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Work in Progress / Realms Of Tutopia I : Rise Of Evil

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TEH_CODERER
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Posted: 4th Dec 2005 17:22
Mostly boring stuff today; neatening code, setting images and objects to have a logical order etc.
Added a few new things but nothing worth a screenshot yet.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Kangaroo2 BETA2
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Posted: 6th Dec 2005 18:05
This sounds very cool, lots of features, surprised I missed this - looks good, keep it up!

Bizar Guy
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Posted: 7th Dec 2005 03:05
I like that vid! That's a great idea. It will save rpg fans who hate jumping puzzels from frusration.

...I mean that, too. There are quite a few people who can't stand jumping puzzels.


Check the WIP board for updates on Block Verse
TEH_CODERER
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Posted: 8th Dec 2005 22:18
Thanks both of you!

Bizar Guy - My thoughts exactly.

Kangaroo2 BETA2 - Thanks. But when it comes to lots of features your the man! Your app rules!

I have improved the jumping now to run in the main loop run than splitting off to a function. May not sound important but it has improved it. I've finally added a HUD; both normal and magic. You start off with no spells but you can learn one so far. You can also use the spell to open a door; there will be more uses but hey, I'm getting there! Everything saves and loads properly; you can save whenever you want rather than having to trek around for save points. Next thing to do is chests and a temporary popup message everytime you aquire something or learn a spell etc.

Well, as always, I'm sure there is something I've forgotten but thats all for now!

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 11th Dec 2005 20:31
Well today I added pop up messages such as 'New Quest', 'Aqquired 50 gold' etc. which can display whatever text I want for as long as I want. I also added chests with collision which can be opened and the contents are added to your inventory. They also make a pop up message telling you what you picked up. All is good!

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TEH_CODERER
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Posted: 12th Dec 2005 20:07
I have improved the magic now. Previously whilst you were in magic mode you could just click on a target and it was activated. Now when you click on it a magic ball shoots from the player and it is only activated on collision. Made a few other improvements and fixed some bugs but that is the main news of the day.

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TEH_CODERER
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Posted: 13th Dec 2005 20:40
Finished the 1st part of the 3rd part of the 3rd level or something like that! If I get the chance I'll be starting the first piece of combat tomorrow.

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TEH_CODERER
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Posted: 17th Dec 2005 20:15
I started incorporating the battle engine I already had today. So far I have the player's basic melee attacks with a few combos. Magic in FPS mode is nearly in. Effects and enemies are still to go. I'll have some screens and possibly a video when the battle engine is done.

[url]andrewneale2004@yahoo.com[/url]
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Drew the G
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Posted: 17th Dec 2005 20:18
Sounds very excellent indeed. By any chance, will you charge for this game, or will it be free?
TEH_CODERER
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Posted: 21st Dec 2005 18:00
Thanks. I don't know for sure but if I do the absolute max it would be is between 5 and 10 quid.
I've fully added the old battle engine I had now. I still need to get the blood effects in and the FPS stlye magic and a couple other bits but then the demo will be nearly done. Mid January I would expect.

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TEH_CODERER
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Posted: 22nd Dec 2005 15:04
O.K. Here is a video of combat as it is at the moment.
Please feel free to comment but I know it still needs work.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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Kangaroo2 BETA2
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Posted: 22nd Dec 2005 18:42
I just noticed your comment about me and Quikly a bit up - wow thanks! Unlike me not to notice compliments, although go easy my wife says my head's too big anyway

Your new vid looks REALLY cool - I especially like the way the hands float in front of you and move in the first person view.

The green character looks a bit like "Bug" from the old Saturn game.

I really like the effect of the blood coming out when you attack the enemy, the overkill of it is really fun and adds a cartoony style to it, a bit like the anime scene from Kill Bill I assume that you are doing them with plains? May I suggest that you use a code along the lines of:

(when you create a blood object)
bloodalpha(bloodnumber)=100

(after blood has been created, called once every loop)
bloodalpha(bloodnumber)=bloodalpha(bloodnumber)-1
if bloodalpha(bloodnumber)<0 then bloodalpha(bloodnumber)=0
set alpha mapping on bloodnumber, bloodalpha(bloodnumber)

- this will make the blood plains fade out to invisibility rather than suddenly vanish.

Anyway you are progressing very well, keep it up


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TEH_CODERER
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Posted: 22nd Dec 2005 20:47
Thanks. Yeah it is supposed to be cartony and I too like the hands.
I had thought of using alpha but two main things:
It causes a fairly large slow down when used so frequently,
Some objects will still be obscured by the plain even when it is transparent and all you see is the DB backdrop.
I'll give it another shot though.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Kangaroo2 BETA2
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Posted: 22nd Dec 2005 21:42
I'm not sure what you mean but that sounds like a zbuffer drawing issue? If so theres a line you can write to fix that, I can't remember it now but could look it up if that helps.

