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Work in Progress / MaMo by Soharix

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C0wbox
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Posted: 15th Dec 2009 00:07 Edited at: 17th Jan 2011 21:05


Soharix is back, with a better project than its last bajillion ideas. This idea took form back on the 24th of October (2009) and has been growing ever since. We even stopped for a brief pause to make a tournament multiplayer FPS, which broke my internet and was therefore cancelled. But Mamo came out on top and we thought it was time for a WIP.

The word Mamo is a compilation of the 2 genders of the primary species, the Fings, with genders Ma and Mo (female and male respectively) however the name was originally decided by the fact they Make the Most of their surroundings. (Various names like Matemo were floating around for a while, but Mamo stuck.)

The original game was intended to be a god-game, with similar gameplay aspects to that of the Black&White series, but at the same time we wanted the player to be able to control any Fing he chose to do a quest or a mission. Although the game was originally designed with AI and gameplay mechanics to fit, it was decided that we'd just stick with the 3rd person RPG feel of the quests and missions and scrap the building/RTS side of it.

The game was always proposed to have a theoretically good party of NPCs and a theoretically bad party of NPCs, but neither are perfect. The proposed races, were the Fings and the Fooms. While the Fings would be enjoying life and getting used to their new surroundings (after their homeworld was swallowed by their sun) the Fooms would be controlling the planet and causing havoc.

The basic gameplay is much like many modern PC games, with WASD controlling, F to pick things up things, mouse movement to look around and the left mousebutton to use things (Or the arrowkeys and page up/down for those who don't like their mice). But we thought up a particularly cool method for combat and puzzle solving. The method uses an ingame item introduced to the player by a lone Foom and is called the Redstone. When moved around in a particular way, the Redstone has the power to grant wishes and cast spells. The basic mechanics for this item would are to hold the left mouse button and trace shapes or movements onscreen, much like the miracle casting from Black&White, but not used for spamming food or making it rain.

Currently the games mechanics are a bit crude with Fings in the Fing-village getting stuck behind buildings, or the camera moving inside the player. But these'll get ironed out in time.

Mamo was originally made to include a moderate environment engine as well, with a sun, moon, day and night as well as clouds and rain. (Oh and a water shader which will have an option to turn off later on.)

Oh and for the more perceptive of TGC, you may feel a slight MTM feel about the game. - This is to be expected, as it uses the same music, and a much improved engine from the original MTM. Yes, Soharix is sorry for Crazy_Programmer's attempts to re-create MTM, but Blobby 101 and I felt it was time to do it properly, from scratch. And, well, I think it's turning out alright.

Here are some of the more recent pictures:

(The rest can be found here)

Game versions:
Mamo 0.01 - 14/12/09 - <Outdated>
Mamo 0.02 - 15/12/09 - <Outdated>
Mamo 0.03 - 17/12/09 - <Outdated>
Mamo 0.04 - 18/12/09 - <Outdated>
Mamo 0.05 - 17/01/10 - <Outdated>
Mamo 0.06 - 18/01/10 - .zip

Credits:
Me - Design, coding, modelling, artwork, music editing, voice acting
Blobby 101 - Modelling, artwork, voice acting
Joeeigel - Artwork
epithika (Liam Bradbury) - Music

Extra info:
* Ingame don't press ` because this is the console command prompt key.
* And, if anyone can finds this item, you get smarty points from me:
Instructions for receiving smarty points:

* If when attempting to download Mamo, you receive the following message: The process cannot access the file because it is being used by another process. it means Mamo is still being uploaded and you should try again in a few minutes.
* Anyone wishing to participate in the Google Wave Mamo Wave should add soharix(at)googlewave(dot)com for admittance.
* Not every object you can pick up does anything.
* If you need extra FPS when running Mamo because it's still too slow, you can change the first 3 lines of "Options.cfg" under "Mamo\User". (These are X, Y and Colour respectively.)
* If "Options.cfg" is missing, you need to run the game first and it will create the file. You can then quit Mamo and edit the config afterwards.

demons breath
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Posted: 16th Dec 2009 00:34
Downloading now - I'll have a proper try tomorrow... Looks interesting though...

