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FPSC Classic Work In Progress / [x9] The Fantastic Adventures of Doctor Jeremiah James and Bob Corvine

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Flatlander
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Posted: 28th Jan 2013 22:53
Thanks again Bruce, my loyal fan.

Thanks Tax 78. I'm a little embarrassed because I forgot to mention that Tax 78 made two new animations for Bob Corvine. One is of him sitting down, relaxing and awaiting for possible conversation and the other is him sitting down at a computer and doing some typing.

Thanks Tax 78 for doing such a great job for me.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 29th Jan 2013 00:51
This is really looking great. You have some nice "depth" to this development. When I saw the "CPO-1", I was looking for Jawas in the scene for some odd reason. LOL

I'd like to ask- the shadow off the rock and the "lighting" (I assumed the sun). I would guess you are using a "light marker" for the light source (sun). How high up the layer and what range did you use that gave you a nice look as you have demonstrated?


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 29th Jan 2013 02:01 Edited at: 29th Jan 2013 02:05
Quote: ". . . I was looking for Jawas in the scene . . ."


Not on this planet. If I make an underwater scene you just might. I might even find a way to get the Back to the future car in this game.

It is on layer 10 and the main layer is 5. Here is an image with the light marker circled. I wanted you to see level 5 and level 9 is as far up as I can go so that it still shows up. I set the range to 500000. I needed to do a lot of tweaking before I got it where I liked it. I still will probably do some more tweaking but it is close.



You can also see 3 lights in the hangar so the space ship shows up. Also there is a light in front of the TASDIM/Police Box (not shown) so that it is not too dark. No light and it almost looks black. From a distance you will see a lighter circle around it. That fit right in as it kind seems like a glow from the lights from the window. I might change the light to more white so it does look like those lights.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
BlackFox
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Posted: 29th Jan 2013 03:01
Thanks, Flatlander. I had my light marker range in the desert scene set for 30000. We build on layer 5 as well and I had the light marker placed on layer 9. Your lighting looked the best, hence my question. I had figured it was my range setting. After testing our desert scene using your value, it looks much better. Appreciate the info share.


There's no problem that can't be solved without applying a little scripting.
Flatlander
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Posted: 29th Jan 2013 05:31 Edited at: 29th Jan 2013 05:39
Here is when the player meets CPO-1 for the first time at the beginning of the game. I did a voice over using a morphing application. I'm not sure if it sounds OK. Does it fit the android?

Ignore the bad annunciation. I will record it until I can do a better job at that.




Quote: "and great to see something with such depth"


Quote: "You have some nice "depth" to this development"


I don't know. I think I might be biting off more than I can chew.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bruce3371
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Posted: 29th Jan 2013 13:43
Quote: "Here is when the player meets CPO-1"


When do we get to meet RD2-1, his companion Astromech droid?? lol

BlackFox
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Posted: 29th Jan 2013 17:11
Quote: "When do we get to meet RD2-1, his companion Astromech droid?? lol"


I was hoping someone was going to ask. LOL

Quote: "I did a voice over using a morphing application"


We use MorphVox- I assume you use the same or similar? The voice sounded okay for a droid to us. Not all droids have to sound "robotic".


There's no problem that can't be solved without applying a little scripting.
starmind 001
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Posted: 31st Jan 2013 07:14
Your time lord is on the way, next week at the latest. I see that my segment tutorial has paid off.

Great work on this!

Flatlander
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Posted: 14th Feb 2013 02:34
I am now going to use the following website for my updates. I just started it so be patient.

OliveTreeGames

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
bruce3371
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Posted: 14th Feb 2013 16:42
Yay, a one stop shop for updates, will be sure to bookmark the website and visit regularly!!

Ross tra damus
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Posted: 14th Feb 2013 21:43
Saved in my Favorites and will drop in from time to time.

All the best of luck.
BlackFox
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Posted: 15th Feb 2013 19:15
Quote: "I am now going to use the following website for my updates. I just started it so be patient. "


Do you mind if we make a weblink on our site to your site?

Quote: "Saved in my Favorites and will drop in from time to time."


Us too. We look forward to the development. Knowing Dr. Who quite well, you have a good development rolling. I'm very keen to see how this plays out.


There's no problem that can't be solved without applying a little scripting.
elbow
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Posted: 17th Feb 2013 20:44
Hmm, been to the website... looks enticing...

Eugene
Flatlander
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Posted: 30th Mar 2013 18:46 Edited at: 31st Mar 2013 20:54
This forum is an FPSC Work In Progress forum. Therefore my thread shows my game as a WIP and therefore will constantly have changes. There is a major change to the game. It is mainly a back story change, a name change and the direction of the change will change. However, my first few levels will not have many changes to the design. Just different conversations and such to help further the game towards the new changes.

The new name of the game is "The Sons of Jared — Protectors of Mankind" The back-story put succinctly is

===========================================================

The Triune created an organization called "The Sons of Jared." The aim of the Jeredite group is to make war on all the descendants of the Watchers; including notorious kings and dictators who have tyrannized mankind. You, Doctor Jeremiah James and your companion Bob Corvine are a part of that group. Although you are Human, Bob is an Angel assigned to you. So, you, along with others will fight the fallen angels of the Watchers and their offspring.




