :)
Posted: 4th Feb 2009 22:20
ya that gun is part of the hud.. i didnt make it, its just supposed to be a visual aid basically saying "hey you, this is how many shots you got left in your gun"

and its pretty dark but the flashlight script is in the game..

ive got some screens from level 3, I'll post em in a few

Armageddon Ash
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Posted: 4th Feb 2009 22:43
oh, i thought that maybe the image changes depending on what gun you have, guess not.
dont really see the point of having it if it doesnt show what gun you have, you might as well stick with the original ones.

is it possible to make a a HUD similar to yours but with the guns changing icons?

also why do you have life as 500? aint it normally 100?
twitch tweak
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Posted: 4th Feb 2009 22:47 Edited at: 4th Feb 2009 22:48
kk new screens, and I fixed the flashlight hud for those of you concerned and the game is being run on test mode so the life is default at 500, so yes normally it is 100 in the actual game

level 3 takes place in the subway system. when you come down into the station you can hear the very faint sounds of dogs..


something that I really like about the subway tunnel is that when an enemy runs at you, it will continue to fade in and out as it runs by the lights. pretty creepy effect

















Armageddon Ash
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Posted: 4th Feb 2009 23:01
very, very nice looking
i cant wait til i can get started on mine
i already know what im going to do
Rampage
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Location: New Zealand
Posted: 4th Feb 2009 23:39
Making good use of the new model packs eh? Looks fantastic.


DarkBASIC Professional....Mmmmm the possibilities.
twitch tweak
16
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Location: Alcatraz Island - 4 life sentences :)
Posted: 5th Feb 2009 04:03
thanx for the comments fellas yeah the new model pack is great, really gives it a more realistic feel

twitch tweak
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Posted: 5th Feb 2009 04:59
was bored so I threw a quick box art together..



creator of zombies
18
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 5th Feb 2009 14:43
Congatulations on winning the contest buddy!

Well deserved! [My Team actually gave you a standing ovation!]

Keep up the great work!, you should aim for BOTB Next

CoZ



Armageddon Ash
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Posted: 5th Feb 2009 17:29
well done on winning the award,
the box art looks very, very, very good
how'd you make it?
twitch tweak
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Posted: 5th Feb 2009 17:32
Thanks a lot COZ it really means a lot! I'm hoping Trait will be able to make BOTB, we'll see what happens

Dr Parsnips
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Location: London
Posted: 5th Feb 2009 18:35
I think the box art is from the comic book "The Walking Dead", im sure its not a problem using it tho.

twitch tweak
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Posted: 5th Feb 2009 19:00
I used Paint.Net to create the image, which is what I use for all of my images. I'm not quite sure where the art is from, I just googled it. Since Trait is supposed 2 have a comic book feel to it this image worked out perfectly

twitch tweak
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Posted: 7th Feb 2009 04:43
few new screens







Apple Slicer
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 7th Feb 2009 04:45
Looks good, but I don't like the texture on the train rails much. Its a little bland compared to the rest of your scene. Keep it up!

Till Thy Migration Come...
http://pretzelgames.webs.com/pretzel%20games%20tgc%20forum.jpg
twitch tweak
16
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Location: Alcatraz Island - 4 life sentences :)
Posted: 7th Feb 2009 06:03
thanx apple. I feel the same way about the rails, but not much I can do I kinda need em, cuz I havent seen any other rail models that have a corner section..

Screaming Head Games
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Joined: 13th Dec 2008
Location: You dont want to know......
Posted: 7th Feb 2009 06:16
yay! my name is on the box cover!

great work on the game so far.

(\__/)
(O.o )
(> < ) This is your bunny on drugs.
Apple Slicer
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Location: Oregon, in the rain...
Posted: 7th Feb 2009 06:19 Edited at: 7th Feb 2009 06:20
The game's graphics are awesome, and I look up to it. Have you looked at the texture file of the rails? Maybe a quick render of "clouds" can fix it...

This reminds me of left 4 dead.

Till Thy Migration Come...
http://pretzelgames.webs.com/pretzel%20games%20tgc%20forum.jpg
twitch tweak
16
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Location: Alcatraz Island - 4 life sentences :)
Posted: 7th Feb 2009 06:42
I'd have to look at it, but I dont want to edits someones work w/o their permission. As of right now im uploading a demo of levels 1-3.. I'll post the link when its up

CoffeeGrunt
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Location: England
Posted: 7th Feb 2009 13:51
Hmmm, I think that Chupa Cabra's rottweiler would look good in this, to mix up the variety of enemies...

Bond's zombies looks sweet, you really should use shaders and unleash their full potential...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
twitch tweak
16
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Location: Alcatraz Island - 4 life sentences :)
twitch tweak
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Posted: 8th Feb 2009 06:05
anyone tried the demo?

