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FPSC Classic Work In Progress / (X9) A Large Boom W.I.P

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Slayer267
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Posted: 3rd Sep 2011 00:47 Edited at: 3rd Sep 2011 03:11
A Large Boom!


Story - The U.S has the last bit of oil in the world... Everyone else wants it... I was sent off in London to destroy the Intel that they have. Turns out, I have to work a little over time!

Description In this game you are a U.S Marine fighting a war against the world. You are first deployed in London to see just want they're up to!





The Demo will be released soon!

Help would be appreciated with modeling and scripting

Notes - This is my first game that does not involve Zombies! So lets see if we can get the ball rolling

Contact - ervinsabic@yahoo.com

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Slayer267
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Posted: 3rd Sep 2011 00:48
I don't know why the images aren't working!!!

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Disturbing 13
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Posted: 3rd Sep 2011 01:48
highlight the image url then press the image button. that should show the image. They look good, just need some lighting.

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
Slayer267
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Posted: 3rd Sep 2011 02:06
Still didn't work...

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Hamburger
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Posted: 3rd Sep 2011 02:24 Edited at: 3rd Sep 2011 02:27




Here I sort of got them to work, try renaming your folder to ALargeBoom

[/href]
Slayer267
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Posted: 3rd Sep 2011 03:10
Ok so now 1 works but not the other...

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Pbcrazy
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Posted: 3rd Sep 2011 04:27
You really should try adding some lights...

The voices in my head said I'm normal... o.0
Desecrated Studios
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Posted: 3rd Sep 2011 05:27
Alright here is my review so far:

REVIEW

PROS:
1. Pretty good atmosphere
2. Nice selection of weapons
3. The subway looks great!
4. I don't see a HUD so i can't be certain about that..

CONS:
1. Title is "eh" and the story is also "eh"
2. No lightmapping or ambiance at all. Try lowering the ambiance to get a better effect!
3. From what i see it looks like you are getting some low framerate? What framerate do you get?
4. There are never that many maps in a Subway. Maybe on the train, but not in the station..
5. The subway should also be more than one floor. It should at least be one floor above the train and maybe even one below it. It looks really cramped..
6. In the second picture in your first post it looks like you can fall right off the map..
7. Also in the subway the floor and ceiling are matching, you might want to change that!

I hope this helps you in making this game a little better. But this is just my honest feedback. Does anyone else agree with anything i said?

- Josh

Slayer267
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Posted: 3rd Sep 2011 06:04 Edited at: 3rd Sep 2011 06:05
Thanks a lot Exu I have added some light mapping. This game is going great! The ambiance has been lowered too. Will post screenshots soon!

Edit - I got around a 10-20 frame rate because my pc sucks

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Desecrated Studios
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Posted: 3rd Sep 2011 10:24
Alright sounds good, can't wait to see the new screens!

Slayer267
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Posted: 3rd Sep 2011 17:50
Do these look better?













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Desecrated Studios
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Posted: 3rd Sep 2011 18:40
Yes those look much better! Great job!!

Slayer267
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Posted: 3rd Sep 2011 18:41
Lol your awesome you know that :o You should get the demo early

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Desecrated Studios
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Posted: 3rd Sep 2011 18:46
Quote: "Lol your awesome"


Haha YAY! XD

Quote: "You should get the demo early"


Sweetness! Hey would you mind if i recorded myself playing the game and uploading it to my Youtube channel? If you want to see what i have so far go HERE.

Thanks!

Slayer267
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Posted: 3rd Sep 2011 19:01 Edited at: 3rd Sep 2011 22:00
Well Sure and when you do send me the footage so i can after effect it and turn it into a trailer!

EDIT - Nooooooooooo my fpsc crashed and I lost alot of data!!!!!

Edit Edit - Check your youtube account for the link. I will release on monday

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The Storyteller 01
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Posted: 3rd Sep 2011 23:51 Edited at: 3rd Sep 2011 23:55
I am always surprised that so many people think city-in-chaos-after-disaster maps are easy to build.

They definitely are NOT. In fact they are amongst the most difficult maps to build, because the player (or just the forum screenshot collectors) know perfectly well how it should look like.

And therefore 90% of all those city-in-chaos-after-disaster maps look somewhere from wrong over ridiculous to embarrassing for everyone (And I always wonder, if the developers of such maps all have been stranded on a deserted island for decades or have just been paroled from a life sentence, because they seem to be the only ones who have NO references in their head)

Bottom Line: If you want to make it into the remaining 10% you have a LOT of work to do - starting with raised sidewalks. And perhaps you should take a monent or two asking yourself, why the BotB designers rarely use such maps

In case you find my grammar and spelling weird ---> native German speaker ^^
Slayer267
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Posted: 3rd Sep 2011 23:53
Yeah but polys are the problem! And if I rise the sidewalks then I would have collision issues with the characters.

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The Storyteller 01
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Posted: 4th Sep 2011 00:01
If you want to build a real-world map then you have to make it look natural.

If you can't (for whatever reasons) you have to choose a different scenario or accept that everything will look ridiculous.