As for performance, I haven't noticed much slow down with it, but then my graphics card is fairly good - perhaps it could be a detail option in the menu? Also you could write a routine so it only called the alpha command once every loop and rotated which of the objects it was reducing by 1 percent in that loop.

Anyway as I said, looking really good well done


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TEH_CODERER
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Posted: 29th Dec 2005 15:04
Well the problem with alpha seems to be that the parts of the particle which were transparent become untransparent when using alpha mapping. I've got almost everything looking fine but a new bug has arisen. Check out the attached pic. From certain angles parts of the blood plains dissappear. Any ideas?

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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Bizar Guy
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Posted: 29th Dec 2005 18:32
If the blood stain is directly on the floor that can happen. Try making the blood stain slightly higher than the floor so that you don’t notice it but the disappearing stops. I think that’s what you want...

TEH_CODERER
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Posted: 30th Dec 2005 11:16
It is already higher than the floor. I figured out the problem was actually the corona plains. For some reason where they overlapped made the blood plains dissappear. Seems to be fixed now.

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TEH_CODERER
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Posted: 31st Dec 2005 15:31
Well I've done a bit more today. Nearly demo ready. Nearly.
I've started making a lightmapper. I already have one but it makes a seperated object which you have to ghost which means double the polys. The one I'm making combines the textures on the same object. Attached is a vid of it running. It is actually lightmapping in real time in the vid which is why it is only 15fps.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com

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Kangaroo2 BETA2
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Posted: 1st Jan 2006 12:53
Andrew - the lightmapping looks to work well Is it using the "set shadow shading on" command or are you actually making the texture via bitmap or memblock commands?


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TEH_CODERER
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Posted: 2nd Jan 2006 18:13
Thanks. No it isn't using the set shadow shading on command. On the version of DBPro I have that command is useless. I can't upgrade as I don't have the internet on my computer. I am using raycasting to project light and shadows. I then set it to a bitmap and blur it and convert to an image and use set lightmapping on command. I'll be working on it more as it is limited at the moment. It is not meant to work in real time but just create a static lightmap.

I have cut down my projects in progress to just 2, well apart from the lightmapping but that is for use in the 2 projects. Realms Of Tutopia, obviously, and Dungeon Builder. It allows you to build your own Realms Of Tutopia levels. You can then play through them yourself or send it to a friend to play. I'm also hoping to enable multiplayer where the map maker can control traps and enemies whilst the other player tries to get through the level. I've been working on it quite a bit today and it is about 1,000 lines already! Tutopia is over 8,000 now and getting quite hard to locate sections!

[url]andrewneale2004@yahoo.com[/url]
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Kangaroo2 BETA2
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Posted: 2nd Jan 2006 21:48
wow sounds as if you are doing well I've sent you an email, hope you get it


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TEH_CODERER
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Posted: 6th Jan 2006 16:24
Thanks. Due to my A level exams next week I am revising so there will unfortunately be no progress till next saturday. sorry.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Kangaroo2 BETA2
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Posted: 6th Jan 2006 17:10
Ok good luck with those! And I'll look forward to hearing more of this once you finish them


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TEH_CODERER
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Posted: 7th Jan 2006 15:38
Thanks and thanks!

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Bizar Guy
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Posted: 8th Jan 2006 06:55
Hope you do well with both your shadows and you exams... can't wait for Saturday! ...Wait a minute. It IS Saturday!! Oh well, can’t wait for when ever you update next!

TEH_CODERER
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Posted: 12th Jan 2006 17:57
Thanks. I meant the 14th. Well I've done my Maths, Chemistry and Physics. Just IT to go and that's tomorrow (Friday). Then back to work.

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TEH_CODERER
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Posted: 14th Jan 2006 17:41
I've finished camera waypoints now for Tutopia and did a bit more on Dungeon Builder but nothing screenshot worthy yet. Close to a demo though.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 15th Jan 2006 18:09
Lots of progress today. Only things to do before the demo are:
-Help files
-Boss level

[url]andrewneale2004@yahoo.com[/url]
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Kangaroo2 BETA2
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Posted: 15th Jan 2006 21:25
cool I want a demo!


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WarGoat
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Posted: 15th Jan 2006 21:26
me too! do you have any other screenies?

Windows XP,pentium IV, 1,9 MGZ, 768 mb memory, 128 mb video card ATI Radeon 9200 se s80 'sett squadron back on the assault'
TEH_CODERER
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Posted: 16th Jan 2006 20:10
Screenies will come with demo. I just hope you aren't all really dissapointed when the demo comes!

[url]andrewneale2004@yahoo.com[/url]
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MikeS
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Posted: 17th Jan 2006 23:21
I'm sure I won't, I loved the last demo. Keep up the great work.



