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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: 21st Jan 2010 16:17
It's just a teensy bit small. resizing it up 60 px on each side would work fine.



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Bugsy
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Posted: 21st Jan 2010 16:17
and lastly...



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Metal Devil123
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Posted: 21st Jan 2010 17:51
That thing had to be resized larger!? Whoa! I thought it was waaayyy too big, but what do I know, here it is larger:

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charger bandit
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Posted: 21st Jan 2010 19:09
Ehm you can resize it with word.Rotate your pic 90 degrees,insert it into word document and scale it to: height=whole page width=18cm

Then just cut if it comes out slightly bigger.

A.K.A djmaster
Bugsy
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Posted: 22nd Jan 2010 01:24
yeah. I don't have word.



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Bugsy
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Posted: 23rd Jan 2010 01:03
outdoorgamer, and metal devil 123. pls get on skype.



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Metal Devil123
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Posted: 23rd Jan 2010 09:06
Sorry, I was sleeping!

charger bandit
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Posted: 23rd Jan 2010 19:06
OpenOffice works too

A.K.A djmaster
Cherd
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Posted: 23rd Jan 2010 22:46
Wow this game looks sweet man, your level design is pretty awesome. Looking forward to this one.

OutdoorGamer
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Posted: 24th Jan 2010 13:36
Sorry, there I have been away for a few days my bad. I will get on soon and if you are on we will talk.

signatures are dumb.....
idk why....
Bugsy
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Posted: 26th Jan 2010 03:31
I got my new comp, but the monitor doesn't seem to want to display a desk top. I'll get back to ya.



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Bugsy
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Posted: 5th Feb 2010 19:00 Edited at: 5th Feb 2010 19:00
made a lvl design tut guys.

here we goooooooooooo

this philosophy should help.


LEVEL DESIGN TUT #1

(hopefully this helps someone)


Designing a map for a game in FPSC is a rewarding experience. not only can you learn valueble architectural skills, (mostly from all the criticism I'll probably give you) but also, you'll get a feeling of accomplishment when you know you've improved. This tutorial is made to do just that. read on and learn more!


When distilled to it's purest form, the level is nothing but the walls and boundaries that the player walks around in. It is up to the level designer to casually lead the player by the hand in the boundaries, while letting them feel immersed, and if your game permits, confident on their own in your level. Basically, navigation should feel natural. Some games (mirror's edge) take leading you by the hand to an extreme, and paint everything red to show where you go, whereas other games (half life 2) stealthily make the player WANT to go a certain way by making the level look more interesting in that direction. walking into a boring part of a level that, while not bound from the player can break immersion and flow, which is why the player needs to stay constantly aware of where the right way to go is. it should feel second nature to them, letting them focus on the gameplay. that is called flow. that's what we're going to talk about next.


flow is the levels continuity. keeping the player on the right track through the level, without even 1 second's worth of a "where do I go" feeling. if your level flows well, and is "smooth" than the player will know where to be at all times, and if they stray into a boring part of the level off the beaten path, then it is completely by choice. a well flowing, smooth level will keep the player immersed.

Immersion is a very important concept to gaming. mainly gameplay, but level design too. immersion is basically where the player "forgets" that they're playing a video game. now while it's not that simple, it is basically a simpler term for when the player gets caught up in the experience, and essentially loses track of the world around them. It's tough to explain. good examples are:

*when you're so "in to" your game, that you don't notice (or dont care) that you accidentally knocked over a glass of Kool Aid on your new rug.

*When you finally "get" portals and realise that you've learned a new spatial awareness like none other before.

*When you pull off a triple back flip stalefish uber trick in SSX tricky and you want to "high five" your character.

*when you're so close to level 70 you don't give a crap about going to grandma's XD


Now you understand me when I say "forget you're playing a video game"


Immersion is something largely created by gameplay, but can also be created by level design. can you imagine how much less immersed you would be if there was no level in:

Tony Hawk- have fun doing kickflips

Half life 2- It's like GMod! without spawning anything or building stuff ;(

Assasins Creed- half the game is climbing. if there were nothing to climb, It wouldn't have made more than 10 sales.


see what I mean?

of course.