In case you find my grammar and spelling weird ---> native German speaker ^^
Pbcrazy
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Posted: 4th Sep 2011 01:00 Edited at: 4th Sep 2011 02:33
@storyteller: lol, chill man. No give the kid some slack.

That said, he's mostly right. (Personally I feel they are the easiest to build as they DO have the most reference, the problem is most people don't actually think about it.) Again, personally, the raised sidewalks aren't a big deal, though, if you don't want to raise them (which can be done, just make it a new floor segment with more thickness than the normal, characters won't have any problem with collision) you really should remove the texture that suggests they're there, instead go with something like a solid cobble street or such.

Personally, I feel your greatest pitfall in your level design are the big open spaces left in the background. see attached This makes it rather obvious that the player isn't in a realistic world, as his mind is telling him that there should be a continuation of the street he's on that he can see, even if he can't get to it. Instead he just sees empty sky. Try adding in some other back drop buildings in there or something. Generally, in a city, players should only see sky if they look up.

One other thing that would really make your maps look better, in particular the street scene, are a consistent quality in assets (entities/objects). Right now, your buildings are just flat boxes with relatively small textures applied to them, with small pieces of (odd looking) concrete barriers that have much higher relative texture sizes (in proportion to the size of the object). Those buildings should only be used as backdrops as I described previously, instead, you should fully map out building and structures the player will be close to, as he'll expect to see all the detail in it.

Those are some starting points. You're off to a good start. Just keep working at it, try to learn something from the advice people give ya, and you'll be creating some great stuff in no time.

The voices in my head said I'm normal... o.0

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Desecrated Studios
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Posted: 4th Sep 2011 03:34
REVIEW

PROS
1. Lots of enemies to shoot
2. Cool atmosphere
3. Good choice of weapons
4. Pretty good gameplay

CONS
1. I made it to the subway and could not play any longer because of the lag (i got 15 framerate on my pretty good computer)
2. Original HUD is not a good thing..
3. The dying and jumping sounds were pretty bad..
4. I can see where the world ends, meaning it does not look like a real city..
5. Why were the enemies invisible? It made it quite difficult to see them..
6. Original skybox is not a good thing..

So there is my review of the demo so far. I suggest making it so the enemies spawn as you go about the level. Maybe make the city one level and the subway another level to reduce polys, enemies, overall framerate. Until this is fixed i will not be recording this game as the lag from the game and fraps would kill my computer..

Thanks for letting me play the demo too!

Slayer267
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Posted: 4th Sep 2011 04:00 Edited at: 4th Sep 2011 04:13
Hmm ok so i guess there's going to be some major patching!!!!

Edit - Thanks for playing and telling me some bugs. By the way I have to use the default skybox other wise fpsc will completely mess up! There would be no lighting what so ever if I changed the skybox

Edit edit - The game just got an amazing update! Screenies soon!

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Slayer267
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Posted: 4th Sep 2011 04:23
Screenies!!!!!!





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Desecrated Studios
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Posted: 4th Sep 2011 05:09
Looks better but did that help the framerate? That is all i care about right now.. I still suggest making the subway a different level.. But that is just my opinion, it is your game so make it how you want it!

Pbcrazy
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Posted: 4th Sep 2011 05:21
Looking much, much better!!

I didn't download the game and try it, but that another thing. You can't make you maps very big. If say, I was designing a urban combat game, I'd probably have it structured something like this...

Level 1: The ground level streetscape, the player must fight his way down a couple of streets and an alley way to the Subway entrance. The subway entrance is surrounded by a courtyard where the Opposition have erected a makeshift command post (a few tents, lots of gear, final "boss battle" of the level). When the player goes down the ramp/staircase to the subway entrance, this marks the end of the level.

Level 2: Subway Station, fight your way down to the subterranean loading platforms, through the main ticket area, a maintenance tunnel and locker room. Reaching the loading platform, there is a door on the far side, opening the door triggers the end of the level. There is also a shipment of weapons on the platform from the Opposition that the player must destroy (just find an entity and give it a script with a hud prompt that says "press enter to arm explosives" and then have that trigger a short ranged blinking dynamic light near the equipment, and have the player make his way to the exit.

So on and so forth. You get the idea. Levels don't need to be long in distance to travel, just rich in gameplay. In fact, making short levels that are really well done, and just having more levels, is more effecient and should improve your framerate.

Hope this helps!

The voices in my head said I'm normal... o.0
Desecrated Studios
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Posted: 4th Sep 2011 05:32
@PBcrazy - I pretty much just said all of that in less detail -_____-

Slayer267
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Posted: 4th Sep 2011 05:34
I did that I did get rid of the subway in the first level and added buildings. I was thinking for more of the high end computers.

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Pbcrazy
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Posted: 4th Sep 2011 05:42
@exu: Aye, but it never hurts to expand on a thought.

@slayer: Lol, one thing you'll have to learn to take into account as a game developer, is that the gamer's with high end computers only constitute about 20% of the entire pc gamer population, if that.