The TASDIM (Time And Spatial Dimensions Interactive Machine) is where you will decide on which mission to take. You will not have to take these missions in consecutive order. You can consider a mission as a quest. The above image shows a partial look inside of the TASDIM.

The game begins in the far, far system of Claudius Ptolemy on the planet Paradisio. This is where the Sons of Jared have a space port and where they meet. This planet consists mainly of rock structures and many plateaus of flat encrusted sand.The heat can be intolerable. On Dumauli 13, 2013 the Triune chose you, a superior warrior from Earth to become another member of the Sons of Jared. In the language of the Sons of Jared, Ookii Uryuomo, Dumauli means January.

=============================================

I have uploaded a stand-alone for the complete back-story for the game. Whether or not this will be included in the final game is still up in the air. I might have these things introduced a little at a time. However, because I have a WIP thread for the game I'm creating I thought it would only be fair to show those who are interested the back-story in in's entirety. It is mainly made up of infodoc text files that is a part of RPGmod. I also included audio speech to this so that the player can not only read the information but hear it at the same time.

I didn't actually look at this build. It stinks. At least the first part. So I will have available a video of it to download. That way I am able to . . . well, whatever I was going to do.


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Wolf
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Posted: 31st Mar 2013 02:51 Edited at: 31st Mar 2013 05:08
Quote: "The above image shows a partial look inside of the TASDIM."


There is an image above

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Flatlander
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Posted: 31st Mar 2013 04:04
Quote: "There is no above image"


Yup, leave it to the old guy to not have an above image. It should be there this time. You might have seen it already on the website or elsewhere but here it is anyway.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Flatlander
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Posted: 31st Mar 2013 17:56 Edited at: 31st Mar 2013 18:01
Just testing my new sig.

Too bad there isn't a place where I can test it without posting to another thread. But, at least this bumps up my thread.


I'm addicted to programming and coffee!
MrCrazyDude115
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Posted: 31st Mar 2013 18:05
Quote: "I really like EAI's T341 characters. Especially the animations. I just wish I had civilians with the sitting and or typing anims. The first office scene shows a conversation between a guard and player. If he doesn't respond correctly, once again the player goes to jail, does not pass GO or collect $200."


No problem, I can try to retexture them for you, you've seen my thread
bruce3371
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Posted: 31st Mar 2013 18:19
Liking the new back story. Sometimes a change in direction goes a long way to keep a game, or game idea fresh.
I've actually incorporated a small back-story scripted scene in my game, but it's not a standalone level like yours.

Flatlander
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Posted: 31st Mar 2013 18:22
Hey there MrCrazyDude. Yes, I've seen your thread and when I get to a point of needing some re-texures you'll be the first I'll call on to do just that. Right now, Tax78 has added some animation to characters that I wanted to sit down. He has done a very fine job in doing that and I expect I will want more of that as well. The cost is very reasonable -- like around 2 US dollars. I'm willing to pay in that range for textures as well.

With T341 characters, making some of them look like civilians is what I will be after shortly. This should satisfy the textures being totally different from the original textures.


I'm addicted to programming and coffee!
MrCrazyDude115
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Posted: 31st Mar 2013 18:55
@F l a t l a n d e r

Here is a civilian male I am working on, I gave him Blue Pants and new shoes! But still needs allot of work on the shirt and body.




Looks a bit weird, but I will try to fix it.
MrCrazyDude115
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Posted: 31st Mar 2013 19:52
@ F l a t l a n d e r

I saw your new back story, "The Sons Of Jared", I also noticed that is was on a "Desert" planet.

Quote: "In the far, far system of Claudius Ptolemy is the planet Paradisio. This is where the Lords of Time have a space port and sometimes they meet here. This planet is not inhabited and mainly consists of rock structures and many plateaus of flat encrusted sand.The heat can be intolerable."


Quote: "The heat can be intolerable"


So I tried to retexture the stock SciFi character "AI", since the air on the planet is SOOO hot , MAYBE there should be robots on the planet with you, and since the planet is a desert, I changed his pants and gave him a new "Orange" color, as well as Orange Eyes, Also, on his chest, there is a logo that says "SOJ" (Sons Of Jared), however you cant see it because of the gun, but here is a screenshot:




What do you think?
Flatlander
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Posted: 31st Mar 2013 20:50
Part of it is on a desert planet. This is only when the Son's of Jared meet for, you know, a conference or something.

Yea, I really like that scifi retexture. Really nice. The one for T341 is a really good start.


I'm addicted to programming and coffee!
MrCrazyDude115
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Posted: 31st Mar 2013 21:06
Quote: "Yea, I really like that scifi retexture. Really nice. The one for T341 is a really good start."


Thanks
MrCrazyDude115
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Posted: 31st Mar 2013 22:08
I have added a Red shirt to the civilian, but any ideas how I could get rid of the ammo packs he has?

