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FPSC Classic Work In Progress / [X9] When Worlds Collide (56K warning)

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Bugsy
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Posted: 12th Sep 2010 01:53
aah.
well I reduced it FROM 1024/100

so yeah.

also- here's what I got from the test I managed to eek out.


an unfinished room that worries me in that I will need to add many objects, and some enemies.
imageflock.com/img/1284245274.jpg[/img]


and here's the FINISHED outdoor alleyway.

imageflock.com/img/1284245398.jpg[/img]


Inside one of the apartments

imageflock.com/img/1284245446.jpg[/img]

in the hall

imageflock.com/img/1284245585.jpg[/img]

imageflock.com/img/1272671763.jpg[/img]
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Nbt
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Posted: 12th Sep 2010 04:00
Looking good bugsy

Can't say the wall textures in the last two screens are very good though those filterforge wood panelling textures never look that great in game (IMHO)

Bugsy
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Posted: 12th Sep 2010 06:57
those arent filterforge.

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Hamburger
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Posted: 12th Sep 2010 07:20
the building textures look a bit stretched, but it looks really good nonetheless
Bugsy
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Posted: 12th Sep 2010 21:28
well thanks hamburger!

so, as we all know, this level, that barely builds a test, needs to still have more added to it, and have enemies placed.

when I get that sorted out and working, then it will come time to make level 8. I may need some rooftop stuff but let me just say that MP34 is a true lifesaver.

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Nbt
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Posted: 12th Sep 2010 21:58
enemies should not really matter, as they do not effect lightmapping etc.

anayar
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Posted: 12th Sep 2010 22:03
Bugsy, check the ends of the building directly infront of the player... There is only half the window and the texture looks pretty bad (like it drops off abruptly)... thats my only crit though! Keep it up Man...

Cheers,
Anayar


For KeithC
Bugsy
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Posted: 13th Sep 2010 01:23
oh, that's because it's a bad angle. the player is on some scaffolds 30 feet off the ground.

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Bugsy
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Posted: 13th Sep 2010 04:28
level 8 screenshots guys

imageflock.com/img/1284341016.jpg[/img]

imageflock.com/img/1284341116.jpg[/img]

imageflock.com/img/1284341135.jpg[/img]

imageflock.com/img/1284341152.jpg[/img]

imageflock.com/img/1284341166.jpg[/img]

imageflock.com/img/1272671763.jpg[/img]
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da2020
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Posted: 13th Sep 2010 12:32 Edited at: 13th Sep 2010 12:37
WOW bugsy you're really good there's no doubt this game is getting BOTB.

[EDIT]about the problem with the caps though I sent Lee a message about it and he said:
Quote: "The cap is the current level of 32-bit applications, which FPSC is (2GB virtual address space). One way to reduce your usage without reducing your level size is to take static entities and make them 'dynamic with isimmobile=yes' as this removes them from the memory hungry universe build process. Also using fewer but larger lights will also reduce memory without making your level smaller. You might also try setting IMAGEBLOCK mode to zero in the SETUP.INI so images are not stored during the build process."
Bugsy
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Posted: 13th Sep 2010 12:48
I use imageblockmode at 0, and my whole lighting style is based around very few, very large lights.

thsnks so much for the compliment!

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PW Productions
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Posted: 14th Sep 2010 00:32
SO Mirror's Edge inspired Awesome work

Bugsy
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Posted: 14th Sep 2010 00:59
you know it!

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Metal Devil123
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Posted: 14th Sep 2010 20:37
AWESOME! Just... I don't know what to say... except AWESOME!
It's too bad you can't edit the skybox... :-( But it still looks great! It's a city in the middle of mountains :-P

Bugsy
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Posted: 14th Sep 2010 20:39
yep. I'd need an edit to the skybox that was some low buildings wiht visible rooftops and some high ones without. this way I could use the same one for every map.

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Gencheff
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Posted: 14th Sep 2010 20:40
You need buildings instead of mountains?
I can try to edit it.

Metal Devil123
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Posted: 14th Sep 2010 20:42 Edited at: 14th Sep 2010 20:42
Quote: "yep. I'd need an edit to the skybox that was some low buildings wiht visible rooftops and some high ones without. this way I could use the same one for every map."

Yeah, that would make it look alot better. But as it is, the architecture and... everything else looks amazing!!!