C0wbox
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Posted: 16th Dec 2009 00:43 Edited at: 17th Dec 2009 21:51

v0.02 was released.

@ demons breath
xD! Finally, someone replied, I was worried everyone had forgotten me.

Tell all your friends because this really is it, Soharix's project of the decade.

demons breath
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Posted: 16th Dec 2009 00:58 Edited at: 16th Dec 2009 01:00
Had a bash - looked pretty good although I honestly didn't know what I was doing. It was darn good for a basic play idea style thing, but first I didn't know to go to the temple (figured it out on day 2), then I couldn't get the thingummy to work.

The water looked beautiful, can I just say. When you walk out past a certain distance though it gets a bit dodgy looking. Liked the sky and all as well. The movement was good and so were the characters - simple but entertaining.

Couple of things though - is collision going to be added for things which aren't buildings? because not only could I walk through other folks and trees, but the other folks could walk through buildings and suchlike.

Also, I think I did get the red glow-y thing going, but I didn't realise til I got down from the temple because until then it didn't seem to have any effect. It illuminated the grass etc. but not the temple.

The light inside the temple probably shouldn't change when it goes from night to day as well - at least not so drastically. There's basically only a very limited number of ways light can get in there, so at 9AM suddenly brightening up the whole thing was a little odd.

Overall I liked it though...

EDIT: Are you going to work in an inventory system? Nothing complex, maybe just an F1-F4 thing, but just so that if you have something to do with an item (such as that key) and the glowy thingummy is going to be an integral part of the gameplay, you won't have to run every bit of ground several times (with and without the ball and any other objects)

C0wbox
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Posted: 16th Dec 2009 01:33 Edited at: 16th Dec 2009 21:42
@ demons breath
Yeh I forgot to mention the fact that this is an exploratory version. (Later there will be some kind of an introduction to who the character is and what they're doing.)

I'm sorry to say it, but the water is going to have to go as it interferes with the lighting the game requires in a horrible way (major FPS drop), so the fancy refractive water will be replaced with a simpler water effect.

Collision with trees and other characters should be coming later. Oh and them walking through buildings is an accidental fix for the pathfinding algorithm I'm using to move them around.

The Legero spell was only just implemented into v0.02 so I haven't had a chance to make and sparkly effect to make it obvious the Redstone is glowing.

Also, I can't do much about the temple interior getting darker when it's night. - This is a cartoony kids game after all, not the Source engine. Either way, the light illumination the inside's still going to come from somewhere, and when it's sunny, there will be more, and when it's night time, there will be less.

As for the inventory system, I'll probably give the little guy a backpack. But be warned, the backpack will only hold 1 item so if you need 2, you're going to have to carry the other. It makes the gameplay that bit more interesting and less convenient on the player.



But anyway, thanks for trying it out, I'll speed v0.03 along so people aren't confused at the start and know what exactly they're supposed to be doing.

C0wbox
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Posted: 17th Dec 2009 12:24 Edited at: 2nd Jan 2010 16:03

v0.03 released


The following changes are in v0.03:
* Took out the dark sprite overlay when casting with the Redstone (because it's misleading when you're trying to see whether it's dark or light).
* Added collision with trees.
* Added collision with other Fings and a reaction from them if you get too close.
* Added cartoon shading to the Redstone.
* Added a light-flare and changed the colour of the Legero spell to be red.
* Added swimming.
* Added an invisible limit to the map's edge.
* Took out the pretty water shader - But put in my best non-shader water.
* Added part of the effect for casting a spell (it announces the name).
* Changed the 3rd person camera handling (it's still not perfect yet, try jumping when you're inside the temple and you'll see what I mean).
* Fixed a potential bug caused by pressing use in the rain.
* Changed the lighting on the trees so that unculled-backfaces no longer exist and lighting works properly on the back-side of the trees now.
* Made the light from the Redstone pulsate slightly.
* Changed the clouds to fix a potential bug caused by the light-flare on the Redstone. (Meaning they're slightly less visible when it's dark.)

