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FPSC Classic Work In Progress / Boxy (puzzle game)

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tyrano man
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Posted: 17th Jan 2007 08:24 Edited at: 17th Jan 2007 08:26
I have started my first major project in FPSC. I am creating a puzzle game that uses moveable boxes, stationary metal boxes, segments, keys, and levers to solve different puzzles.

there is going to be 6 different stages each with 5 levels in (30 levels total). Each stage will introduce new keys, doors, killzones, segments and maybe other elements to make the game more challenging.

This is my first screenshot showing all models and textures i have made so far. The doors and lever are just retextures. And the training segment will only be used for one level; yes you've guessed the first one, so there will really be 31 levels.

New screenshots coming soon.

Woot Kingdom hearts owns!

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tyrano man
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Posted: 17th Jan 2007 08:38
heres a picture of 100 dynamic boxes in a room and me still getting 31+ fps in test mode. And my computer isn't all that powerful.

each object on there has 12 polys. so overall it equals 1200 polys! alomst half of one colonel X! (2100 polys approx)

Woot Kingdom hearts owns!

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tyrano man
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Posted: 17th Jan 2007 08:41 Edited at: 18th Jan 2007 08:57
in this post i'll put my progress:

training level: 80% 0/1 (just commentry needs to be added now)
stage 1: 17% 0/5
stage 2: 0% 0/5
stage 3: 0% 0/5
stage 4: 0% 0/5
stage 5: 0% 0/5
stage 6: 0% 0/5

Woot Kingdom hearts owns!
Benjamin A
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Posted: 17th Jan 2007 09:53
This sounds like a great idea! Personally I would make the levels more visual appaeling and atractive, but that's up to you of course

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
KeithC
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Posted: 17th Jan 2007 14:01
Oooh, I love puzzle/maze levels.

tyrano man
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Posted: 17th Jan 2007 17:37
@Ben: i wanted more of a simple look, rather than realistic or detailed.

@Keitk: I know you do. ( i tried the new ozark games maze level and got stuck).

Any way heres a closeup of the key model i made (204 tris).

Woot Kingdom hearts owns!

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KeithC
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Posted: 17th Jan 2007 17:41
Where'd you get stuck at?

Owen
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Posted: 17th Jan 2007 17:43
tyrano, what modelling software do you use btw? ...........

great idea for a game, I never really played on a 'puzzle' type game but now i really want to keep up the work!

tyrano man
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Posted: 17th Jan 2007 18:07 Edited at: 17th Jan 2007 18:10
@ ominista: i use gamespace, just like kieth, I can do higher poly modeling but i wanted to keep it to a bare minimum; because for puzzle games you need almost everything to be dynamic.

@ kieth C: at the phone bit in the space station.

But in FPSC ive now encountered a problem, i have searched so please don't flame. Ok, when i spawn an entity from a trigger zone; the object is spawned with the colision off; which is a really big problem as you cannot stand on it, any help or even calling me a noob and showing me the right page is helpful.

Tyrano

Woot Kingdom hearts owns!
Benjamin A
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Posted: 17th Jan 2007 19:09
Quote: "@Ben: i wanted more of a simple look, rather than realistic or detailed."


I see, all I can say then is go for it!

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
Butter fingers
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Posted: 17th Jan 2007 19:11
make the main script
Quote: "
:state=0:colon"


Like the idea man.

Coupla things : the roof texture is reversed in the first screen.

looks nice though, but I think you should work on...not neccessarily a better graphics style, but just a more UNIQUE one!

Nice work bro

Butters

tyrano man
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Posted: 17th Jan 2007 19:26
@ butters: add it to the end or make it the only bit? also i'll just use a different tile for the roof then, as that training segment is only used in the very first level.

@ everybody: I make games for fun and i like the look, so I am NOT changing it.

Woot Kingdom hearts owns!
KeithC
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Posted: 17th Jan 2007 19:59
Quote: "@ kieth C: at the phone bit in the space station."

Nope, you weren't stuck; I just neglected to put in a win-zone on this one. Thanks for playing though.

-Keith

rolfy
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Posted: 17th Jan 2007 20:44
Great idea tyrano man,look forward to seeing more of this.
best rolfy.
tyrano man
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Posted: 17th Jan 2007 21:55
@kieth: oh right, i feel real stupid for looking around for like 5 minuets now can't wait for the next one.

@rolfy: thanks for the support. This is off topic but your dragon still doesnt work for me, iv'e tried all 3 downloads. would you mind just sending the files in an e-mail? If you can it's much aprecited, thanks.

@butters: i got it working now, thanks dude. PS is maya really $7000 dolars? because thats what i read on a site.

I got to do maths homework then i'm going to bed so i won't reply till tomarow.

Woot Kingdom hearts owns!
KeithC
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Posted: 17th Jan 2007 23:06
Quote: "can't wait for the next one"

Unfortunately there won't be a next one.

tyrano man
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Posted: 18th Jan 2007 08:50 Edited at: 18th Jan 2007 08:57
oh. oh well i think i'll get through it (runs to corner of room and cries).

any way off to school. i'll do more work on this tomarow.

Edit: my friends ganna give me a lift so i got another 15 minuets.

Ok ive found a problem; ive turned on colision, and put the appear as appearnogravity. But the objects still all fall down and fall through the floor.

Woot Kingdom hearts owns!
zniper monkey
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Posted: 19th Jan 2007 01:19
Looks like it will be fun. The game just looks a little blah, maybe work on the visuals. Good luck!

I'm a noob and proud of it!!! GRRRR!!!
rolfy
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Posted: 19th Jan 2007 01:42 Edited at: 19th Jan 2007 01:43
It would be nice if you used boxes when placed together to make a complete image for some puzzles tyrano.Maybe even use some different weights to complete puzzle,I can see endless routines for different ways of completing the puzzles,you have struck a lttle bit of gold with this one mate.
tyrano man
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Posted: 19th Jan 2007 08:10
yer rolfy that was the plan, the bigger the box the heiver it is, the last too boxes are so heavy that you can't even lift them. There are also metal versions of all boxes which are static.

but i still got this problem:
Quote: "Ok ive found a problem; ive turned on colision, and put the appear as appearnogravity. But the objects still all fall down and fall through the floor."


I really need to get past this, so any help is apreciated.

Woot Kingdom hearts owns!
rolfy
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Posted: 19th Jan 2007 12:15 Edited at: 19th Jan 2007 12:16
This is off the top of my head tyrano but have you set immobile to yes in the ai.
I have to go out just now but will look into it later.
tyrano man
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Posted: 19th Jan 2007 17:28
I have already done that along with the other things, but it still doesnt work.

Woot Kingdom hearts owns!
rolfy
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Posted: 20th Jan 2007 01:29 Edited at: 20th Jan 2007 02:08
Could you give a little more detail on your prob tyrano,post your settings maybe,I tried the same with a crate and have no problems with collision,are you using custom entities?
E-mail me.
tyrano man
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Posted: 20th Jan 2007 13:09 Edited at: 20th Jan 2007 13:10
ok ive done some testing and it is just the main script.

The main script is this:

But it still doesn't work even without a trigger.

Default.fpi works for this object if it is not triggered. So i took butters adivice and made a new script to have the colison on even when it is triggered. I've just done the script wrong. Was i just supposed to add that line to an existing script. Because if so then help would be appreciated.

Woot Kingdom hearts owns!

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