Oh, and thegun looks just famazing! get it? Famazing?

Deevos Cranium
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Posted: 14th Sep 2010 20:44
That moonlight skybox and lighting goes well together and there's alway's an outskirt to a city?



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Bugsy
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Posted: 14th Sep 2010 23:02
well I'm glad you like it metal devil. and yeah, I'll change the sky if I can. If I cant than whatever.

as of now, I've got my computer in the shop. my voice actress is actually TALKING to me again, thank god, and all the maps are done except level 9. I may have to re-do level 1 and 2 however because stupid v117 makes them crash on opening 116.

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Bugsy
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Posted: 15th Sep 2010 00:54
aah. didn't read your post gencheff- I'd love a skybox edit. please don't change it's brightness though.

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Nbt
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Posted: 15th Sep 2010 02:22
PW Productions
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Posted: 15th Sep 2010 02:51
Quote: "I use this for weapons and pickups, as it looks sexy"


Ah, yes... bond1's glowing item shader. Love it Used it in Exposure, and was really awesome. I even used it for doors that were part of bigger puzzles. Anyways... not to derail an amazingly awesome train here

Bugsy
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Posted: 15th Sep 2010 04:15
actually, all the guns are picked up from enemies, and I want items to hide, and force the player to look for them. it makes puzzles last.

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anayar
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Posted: 15th Sep 2010 04:26
Wray, ive sent you the MP5 texture... read the mail.

Sorry again,
Anayar


For KeithC
Bugsy
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Posted: 15th Sep 2010 12:38
hey, it's alright.

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Zay
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Posted: 15th Sep 2010 23:11
I love the eight level,even though the roof tops could use some more random stuff to make them more realistic and less empty.
Also the moded M4A1 is great!
I can't wait to play a new demo or possible the finished game *wink* *wink*

Contact me in Skype,name- nejcplan
Bugsy
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Posted: 19th Sep 2010 05:00
thanks zay, and I'm afraid more detail would make the rooftops exceed the maximum polycount I've allotted for this game. sorry. I think it's better to have a maxed out FPS rate than detritus laying around.

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Bugsy
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Posted: 23rd Sep 2010 00:04
hey, problems keep coming one after another on this one, guys.

My computer decided it was time to kick the bucket, and it's in the shop now. I'm not sure that all of this (if any of it) will be able to be backed up. I may lose all of WWC, including all my entity and segment collection. sorry guys, I really wish I had better news. let's hope I can pull off all I need. I don't really know what to do now, I kind-of just need moral support. WWC has gotten through some tough stuff, so let's hope this can be pulled through.

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anayar
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Posted: 23rd Sep 2010 01:20
Damn! I was hoping to play the game after having to read through 16 pages to see pics. of the different levels... anyways, I really hope everything is still on the hard-drive when your pc gets back from the shop... I would hate to see this hit the can because of a crappy comp.

Cheers,
Anayar


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Bugsy
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Posted: 23rd Sep 2010 04:18
yeah. the best we can do is hope and pray that I can 7zip my FPSC stuff down to under 3.5 gb and get it onto a thumb drive or two.

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Wolf
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Posted: 25th Sep 2010 02:02
You surely have talent on outdoor maps. Those rooftops are the best part I've seen until now. Is that an M4 with that Scope?

How many levels are already done, btw?



-Wolf

God Helps the Beast in Me!
Bugsy
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Posted: 25th Sep 2010 19:44
Thanks wolf! that's an M16 with a Scope!

levels 1-5 are done. level 6 needs the sweet setpiece added. level 7 is having trouble with the RAM cap, level 8 needs enemies added in. level 9 I haven't started.

well I still need votes, guys. I will only leak one last alpha level-playthrough. so whenever you can, just drop by and vote for a level

the good news is, WWC is completely and totally backed up, so we're sure it's not cancelled. does FPSC work in linux with wine?

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Juzi
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Posted: 28th Sep 2010 01:12
Okay, here's my small review on the latest rooftop screenshots

Screenshot 1:

The overall mood of the picture is pretty good. Make sure to add some nice creaking sounds with sound zones onto those hanging containers. Could add a really nice effect. Not much to critisize except that the windows seem to end half-way in that building. A healthy little re-texture would be nice . Also I'm sure people have noticed that the background is awfully empty so you'll definately need a skybox with buildings to really make an immersive city rooftop experience.