Still haven't added the character's intro or the backpack, so stay tuned. xD

demons breath
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Posted: 17th Dec 2009 13:52
If you've updated the first post download, I'll have a peek at the new version when I get back from work (won't be til like half 10 tonight though)

Quote: "This is a cartoony kids game after all, not the Source engine."

Why do people always assume that children won't care about how things look? Cartoony yes, but they are quite picky about things like this... Maybe they wouldn't notice it so much to be fair, but don't use the fact that it's aimed at a younger market to cut corners visually.

Shame about the water mate, but oh well...

C0wbox
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Posted: 17th Dec 2009 15:06 Edited at: 17th Dec 2009 15:07
@ demons breath
Yeh the download link in the first post will always point to the URL of the latest version anyway.

Although I admit when I was like 5, I used to think Quake's graphics were amazing and preferred it to more modern games, I wasn't using that as an excuse, more as a comfort to myself for the fact that I can't actually see any way to get the interior to have a constant darkness during the day and at night. Especially seeing as the map is just one huge object with lots of different indeterminable limbs. :S
I'd have to use shadow mapping which in a game with this kind of processing and polygon count would be just as much a slowdown as the water shader.

So yeh, we're going to have to get used to this game being only second best on the market. xD

baxslash
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Posted: 17th Dec 2009 15:37
Looks great. Downloading...
C0wbox
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Posted: 17th Dec 2009 16:06 Edited at: 17th Dec 2009 17:19
xD Finally Mamo has 2 fans.
The rest of the forum is asleep, or hates me, or can't find what to do and isn't telling me they at least tried the game out (one of the 3).

Daniel wright 2311
User Banned
Posted: 17th Dec 2009 16:34
well, no, I played it and well, I thought, well, I was lost. It has no goal, well at least i saw no goal myself. there is no story line to the begining so i just figured that they had to escaspe there home world to go to another planet. then what? what is the main mission?

Hassan
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Posted: 17th Dec 2009 16:40
same ^

C0wbox
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Posted: 17th Dec 2009 16:46
@ Daniel wright 2311 & Hassan
The main goal hasn't been portrayed yet because I haven't done any of the voice acting or planning for that part yet. I've been concentrating on the temple.

If you're stuck for what to do, just try getting to the top of the huge grey building, it will soon become clear.

But don't worry, the character introduction will be coming in v0.04.

Hassan
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Posted: 17th Dec 2009 17:14 Edited at: 17th Dec 2009 17:28
@ the screenshots upthere, i see some glowing stones and keys and stuff, i went to the temple and found nothing on the top, those stones exists in the game?

by the way:



C0wbox
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Posted: 17th Dec 2009 17:17 Edited at: 17th Dec 2009 17:35
@ Hassan
Yeh, you probably didn't hear the Foom who was talking to you from behind the cell door at the top of the temple.

Not to worry, I've redone his voice, and added subtitles, I'm also currently seeing who does the Fing's voice better at the start to introduce the character/game/mission.

So stay tuned. xD

But if you're wondering:




!!!!!!! Smarty points to Hassan, he found the Majegg.


Hassan
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Posted: 17th Dec 2009 17:34 Edited at: 17th Dec 2009 17:34
got the glowing stone also =>

Blobby 101
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Posted: 17th Dec 2009 21:45 Edited at: 17th Dec 2009 21:47
We're currently working on getting the character intro done. This includes me making a voice over for one of the Fings, unfortunately my microphone is acting up and has decided to record sound at a level only audible for fleas :/ . So tomorrow I'm going to be investing in a quality (read: Asda price) microphone. Yay.

So, Cowbox should be able to implement these things within the next few days

BearCDP
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Posted: 17th Dec 2009 23:29
I played and picked up the key before the guy even told me about it, so he was telling me to free him as I was freeing him, then I never got the Redstone.

C0wbox
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Posted: 17th Dec 2009 23:39
@ BearCDP
You freed the Foom but didn't get the Redstone?

Howcome? - Did you not like, walk into his cell once you'd opened it or something?