Immersion is made by having a level be as close to the real place as possible. Feel like your on the mountain, BELIEVE that you're infiltrating a base. It's all because you're immersed. now I'm not going to tell you how to make immersion. you can't "make" much immersion in level design. that's up to the gameplay. the level design's main goal is to not "break" immersion. Keep your levels true to life, and you won't break any.


HOW NOT TO BREAK IMMERSION

Have you ever seen a stack of crates in a hotel room?

How about an oil barrel in a well off suburban neighborhood? (maybe these days XD)

if not, don't randomly place them in your map. If it doesn't belong, leave it out. "but I thought I was supposed to populate my levels!?" yes. populate them as best as you can, but that doesn't mean that you need to have leaking pipe in a hotel penthouse, or a table on the rough bank of a river. even if it is just for cover, or concealment, or even blocking the players view to the end of the world. there are always other options. Flow is one of the best ways level design can add to immersion. this is, if it's easy and FUN to navigate (mirrors edge, assasins creed, infamous)


Alright, back to reality.


if you're reading this, you should understand it's still good ole FPSC before dreaming up running across a rooftop in a massive city with a model pack 5 weapon in your hands. And FPSC can only handle so much. It'll break immersion when the player falls through the floor, or can't pass an object. when designing a level, keep in mind FPSC's awful collision system. sure it's nice to have planks laying around on the floor, or potted plants in a hallway, but if it means that the player has a bumpy jolty ride over the planks throughout the level, or falls through the floor because of the plant, than it's not worth it. the way I do it is: a room that doesn't look totally complete without a single floor entity (object that would rest on the floor in real life- table, crate, anything held down by gravity) than it's not complete. make sure to add lots of detail and "uumph" to your walls and ceilings as to not make them look so flat and "segmenty". Add wires, electrical bocex and outlets, lights, pipes, air ducts, chainlink fences and other methods of sectioning off rooms (I count fences as non-floor centric). Play most online shooters and you'll notice that corridors are largely empty. this is to ease the players flow through the level. the last thing you want is for the player to have a tedious, difficult task of walking around things.


Now, onto level gameplay/lag. you've got immersion, you've got flow, and you understand that you need to work against the "grain" of the editor to get good results. now you need to learn how to maximize the playability of your level. this'll tell you how to reduce lag.


Lagging. It's something that every one of us, even some of the best computers will get from time to time. especially in an FPS game. that dreaded frame rate dip, that framy fight scene. It's something no developer should have to deal with, but is an issue that should be adressed when the pretty and fun part of level design is over. at this point, playtest your map. have fun in your extravagantly detailed albeit not-so optimised map. First things first, remember where you are looking at for the most part, and what is ABLE to be seen. no lighting in that corner? no need for a breaker switch there. never look behind you when passing that? better take that chair and barrel away. if you designed your level well, than removing these things, or "streamlining" as I call it is going to add at least 3-4 FPS to your map. 2-3 if on a really nice boxx. now that we've streamlined, try removing polies. if you have the resources, remove the faces from models that you'll never see the back of. take pictures of objects that you'll never get to and make "billboards" (2d images of the same objects for replacement) and replacement of certain objects for meshes less... well lower poly. don't need that fence for a cool shadow effect? replace it with the flat square with a texture. that plant making you fall through the floor anyway? just make it a billboard. doing as much as you can to reduce lag in a map can result in at least 6-7 pickup in FPS rate. a rate which, even on the most laughable PC should never dip below 19.


that's all for this tut. if I decide to do another one, than I'll add more gameplay oriented stuff like:

level design and enemy encounters
reducing lag with characters in a map
setpieces level design.
lighting.



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Metal Devil123
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Posted: 5th Feb 2010 20:56
Nice tut dude! Somethimes when I play HL2 or L4D2 or TF2there happens weird thing, that I have been playing for 2 hours, but it fells like fifteen minutes and I am wondering why mother is making me get off my computer! lol.