Screenshot 2:

This screenshot gives me an instant feeling that the level needs some subtle breeze sounds! The 2 buildings in the middle seem to have the same problem as in Screenshot 1: The weirdly ending windows.

Screenshot 3:

Nothing to add really. Actually this screenshot gave me an idea for a song name. "Towers From Darkness". Okay, maybe a bit random and off-topic

Screenshot 4:

That...gun...modification *wipes away the drool*. Okay. Everything seems pretty much decend, nothing stunning, nor nothing bad. Like Zay suggested, the roofground (is that a word?) is too clean. Try adding some small details like leaves or overall small rubble.

Screenshot 5:

A nice overview of the whole level. Looks like it will be fun to skim through it shooting some bad guys . This is one game I'm waiting especially because of the gameplay, and I'm also interested to hear the soundtrack in action.

Deflate the mystery of living in the most heartless fashion I could ever imagine. No pretense of decor.
PW Productions
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Posted: 28th Sep 2010 05:39
Quote: "Make sure to add some nice creaking sounds with sound zones onto those hanging containers"


Ooh, now that would be awesome. Definitely would add to the mood.


Redoing my entire website... again.
Bugsy
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Posted: 28th Sep 2010 21:57
I wholeheartedly agree.

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Juzi
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Posted: 29th Sep 2010 09:07
Small details like that can really live up the game

Deflate the mystery of living in the most heartless fashion I could ever imagine. No pretense of decor.
Bugsy
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Posted: 30th Sep 2010 00:30 Edited at: 30th Sep 2010 01:11
I'll say. I try to add sounds in places, but we've got to do a lot of work also with triggering quieter music to play in the places that I want little soundscape details to shine out.

edit- nice sig juzi

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Juzi
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Posted: 30th Sep 2010 09:58
Thanks

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Bugsy
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Posted: 3rd Oct 2010 04:30
Splatterspawn interviewed us guys here's what was said if you missed the newsletter



Interview with Bugsy

Robert F. Recently interviewed FPSC User Bugsy, on how his game is going, "When Worlds Collide".

Robert F: Hello Bugsy, how are you?

Bugsy: I'm good great!

Robert F: (note, it might take me a while to answer, I am writing down your reply as we go)

Bugsy: Ok

Robert F: So how is When Worlds Collide going?

Bugsy: It just recovered from a near death situation. My computer's in the store, but it will be returned to me, and although I will need to sell my soul to the store and work for them forever to pay it off without... Well... Paying, I'll be working on it as strong as ever when I'm out. It's almost done.

Robert F: Ouch...I Hate when that happens lol. So from reading the summary, I understand that the game takes place on another planet, am I correct?

Bugsy: no, the game takes place on earth, there are things-a-brewing that will take the dynamic duo that is you and your room mate mia to another planet in the sequel. This one is just about you trying to get to the new planet.

Robert F: Oh... I see, yeah sorry, I re-read it and seen that I mis-understood it the first time. So is the game still set to release around December, or has the computer problems set that back a bit?

Bugsy: hopefully around march, which will mark the 2-year mark for working on WWC.

Robert F: Wow, 2 years. That's a great accomplishment for an FPSC user. Not many make it that far without giving up lol.

Bugsy: I've noticed that for sure

Robert F: It's a shame really. Many of the games I have seen have great potential but fail to get finished. Anyway, can we expect to see any version of multiplayer with the games release or is that out of range for now?

Bugsy: I'm thinking of saving multiplayer for projects like Urban Combat, which is essentially finished, and may or may not be released, and my next game Tactical Operations Center. (name subject to change). When Worlds Collide is like the backstory for an inevitable sequel.

Robert F: Why is Urban Combat set on the line to release or not?

Bugsy: It's not story based, the multiplayer maps are yet to be designed, and I designed it in V116, and after WWC, I will be using FPSC migration versions like 117 or 118. the AI is set for use in V116. I also think that it's just sad to try and release a multiplayer game that runs at less than 60 frames a second. When Worlds Collide goes at 40

Robert F: So it's kind of just a shoot em up run through game?

Bugsy: it's a non-linear high-score game.

Robert F: Ah I see. Anyway Bugsy I need to keep this interview short, it has to fit into a page lol. Any last words for the readers?