Deathead
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Posted: 17th Dec 2009 23:44
I got to say, this looks awesome, haven't played it but it definately has the "look" factor it seems very stylised, and very original a thing which lacks in most games today.. Usually dark and gritty.lol



C0wbox
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Posted: 18th Dec 2009 17:12

v0.04 released


The following changes are in v0.04:
* Rerecorded the Foom voice.
* Recorded a scientist voice for the character's introduction.
* Added the backpack (but you can't use it yet).
* Allowed all the dialog to be said by the Foom.
* Added a subtitles box.
* Set the multisampling variable to 1 because apparently it makes antialiasing, but not for my computer... xD

Stay tuned for being able to hold an item and have one in your backpack. xD (Oh yeh, and the rest of the game.)

Joeeigel
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Posted: 19th Dec 2009 17:46 Edited at: 19th Dec 2009 17:48
Just played it for the first time since before v0.01, and I must say, big improvement. Also looky what I found:



Only problem I found is that chat boxes do not disappear for the Foom, but I assume you're aware of that one already

TheComet
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Posted: 19th Dec 2009 18:08
This game's awesome! Great job, keep it up!

TheComet


Make the paths of your enemies easier with WaypointPro!
C0wbox
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Posted: 19th Dec 2009 18:19
!!!!!!! Smarty points to Joe, he found the Majegg.




@ TheComet
GLaD to see we agree on something for once. xD

Hassan
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Posted: 19th Dec 2009 19:13
hey...scroll up, i found it first >_<

C0wbox
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Posted: 19th Dec 2009 20:08
@ Hassan
I know, but everyone gets smarty points if they find it.

Melancholic
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Posted: 19th Dec 2009 20:11
i Found it!, nice game aswell

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Zeus
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Posted: 19th Dec 2009 22:22
Is the character at the beginning retarded? Nevermind, do not answer that. I got this error as soon as the retarded guy was finished talking.



Had trouble with it being a little slow too. Don't say it was my computer, because I know for a fact it isn't.

System Specs:
Windows 7 Ultimate
Intel Core 2 Duo CPU
32 Bit

Unfortunately, I didn't get my graphics card. But it is an NVidia Geforce and my computer has two of them.

Zeus

Joeeigel
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Posted: 19th Dec 2009 22:54 Edited at: 19th Dec 2009 23:20
Zeus, you didn't give us any specs, you just said the make. Saying an Intel core 2 Duo means nothing as there are a vast number of those in existence and with different specs, same with the Geforce cards. If you could provide a model number for both of these, or even their clock speeds, memory and bus speeds, that would be great, but a model number would suffice, also the amount of RAM in your system would be helpful, the DDR, Amount, dual-channel or not, clock speed and timings would be helpful on that front also.

As for the missing object, that is your own fault as Cowbox said not to press some certain keys, and you pressed backslash, one of the forbidden keys.

C0wbox
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Posted: 19th Dec 2009 22:57 Edited at: 21st Dec 2009 03:43
Quote: "Runtime Error 7008 - Object does not exist at line 2063."

This is line 2063:
if MAP#(INDEX,4)=4 then sc_removeobject INDEX
It lies in the if statement:
if inkey$()="\"
endif


So you must have pressed backslash, which it says in the first post, not to.

EDIT:
^^^ Inaccurate conclusion, see lower for explanation - it must have been the left or right arrowkeys, not backslash. ^^^


As for speed, press ` then type graph and give me an FPS readout.

But I know the FPS lowers if you look at the rain with too many polygons onscreen. - I'm already working on a fix for that for the next version. - I have also recently taken out the multisampling variable because neither Joeeigel nor I noticed any graphical difference and must just be slowing the program down.

Thank you for your response.



!!!!!!! Smarty points to Melancholic, he found the Majegg.


BearCDP
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Posted: 20th Dec 2009 21:12 Edited at: 20th Dec 2009 21:13
When I played the earlier version I let him out and I danced around him trying to trigger it, but to no avail.

The new version worked for me though. No frame rate problems or anything for me. Do I need to press something to get rid of the dialog box that says "Fooms do not make good friends."?

Oh, and the shaking mechanic was very clever and well done, kudos.