Flatlander
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Posted: 31st Mar 2013 23:14
So, is he a terrorist? Just joking. I sent you an email.


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Wolf
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Posted: 1st Apr 2013 08:17
Quote: "I have added a Red shirt to the civilian, but any ideas how I could get rid of the ammo packs he has?"


Sure! Import him into fragmotion or similar and remove the unwanted vertices. If holes occur, add faces there. Make sure you rig them to the skeleton by applying them to the relevant joint. I know this sounds threatening but its really not all that hard

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MrCrazyDude115
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Posted: 1st Apr 2013 08:26
The Females are easier to retexture, so I did 2 of them.

Female Civilian



And another: A Female Surgeon

Flatlander
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Posted: 1st Apr 2013 15:01
Am I going to get any of these re-textures?

I apologize for the problems with my back-story introduction level. Anyway, I created a FRAPS AVI and compressed it. Click here to download (32.7MB). It is actually compressed to 7z but then is put into a zip folder so it will download automatically.


I'm addicted to programming and coffee!
MrCrazyDude115
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Posted: 1st Apr 2013 16:32
Quote: "Am I going to get any of these re-textures?"


Yes, I am making them for you
Flatlander
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Posted: 1st Apr 2013 23:33
That's super duper. That's great. Looking forward to seeing them in my email soon.

BTW, I'm OK with the ammo packs. I can always figure out a reason why he's got them.


I'm addicted to programming and coffee!
MrCrazyDude115
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Posted: 2nd Apr 2013 17:16
Ok, So I send the 2 Females and the Male to your E-mail now? I will be making more, so maybe we should wait and send them all at once.
Flatlander
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Posted: 3rd Apr 2013 15:36 Edited at: 3rd Apr 2013 15:37
@MrCrazyDude115, Good idea to wait and send them all at once.


To All: The introductory game level besides the back-story will have the introduction of CPO-1 which I have already uploaded via youtube. CPO-1 will then take the player to a room which contains four monitors each introducing the player to four characters who will be available to him/her throughout the game. You can download an example video of this by clicking here. This introduces "Albert" to the player. Again, this is a zip file that allows for an automatic download which contains a 7z file for better compression. The size is 37 MB.


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ASTECH
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Posted: 3rd Apr 2013 15:57 Edited at: 3rd Apr 2013 16:01
I'm really liking the work you are putting into this Flatlander. I'm not a Doctor Who fan or anything but this is interesting non-the-less. What pulls me in is the unique approach you are taking with your mod and everything. I think, with time, you will get the end results you want!

EDIT:

I just watched the Albert video and I love the humor you've got going on. I think once you get some voice actors it will be a real kick in the head!

The Birds - A narrated adventure.
Flatlander
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Posted: 3rd Apr 2013 19:19
@Astech,

Unfortunately, I may not be able to get any voice actors for the few voice overs I will have. The only voice overs will be in the introduction to the game. So, I will probably be the only thing available along with MorphVox. Not the most ideal but for my budget, which is next to nothing that's all I have.

Also this is not as much of a Dr. Who game as it was once going to be. The concept is basically still there but I have gone into a different direction. Hopefully I will be able to update the first post of the thread in the near future to reflect this change in direction. A lot of the design will remain the same. I reconstructed the TASDIM, however.


I'm addicted to programming and coffee!
ASTECH
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Posted: 3rd Apr 2013 19:43
Quote: "Unfortunately, I may not be able to get any voice actors for the few voice overs I will have. The only voice overs will be in the introduction to the game. So, I will probably be the only thing available along with MorphVox. Not the most ideal but for my budget, which is next to nothing that's all I have."


Way ahead of you on that.

http://voiceactingalliance.com/

You can find loads of great people on this forum! They are just eager to fill up their resume for bigger works down the line! I posted two projects on there and both times it ended up flooding my inbox. You should really look into VAA.

The Birds - A narrated adventure.
MrCrazyDude115
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Posted: 6th Apr 2013 19:42
@F l a t l a n d e r

Hey, I have completed 3 Males and 2 Female Re-Textures from MP 53 for your game, so do I just send them to your E-mail now? If you want more I can make more for you





I WILL ALSO TRY TO MAKE ONE WEARING A TIE!
RelMayer
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Posted: 7th Apr 2013 00:17
The female surgeon is actually a great idea

Excuse my grammar errors, I'm French.
MrCrazyDude115
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Posted: 7th Apr 2013 16:28
Quote: "The female surgeon is actually a great idea"


Thanks
Flatlander
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Posted: 11th Apr 2013 22:19
@MrCrazyDude, you can send them to me by email at anytime. Thanks.


I'm addicted to programming and coffee!
MrCrazyDude115
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Posted: 23rd Apr 2013 20:19
@F l a t l a n d e r

Sorry for the delay, but I lost the Re-Textures, and my internet was down for quite a while, I am Re-making the Re-textures now, once i get them done, I will send them to you.
MrCrazyDude115
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Posted: 29th Apr 2013 14:07
@F l a t l a n d e r

I have sent you an E-mail with the Re-Textures.

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