Bugsy: No problem. If anyone has any questions about WWC, or just wants to be my friend, contact me on skype (isaacpreston). I hope you all enjoy playing WWC more than I do making it.

Robert F: Alright, thanks bugsy for taking this interview! I look forward to playing WWC one day! Good luck.

Bugsy: and I look forward to your opinion on it

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Bugsy
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Posted: 3rd Oct 2010 21:43
anyone?

also I rearranged the front page, updaded some things.

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Wolf
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Posted: 3rd Oct 2010 21:45
Quote: "no, the game takes place on earth, there are things-a-brewing that will take the dynamic duo that is you and your room mate mia to another planet in the sequel. This one is just about you trying to get to the new planet."


How should this other planet look like?



-Wolf

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Bugsy
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Posted: 3rd Oct 2010 22:02


snowy, uninhabitable cold surfaces, endless underground dense cave systems with glowing, alien foliage growing in every last crevice of rock, lighting up the huge chambers with blues and greens. think lots of stalagmite parkour in low gravity. some snipey bits on the surface. some close quarters scenes in the bases of humans and in space ships.

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Bugsy
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Posted: 4th Oct 2010 12:50 Edited at: 4th Oct 2010 12:51
hey!
please, Like When Worlds Collide on facebook! I hope to get over 100 likes



Just Click the gigantic "F" to go to the page.

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Bugsy
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Posted: 7th Oct 2010 00:20
hey again guys

Impload now has a new website

http://impload.bplaced.net/

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Bugsy
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Posted: 25th Oct 2010 10:19
keep checking WWC's facebook page as I will soon be posting exclusive dev diaries as well as all of the videos.

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AbdulAhad
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Posted: 25th Oct 2010 12:47
Quote: "ImpLoad is a small indie game developer, who is working on two games right now. Our team is specialized on First-Person Shooters"


What's the second one then?

Abdul Ahad
The Storyteller 01
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Posted: 25th Oct 2010 23:37
Regarding the videos you uploaded I have 2 questions:

1. Why play a song over the game that wont be heard in the finished game since its copyrighted instead of presenting the game as it is. Btw, with a piece of music like this, even the worst FPS game *looks* good

2. Are these built games or just test level vids? Because the later aren't really representative. This thread is full of "games" that never grew out of test-game status because they couldn't be built at all

In case you find my grammar and spelling weird ---> native German speaker ^^
Bugsy
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Posted: 26th Oct 2010 00:55 Edited at: 26th Oct 2010 01:05
Quote: "What's the second one then?"


a multiplayer flash game. Urban Combat is done but not released

Quote: "1. Why play a song over the game that wont be heard in the finished game since its copyrighted instead of presenting the game as it is. Btw, with a piece of music like this, even the worst FPS game *looks* good"


I just love AFI. It's how I roll. there will be music custom composed for WWC in the final game. I don't want to reveal the whole story in the level playthroughs or trailers. also, was that an offhanded compliment? if so, thanks

Quote: "2. Are these built games or just test level vids? Because the later aren't really representative. This thread is full of "games" that never grew out of test-game status because they couldn't be built at all"


most are built, I'm able to build all but level 7, which is barely even able to test also level 9, which I haven't started yet. the trailer is only levels 3-6, and only 5 was built when I recorded. there are a few scripted setpieces that I still need to add before I rebuild other levels. there will be no beta released for a good while.

A planned release date for when worlds collide is March 15th 2011. that's the 2 year aniversary for when I first started sketching, making concept tests, and writing the storyline. it's gone through tonnes of renditions since, but the game is better because of it.

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Bugsy
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Posted: 26th Oct 2010 08:01
http://www.facebook.com/pages/When-Worlds-Collide/157533207602241?v=app_2392950137#!/video/video.php?v=1676311912444

when worlds collie, Dev Diary 1 is out on facebook

http://www.youtube.com/watch?v=nWOz7dHjto8

and it's also out on youtube

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Juzi
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Posted: 26th Oct 2010 09:55
Nice video and I'm flattered to be mentioned in it

You should definately keep doing these diaries because to me at least, they are far more interesting to follow than just text.

Oh and one thing I noticed about the AK-47 in the video: When you shoot with it, you can partially see the interior of the weapon.

Deflate the mystery of living in the most heartless fashion I could ever imagine. No pretense of decor.

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