C0wbox
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Posted: 20th Dec 2009 23:55
@ BearCDP
Na the dialog box doesn't go away, there was a bug with it. It'll be fixed for the next version, but this version won't be out for a while longer - I'm working on some new content, instead of just constantly fixing the old stuff.

Zeus
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Posted: 21st Dec 2009 03:29 Edited at: 21st Dec 2009 03:29
Why would I have the motivation to press the backslash? Plus, quite frankly, I do not memorize my specs and am too lazy to find. Nice project BTW C0wbox.

C0wbox
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Posted: 21st Dec 2009 03:41 Edited at: 21st Dec 2009 03:42
Ok my mistake, I inspected the code and found out I'd taken some lines out since then, but the error still lies in the map editing section and it turns out you'd pressed the left or right arrowkey, because I managed to recreate the error. (Object 624 is one of the object numbers reserved for a dynamic entity that Fings, Fooms or NPCs create if they need to hold an object, and by pressing left or right, it attempts to rotate the last object put down in the map editing by 45 degrees (whichever way you pressed) but as the object hasn't been made yet, it doesn't exist and returns an error.) - Either way, left and right are still forbidden keys. xD

I also thought about the speed issue: it may be something to do with your maximum resolution as the application automatically detects this and sets the game to run at it. So, your system may be very good... at running 1280x1024 or something, but if your maximum resolution is like 2560x2048, it will attempt to set it to that, and consequently run very slowly even on a good system.

GLaD you like the project though - Oh and if the speed's still bothering you before I get a chance to allow you to set a custom resolution in the options, you can change it in the config file under: User\Options.cfg (just open it in notepad and change the top 2 numbers to be the X and Y values for your preferred resolution, respectively.

Zeus
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Posted: 21st Dec 2009 03:46
Thanks.

I will try it again.

Zeus
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Posted: 23rd Dec 2009 01:35
Ok, just got done playing it for a bit. Our power went out thanks to WV's glorious snow storm. I loved it actually, can't wait to see it finished. What are you going to add to next demo if you do not mind my asking?

C0wbox
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Posted: 23rd Dec 2009 02:24
@ Zeus
For the next version (v0.05) I intend to completely rewrite the entity system for Mamo as it is incredibley inefficient to use it for NPCs, mission objectives, waypoints and triggers.

As well as this rewrite, I will be shifting the temple slightly, so it is better positioned on the map, (if you go to the back right corner, it's actually hanging off a slope down to the beach) and I'll be adding Memfish and Dogkeys to the game to give it a bit more depth. (These are just basic animals that can roam the waters and landscape to make the game feel a little less empty.)

Aside from these 3 main objectives, if the rewrite of the entity system goes well I may end up adding a few more quests.

But either way, don't expect the next version before christmas, as I'll undoubtedly be busy until then. xD

Zeus
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Posted: 23rd Dec 2009 05:22
Alright, can't wait.

C0wbox
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Posted: 9th Jan 2010 20:30 Edited at: 17th Jan 2010 15:03
Well, that's the holiday season out of the way, now to tell you all what's been going on with Mamo these past few weeks.

Primarily I've been recoding the engine by making it more efficient and including room for the NPC code, which in order to be dynamic, has to be quite flexible.

As well as the engine recode, I took it upon myself (with the persuasion of Joe) to make a better terrain system for the game. As the original map took a heck of a long time to create, with 4 manual map-editor passes, after the initial modelling, just to smooth it down. The new terrain system uses a matrix as well as a converted mesh from the matrix to use with Sparky's Collision DLL.

The main motive for the matrix was because Soharix has no cheap means to nicely texture a heightmap terrain or to model 1 with a UV map from a big expensive map editor. But with a matrix we can add a smooth gradient from grass to rock or grass to sand and we can add paths to all the places the little Fings would want to go on their quiet peaceful island.

Things that still need to be addressed in the Mamo engine follow:
* Make items backpackable
* Record the intro and sync the music
* Remodel the dogkeys
* Code the dogkey AI
* Rerig the Fing to walk and talk
* Rerig the Foom to walk and talk
* Make an animation for the player's Fing to pull something out his backpack
* Make the map editor show the object number for all the objects in MAP#()
* Make the map editor use action-lines for the NPCs
* Make a rain matrix that follows the rain-cloud and the ground matrix's heights and creates splash effects on the ground
* Quiet sounds outside when inside a building
* Redraw trees
And that's ontop of actually utilizing any of that to make the NPCs for the missions in the game etc.