Bugsy
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Posted: 6th Feb 2010 02:59
exactly what I mean by "forget you are playing a video game"

hope it helped you a little.



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Metal Devil123
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Posted: 6th Feb 2010 08:58
It did. Thanks.

Shadowtroid
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Posted: 6th Feb 2010 16:59
Hey, are you looking for a Sci-fi gun with EAI rigs? It said that in the main post, and I've been making Sci-fi edits to guns for some time now. So, if you are still looking for some, check out my thread: http://forum.thegamecreators.com/?m=forum_view&t=165068&b=24

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
Bugsy
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Posted: 6th Feb 2010 19:01
well, not anymore actually. maybe for the sequel, or I'll just hire a good rigger to get an amazing FAMAS of of some site and rig it to the G36 anims. also attach a hand. perhaps the TAR21 as well.



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Shadowtroid
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Posted: 6th Feb 2010 21:38
Ah. Ok then.

But if you need any in the future, I'm here.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
Bugsy
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Posted: 8th Feb 2010 05:30
kthx. sorry for late reply.



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Metal Devil123
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Posted: 10th Feb 2010 11:59
Any updates (bump)?

"You are one of the best game designers on TGC"- Bloody James
Bugsy
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Posted: 13th Feb 2010 02:26 Edited at: 13th Feb 2010 02:29
ya totally.

today I fixed my computer. (installed new Power supply, resunk heatsink. no more FPS lag at all. performance is perfect. tomorrow I will be transfering my harddrive. sunday I will be calling for you, outdoor gamer, and THEK to get on skype to beta test some LEVULLLLZZ!!!!

I will also release some screens that are no longer exclusive to Impload. (my site)








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Metal Devil123
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Posted: 13th Feb 2010 08:51
Nice screenshot! I llike the town one, except, I would make the segment house in the back a bit taller. Maby 2 or 3 layers. Rest of this looks awesome!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Butt monkey
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Posted: 13th Feb 2010 12:11
Looks nice, but in the town I question how that truck could ever fit itself or whatever it's carrying into that garage.

You might also want to cut those Stop sign poles down a bit so that the sign itself is actually mounted ontop of them, not on the side.
Bugsy
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Posted: 13th Feb 2010 18:21
Stop signs are actually mounted on the side of the poles because they are so thin. go look around for a stopsign and you'll see.

also, that's the reason the truck is half way out of the garage. I try to have at least easter egg in every map. that's real plainl obvious, but it makes the player think "whoops lol"



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Butt monkey
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Posted: 14th Feb 2010 00:47
Quote: "Stop signs are actually mounted on the side of the poles because they are so thin. go look around for a stopsign and you'll see."


That's fair enough, it just looks a bit odd with the writing being covered by the pillar. Normally that face would be blank. I know it's nit-picky, but I know I would do it if this was my game.
Bugsy
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Posted: 14th Feb 2010 01:11
I would do it to if I wasn't too far along to go back and retexture them. that level (also) has got so much combat that you won't even notice because you and mia are too busy gunning down loads of truly intelligent baddies.



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Bugsy
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Posted: 14th Feb 2010 18:40
Can anyone tell me why my screens used to come out so wishy washy and blurry? It's almost like they had a bloom effect. I would really like to know, because I think it makes them look lower resolution, and not "gritty" like the game is.

@theK: isaacpreston on skype.



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Metal Devil123
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Posted: 14th Feb 2010 20:09
I thought you were using an effect or something! Have you resized them? Maby that is the reason, I doubt it, but maby.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 14th Feb 2010 21:39
no I take a screen, and It's like all bloomy and wishy washy, and I really DONT want bloom in WWC. on my friends comp though, the pics look like they should. maybe it's my monitor saturation.



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Metal Devil123
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Posted: 16th Feb 2010 16:14
Well, they look a bit bloomy on my computer too, but I have one thing, if it's not already inn here!