The voices in my head said I'm normal... o.0
Desecrated Studios
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Posted: 4th Sep 2011 06:06
Quote: "but it never hurts to expand on a thought."


That is very true..

Quote: "20% of the entire pc gamer population, if that."


Agreed!

Beno09
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Posted: 4th Sep 2011 11:40
These two last screens looks pretty good, and listen to @Pbcrazy and @Exu they now how to improve your game
Slayer267
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Posted: 4th Sep 2011 17:30 Edited at: 4th Sep 2011 17:47
Yeah I have been listening to them Beno my good friend


Edit -
So I did what they had told me and these are the results -

*Same framerate
*20k less polys then last time
*The added buildings to fill the gaps made the framerate the same...

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Pbcrazy
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Posted: 4th Sep 2011 18:10
Don't worry mate, if you have 20K less polys then that means that us on lower spec machines will have an easier time, even if you don't see an improvement.

Be sure to put another demo out soon, I want to see these changes in action!

The voices in my head said I'm normal... o.0
Slayer267
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Posted: 4th Sep 2011 18:23
Ok thanks! Anyway I still have to make a main menu because the one i used last time was off the internet.

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Desecrated Studios
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Posted: 4th Sep 2011 20:51
Slayer try to make the enemies spawn as you walk along the level. Don't make all of them spawn in the beginning or you will lag like crazy. Bugsy uses this method in THIS game.

Hope this helps!

Slayer267
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Posted: 4th Sep 2011 21:02
I do that lol I just remove the sounds from the trigger zones as if they were already there. You guys seriously need a behind the scenes look

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Desecrated Studios
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Posted: 4th Sep 2011 22:31
Quote: "I do that lol I just remove the sounds from the trigger zones as if they were already there."


1. No you don't in the demo i played. All of them spawn at the beginning..
2. I don't understand the last part of that quote? I never talked about sounds..

Slayer267
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Posted: 5th Sep 2011 03:21
dude then i think you got the draft on accident... I'll send you the other link when I have time. I have 2 levels done FTW!!!!!

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Desecrated Studios
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Posted: 5th Sep 2011 06:00
Alright i shall wait..

Slayer267
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Posted: 5th Sep 2011 07:11
Ok so i'm trying to test it out and it wont finish loading...

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Slayer267
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Posted: 18th Sep 2011 04:14
Ok I will send it to your youtube in a little... By the way the name has been changed to Operation - Defuse

Sorry for double post

Changes
-More levels
-Different skybox
-0 ambience due to skybox change
-Glitchey skybox... Tends to "Drag" entities to hide it.

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Le Shorte
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Posted: 20th Sep 2011 00:20
One problem I find is... how does America send troops if they have the last tiny bit of oil? And how can other countries do a thing if they don't have oil?

Cheesehead for life.
Slayer267
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Posted: 20th Sep 2011 01:34
damn it dude.... You found a flaw! Alternative energy sources?

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xplosys
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Posted: 20th Sep 2011 03:09
Quote: "One problem I find is... how does America send troops if they have the last tiny bit of oil? And how can other countries do a thing if they don't have oil?"


Uh.... electric airplanes? Duh! Anyway, I think they want the last bit of the oil to make french fries. Correct me if I'm wrong on any of this.

The screen shots are interesting, entity placement and lighting looks good. I'd work on the story a bit but you've got a fine start.

Brian.

Slayer267
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Posted: 20th Sep 2011 03:37 Edited at: 20th Sep 2011 03:38
I'm not going to cancel this game like the others >.<


Behind the scenes thread


http://forum.thegamecreators.com/?m=forum_view&t=189554&b=25

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Slayer267
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Posted: 24th Sep 2011 23:16
More pics! I'm getting alot done!







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Le Shorte
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Posted: 25th Sep 2011 04:28
In the last pic, I really can't see how in the world that car would be standing the way it is. And good job making the sidewalk a different texture, but it's at the same height as the street. It also looks like you're using a few identical buildings, just with slightly different textures.
Also, make sure to add rubble on the ground by the gaping holes in the buildings.

Cheesehead for life.
Slayer267
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Posted: 25th Sep 2011 05:04
The car was an epic physics fail! When your playing the mission a car falls off the highway.

LAG SPECS

(Me)Intel mobile (R) Chipset Family 1-5 FPS
(My Sister) NVidia GeForce G210M 15-20 FPS
(Brother)NVidia Geforce 8800GTS - 40-50 FPS

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Le Shorte
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Posted: 25th Sep 2011 06:37
1-5 FPS... and you're developing the game on that? Oh my...

Cheesehead for life.
Slayer267
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Posted: 25th Sep 2011 07:11
Yes an oh my indeed

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Soviet176
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Posted: 25th Sep 2011 09:00
I must ask one question before I even say what I think about this game. Why, why in the world does your sister have a better graphics card than you good sir?!


Bootlicker
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Posted: 25th Sep 2011 17:05
Quote: "Why, why in the world does your sister have a better graphics card than you good sir?!
"




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