But, for the next version, only the following will be addressed: (The rest will come later)
* Remodel the dogkeys
* Code the dogkey AI
* Rerig the Fing to walk and talk
* Make the map editor show the object number for all the objects in MAP#()
* Make the map editor use action-lines for the NPCs
* Make a rain matrix that follows the rain-cloud and the ground matrix's heights and creates splash effects on the ground

New features already implemented for the next version include the matrix terrain, obviously, memfish (to float around in the water), a better skysphere-fading system, for the daytime/nighttime cycle, and music for the intro. - The music will be out of sync if the intro is not being run at 65 or 66 FPS, but when running at a lower FPS you will be told to expect it to go out of sync. This is only a temporary problem as the recorded intro will sort out this problem when it's made.

No idea when v0.05 will be released as this month is churned up for me due to exams but hopefully it should be done either by February or in early February.

C0wbox
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Posted: 17th Jan 2010 17:38 Edited at: 17th Jan 2010 20:08

v0.05 released


After just under a month, version 0.05 is finally out.
It's obviously still missing things like the rest of the Foom's dialog and his entire subtitles but everything else is all there and looking n behaving awesomely.

Major changes are:
* Re-made the engine
* Re-made the map
* Re-positioned all the objects
* Changed the NPC triggering system to be a lot more efficient and easier for me to edit
* Added more sounds
* Added a dock
* Re-drew the trees and bushes
* Added dogkeys, memfish
* Added random objects that you can pick up but don't do anything
* Made a rain overlay for the ground so there are little splashes when it's raining
* Re-hid the majegg
* Made it so you can now switch items from your bag to being held and back
* Made the moon red (because it's related to the redstone (as explained later))
* Tweaked the AI for most things that move
* Made it so you can't jump in water anymore
* Added music to the intro thanks to Liam Bradbury

Anyway, here some some pictures for proof:


And here is a download link:
Mamo 0.05 - 17/01/10 - .zip



Hassan
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Posted: 17th Jan 2010 17:52 Edited at: 17th Jan 2010 19:03
it says:

mamo_4.zip

cannot download this file.

Details:
HTTP/1.1 500 Server Error

C0wbox
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Posted: 17th Jan 2010 18:00 Edited at: 17th Jan 2010 19:05
@ Hassan
Yeh it's 59mb so it hasn't finished uploading yet.
It's on like 57mb at the moment, so try again in a minute or 2.

EDIT:
It's now done.

Hassan
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Posted: 17th Jan 2010 19:03
LOL fixed xD

Blobby 101
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Posted: 17th Jan 2010 19:51
I'm also working on fixing a few small bugs (Just making some minor changes to the ships in the intro and re-recording the Scientist's voice). These will probably be included in the 0.06 update

C0wbox
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Posted: 18th Jan 2010 18:28 Edited at: 18th Jan 2010 19:01

v0.06 released


Here's a more complete version of the last, with a few things fixed.

Changes are:
* Made it possible to play Mamo without the mouse (arrowkeys and page up/down)
* Added the rest of the Foom dialog and subtitles
* Added a new quest to make a boat (over at the dock)
* Added a few more objects around the map (oh and some more dogkeys because there weren't enough in my opinion)
* Made it so you can't cheat to find the majegg anymore by changing the tree textures to be entirely transparent
* Fixed a bug with the triggering system

Download link :
Mamo 0.06 - 18/01/10 - .zip

dark coder
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Posted: 18th Jan 2010 21:44
Pretty cool, the presentation was nice, however, the first thing that annoyed me was the help text took way too long to tell me what I wanted to know, I'm sure most people can read faster than 1 word per minute.

The second is that there's no timer based movement, if I go to one side of the map and look at the other I get lag and movement becomes really slow.