When Mia is fighting with you, is her health in 0, as she can't die or do you have the script, that if an NPC dies, it will be game over, cause that propably would work, better than making so that she can't die.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 16th Feb 2010 18:30
she can't die officially. she'll fall over if she gets pelted repeatedly by enemy bullets, but she'll keep getting back up.



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Bugsy
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Posted: 18th Feb 2010 10:09
decided to make this game free!

no charge for the game anymore, I don't feel it's right to charge all these good forum members (who have each helped with the game in their own special ways) any money to play something they all inspired me to create

btw. got my new comp back. all levels work. experimenting with bloom optimisations.



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Metal Devil123
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Posted: 18th Feb 2010 20:33
Wow! I think that it would have been worth paying, by looking from the screens, but this will do fine lol, thanks man, I hope everything goes well.

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 18th Feb 2010 20:48
actually, thanks for replying. I'm going to have a trailer for WWC up late tonight or tommorrow afternoon! tha trailer will have a lot of footage and a soundtrack from my musician, Cyberdude. the best game musician on the block!



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Metal Devil123
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Posted: 18th Feb 2010 20:53
Nice, will be waiting and playing a fun Parkour game in the meantime. You just have to love stickmen!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 18th Feb 2010 22:03
wait, what game is it that you will be playing?

I don't know of any stickmen parkour games! tell me pls. I want to play. you just don't get enough sticks doing parkour.



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Bugsy
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Posted: 20th Feb 2010 04:28
*** Official First Game Trailer ***

all pure in game footage, nothing edited. filmed with fraps

http://www.youtube.com/watch?v=iu2DYAOK2aw

please watch, comment and subscribe



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Metal Devil123
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Posted: 20th Feb 2010 07:47
Awesome trailer! The one indoor scene (looked like a hotel or something, the clean indoor area) reminded me of the indoors in Mirrors Edge. But this looks awesome, I love your work!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Vent
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Posted: 20th Feb 2010 08:01
That... Was... Awesome!!!




Free FPSC Media Downloads
Bugsy
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Posted: 20th Feb 2010 17:22
thank you so much guys! I knew that this would get some comments on this old thread.



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Bugsy
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Posted: 21st Feb 2010 05:36
I stand corrected. come on guys, what do you think? I took the time to create, edit, and then get theK to edit this video and upload it to youtube, the least you could do is comment telling me if you liked it or not.



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god games
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Posted: 21st Feb 2010 14:52 Edited at: 21st Feb 2010 14:53
it so cool how did you give the beta testers the map/Game !

don't move handsup
Bugsy
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Posted: 21st Feb 2010 17:10
I didn't yet. my voice actor (youtube comment= gothchic528) hasn't finished the voices. I want my playtesters to have an easy time of getting through the puzzles.



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god games
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Posted: 25th Feb 2010 19:02
ok

don't move handsup
Metal Devil123
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Posted: 26th Feb 2010 19:29
Bump!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 27th Feb 2010 00:54
thank you metal devil. I've sent gothchic528(youtube) 's payment. (tarot cards) and hopefully she'll stop her procrastination.



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Metal Devil123
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Posted: 3rd Mar 2010 14:40
I hope so. Even thou I don't know what it means, but if it means, that this will come out faster, then I sure hope so too!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 6th Mar 2010 22:02
well she's doing my voice acting.

I've also decided to cut levels 6 and 7 out of this game. that will shorten it a lot, but I just don't want them in yet when I can wait and get normal mapping on stock sci-fi. they'll be in the sequel.


AdrianoJones Wannabe
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Posted: 7th Mar 2010 06:23
If you still need a free voice actor, I'm always available.

-Adrian

And I do, wanna love you... And I do, wanna try...
Because if falling for you girl is crazy, then I'm going out of my mind.
So hold back your tears this time...
Zay
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Posted: 7th Mar 2010 08:09
Hy Bugsy!
As I was watching your video (pretty cool actually),I saw you had pretty cool ironsights for a pistol.Did you script it yourself or did you find it somewhere?

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