A book? I hate book. Book is stupid.
(Formerly Yellow)
TEH_CODERER
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Posted: 18th Jan 2006 22:12
Thanks. I think I have finally decided how the boss level will work so I hope to start making it properly tomorrow.

[url]andrewneale2004@yahoo.com[/url]
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TEH_CODERER
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Posted: 20th Jan 2006 21:43 Edited at: 23rd Jan 2006 16:49
Well I've just about finished modelling the boss level. I've also been working on my modelling skills and so far I have this:

The model with 3 different costumes and a wireframe.
http://img392.imageshack.us/img392/8346/3costumes0sc.png

A back render.
http://img392.imageshack.us/img392/5311/render19yx.png

A front render.
http://img392.imageshack.us/img392/451/render29uf.png

Still needs a head obviously and some of the normals look messed up. Anyone think they'll be able to help texture and animate when it is done?

[Edit]Oh yeah! 388 polys (untriangulated).[/Edit]

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Sergey K
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Posted: 21st Jan 2006 00:42
errr.. where is the head?!

Cian Rice
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Posted: 21st Jan 2006 01:20
Quote: "Still needs a head obviously"


You need to learn how to Read.

Anyways pretty nice. But yeah the normals are seriously screwed up.

Kangaroo2 BETA2
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Posted: 23rd Jan 2006 12:42
lol *loves the idea of killing lara croft*


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TEH_CODERER
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Posted: 23rd Jan 2006 16:48
Thanks. The reason I bought DB 2+ years ago was because I wanted to make a tomb raider game then realised like the newb I was I had no idea how! I reckon I should be able to now but I was mainly just practising modelling. I got kind of hooked on Dungeon Seige II recently which halted progress but still hoping to get the demo out for the start of February.

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Kangaroo2 BETA2
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Posted: 23rd Jan 2006 18:42
cool good luck with it


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TEH_CODERER
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Posted: 23rd Jan 2006 21:36
What Dungeon Seige? Lol! Thanks.

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Kangaroo2 BETA2
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Posted: 24th Jan 2006 00:42
lol no "hoping to get the demo out for the start of February."


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TEH_CODERER
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Posted: 26th Jan 2006 19:29
I'm thinking that after I get the demo back I'm going to take a break, not for long, from this project as it has got to the point where I'm pretty fed up whilst working on it. A brief break just to get more enthusiasm for the project.

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Kangaroo2 BETA2
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Posted: 27th Jan 2006 16:28
yeah i know how that feels! Thats why I like working on quikly cos I have other apps etc in it to switch between when 1 gets boring lol


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TEH_CODERER
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Posted: 30th Jan 2006 16:55
O.K! Just bug fixing and help files to go!

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TEH_CODERER
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Posted: 2nd Feb 2006 19:40
Finished the demo yesterday. Just getting a friend to beta test then I will upload it. Hopefully tomorrow (Friday).

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TEH_CODERER
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Posted: 3rd Feb 2006 20:17 Edited at: 4th Feb 2006 14:04
Here you go!
http://www.yourfilelink.com/get.php?fid=17654
It is about 25 Mb. Extract the rar and open the file index.htm in the help files folder. Read the help files before playing.
Let me know of any ideas and also any bugs you find.
[Edit]It is the demo by the way![/Edit]

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Bizar Guy
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Posted: 4th Feb 2006 21:11 Edited at: 5th Feb 2006 01:10
Wow, that's awesome! Very impressive. The raft mini game was really impressive. The wording of the npc's speech could use a bit of work, and the story could use some more establishing. Also, the town was pretty sparse. I would have liked more to do before I jumped into the sewers. But the functionality is amazing. It's easy to see how much work has been put into it since you started. I was very impressed by the camera as well. But at one point in the sewers, I fell into the yellow stuff, and the game had an error and it quit. I think it said "error 9, object already exists at line something or other".

I was going to wait a bit before posting on the forums again, but this is really impressive. I hope you achieve the 12 hours of gameplay you want.

TEH_CODERER
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Posted: 5th Feb 2006 17:05
Thanks alot! Glad you liked it. I'll look into the NPC text and that error. I'm sure I tested the slime but I'll check again. Once the sewer level is over you return to Lothrand and there is more to do there and more of the story is revealed. Thanks again.

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Kangaroo2 BETA2
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Posted: 5th Feb 2006 20:20
That was really cool! I couldn't get past the rafting bit but I'm sure I will if I try when I get a bit more time. Presentation is brilliant. One question though, why have the mouse button for use if you don't control the charatcer with the mouse? Anyway, looking great, gonna play it again soon to test it properly


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WarGoat
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Posted: 7th Feb 2006 01:57
wow nice demo. Looking for a new demo soon.


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