As mentioned above, the lag, it shouldn't really be there because it's just a terrain and some trees, and I have a 9800GTX. I assume you're using separate objects for each of the trees, thus causing insane draw call counts per frame. A better solution would be to group maybe 100 trees per object, and by object I mean in a single limb, don't just attach the trees as separate limbs as that's the same thing basically.

Another annoying thing is the night time, I'm pretty sure my monitor is calibrated to that the contrast/brightness is 'correct' as per these visibility tests that come with drivers and such. But night time in this game was really really dark, I pretty much had to stand still and wait until day because I couldn't see anything unless next to water. Of course you can later get the glowing orb, but that's not really that useful.

Other than this I'm sure the other points are obvious: Add more items to the world, make them have some use rather than just picking them up and doing nothing(unless I missed something), I built the boat and I can't get in it? Display a loading message or something before the menu loads, etc.

C0wbox
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Posted: 18th Jan 2010 22:09 Edited at: 18th Jan 2010 22:16
@ dark coder
Yeh the help needs to be more spontaneous.

The timer based movement is what cancelled the project Vision. - The reason for this is because it enables the user to hack the game effectively, the error is caused in the fact that when getting the value to multiply all movement by the frame rate is still subject to change at a single mouse flick. So if you're movement speed is increased at the same time as you suddenly see less polygons the whole game becomes twice as fast and users can fly across the map just by pressing W.

I refuse to put timer based movement in a game until someone can actually prove to me that it works because every example I've seen doesn't. - Render it at 30FPS and it isn't the same speed as 66.

I will however group the trees if someone is able to tell me how.

The night time is based on the fact that I thought everyone had their monitor brightness up full so you can see everything without having to strain your eyes.

Either way I decided literally a few minutes ago, while testing, that it is a little too dark - and with that many stars and a huge red moon it should be a little lighter.

The boat quest isn't finished yet xD and the random items lying around aren't meant to do anything, they're just to give the game some depth.

Also yet to come are loading screens and making the text for other resolutions actually fit in the right places.

Blobby 101
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Posted: 18th Jan 2010 22:23 Edited at: 18th Jan 2010 22:27
@Dark Coder: The thing with the trees is that they are entities. If you notice that the other (NPC) Fings actually go around cutting down the trees and taking them to the buildings. We couldn't make them all one object because of that :\

Also, the lag is mostly due to lack of speed optimisations at this point, things like that will mostly be tackled nearer the end of development.

And I know I said that the ships and things would be fixed for V0.06 xD I had no idea Cowbox was releasing this version so soon, hopefully they will be in 0.07

EDIT: OK, I've just found out that the Fings Don't cut down the trees any more xD I'm not entirely sure when they stopped doing that but, well, we should be able to do that now

dark coder
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Posted: 19th Jan 2010 07:15
Quote: "The reason for this is because it enables the user to hack the game effectively, the error is caused in the fact that when getting the value to multiply all movement by the frame rate is still subject to change at a single mouse flick. So if you're movement speed is increased at the same time as you suddenly see less polygons the whole game becomes twice as fast and users can fly across the map just by pressing W."


The whole point of TBM is to move everything based on the elapsed time between the last frame(or the average of the past few frames), going from 10FPS to 1000FPS won't make you fly across the map at light speed, because once you get 1000FPS the elapsed time per-frame will be very small, so I don't see the problem.


Quote: "The thing with the trees is that they are entities. If you notice that the other (NPC) Fings actually go around cutting down the trees and taking them to the buildings. We couldn't make them all one object because of that :\"


You still can, grouping a bunch of trees doesn't mean they cannot be ungrouped, after all, when you merge the objects their triangle data will be stored as a big list, so you only need to store the offset to that particular tree in the group. Then when you need to delete it you can probably erase the vertices for it, or at least scale them down to make it invisible, that way you can restore it when you need to create another tree with almost no overhead.

C0wbox
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Posted: 19th Jan 2010 16:31
@ dark coder
Ok well, maybe I'll have a look at timer based movement - but hey, if this tree thing works I may not need to yet.

Either way, I still don't know how to actually group the trees in DBP (as I've never needed to do anything of the sort) do you have any such method I can use?

Thanx

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