Avenging Eagle
18
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Joined: 2nd Oct 2005
Location: UK
Posted: 8th Feb 2009 14:14
I've downloaded it, but I'm waiting till it's dark to play it.

AE

twitch tweak
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Posted: 8th Feb 2009 23:45
haha awesome alright sounds good

Avenging Eagle
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Location: UK
Posted: 10th Feb 2009 21:39
I'm surprised no else has reviewed this. Sorry this took so long, I had to get a few things for college done and spend 10 hours rendering something before I could get in to this.

Anyways, here's my in-depth review:

Firstly, the menu screen was pretty nice, and the music atmospheric if a little repetetive. The load time of Level 1 was pretty long, but that's probably not your problem. Obviously, I've already played level 1 so not much surprised though I'm glad you got rid of the zombies spawning behind you (I still kept checking behind me to make sure!). The opening apartment is somewhat of a lagspot but it evens out further on in the level. The level was well-lit and well designed; I like the way the player is not forced to turn right when exiting his apartment, but doing so will reward him a shotgun.

Level 2 was good because it didn't feel like Level 1 all over again. A zombie spawned behind the locked door before I had the key, because I was being too inquisitive. Perhaps you could spawn him a little later. Also, it wasn't obvious that that door was locked. I also noticed because it looked like a dynamic entity, so had to be locked. The kitchen behind the bar was a nice little area too. So, I went upstairs and found that one of the doors in the hallway opened when it shouldn't; it just led to nowhere. The science lab was very well done, though because I didn't realise I was looking for a key, I thought it was a dead-end the first time I reached it; I went back and found the documents, a nice touch btw, and the key. Going through the door led to a well-designed little construction site. I think you could afford to bump up your lightmap quality to make this area more sinister. When I got to the warehouse, I went left but didn't realise there was a freaking big door in the room it led me to. Also, the door immediately infront of you as you go in to the warehouse bit did not have anything behind it. When I finally took on the 'big-arm-guy' (I can't remember what you called him) I found he backed me in to a corner, where I couldn't escape and tried to rape me. Fortunately, I squeezed out and killed him.

Level 3 was only annoying because I would have liked that flashlight. Other than that, It was, again, well-designed and well-lit. I think you could add a few more platform entities to make it more overtly a station. Nevertheless, I liked the idea of running along the track, though I clipped a couple of times. The enemies spawning from seemingly nowhere made me jump, and I was annoyed I couldn't see them at all, not even a silhouette. Still, I enjoyed fighting along the level and reaching the final platform. Once again, more station/subway entities would have livened this up, and perhaps also a suggestion of where the player was going (little a station name or something).

I thought this was pretty good. I'm not the best judge of scariness since games don't often scare me anyway, but I can tell you the level design and lighting was well-done. I think I would have liked a different ambient track for each level. Also, the (lack of) entities in level 3 made it seem a little rushed.

Framerates went from 15 in his apartment, to 34 at the beginning of level 2.

Level-design: 8
Lighting: 7
Sound: 6
Entity/enemy placement: 7
Presentation: 7

Overall: 7/10 - Nice good start, with just a few kinks to iron out

My specs:
Pentium D 2.8Ghz
1GB of RAM
XP SP2

AE

twitch tweak
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Posted: 10th Feb 2009 23:08
Thanks for the review AE, very helpful for editing. As far as level 3 goes, I want to get a efw opinions on whether or not to have the flashlight. I'm kinda getting that feeling that having the flashlight sorta takes out the creepiness of having to endure the darkness. But if people keep complaining I'll put it back into level 3

traynor
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Location: Skelmersdale, UK
Posted: 17th Feb 2009 11:31
Good level design, too bad about the framerate, will be good when the timebased system comes out. There's a few things that didn't work for me, on my home computer it didn't work full stop. All I got was a while screen with the HUD appearing so couldn't do anything (Have the latest directx and other peoples games work fine). Tried it in my university and got 38 FPS until I reached the car park where I got a average framerate of 6.

Couldn't find out how to turn on the touch so got killed and when I respawned the lift was at the bottom when I got to it so had to fall down instead. Will try the rest when I get on a computer that it works on again.

James
twitch tweak
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Posted: 17th Feb 2009 14:28
Hmm, thats really wierd because I've never had bad frames in the car area. Also press "F" for the flashlight, let me know how it goes

djmaster
User Banned
Posted: 19th Feb 2009 13:02
its a very very cool game,and i already regret playing it in the dark,only thing bugging me is their speed is too high so they move 100 metres and they only make 2 steps

A.K.A. djmaster
twitch tweak
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Posted: 20th Feb 2009 03:27
Yeah I wanted to make them faster to make it more challenging.. is there any way to increase the animation speed so the animation matches the speed?

djmaster
User Banned
Posted: 21st Feb 2009 09:46
i dunno if theres any animspeed function or something

A.K.A. djmaster

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