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DarkBASIC Professional Discussion / What do you think of DBP Streets of Rage?

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Goldeneye Nemesis
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Posted: 8th Apr 2004 03:55
Its official! this is now a hot topic! My first hot topic! Now I am a real man. At the very least maybe someone will notice the thread and help me with a few models.

Thanks again CattleRustler, your comments are very welcome.
CattleRustler
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Posted: 8th Apr 2004 05:08
no problem. I respect your efforts and hard work. Too bad I am a programmer and can't 3d-model to save my life or I would try and help.

you may want to post this up in the team request forum and see if some talented modeller will jump on board. You have all of the criteria filled that so many of the posts there lack - a plan, a determination, effort, talent, and most importantly - something to show!


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Goldeneye Nemesis
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Posted: 8th Apr 2004 05:18
Been there tried that. I have an ongoing post on the team requests board (seems to stay fairly near the top - like this one). I think I will do another post, giving some more info and all the screen shots at once.

Have a quick look at this thread for me when you get chance and let me know if you think I should try another approach or another team request post:

http://developer.thegamecreators.com/?m=forum_view&t=27505&b=9

You are right about the plan and determination bit. I waited years for this sequel to come out, and if SEGA can’t do it then I'll damn well do it for them . Not sure about the talent bit, but nice of you to say so.

I think I have quite a lot to show compare with many people around here, I hear so much about teams making games, and they never even make it to the screenshot stage. This project has been a one man band since it started, and I've done ok on the whole I think. The coding is really close to completion. I just need the darn models.

Maybe if I make it darn good, Sega will buy the thing and market it and give me a nice slice....well a boy can have his dreams...lol.
Cavex
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Posted: 8th Apr 2004 15:15
Looking cool !!!! But it can take while for coding to befished!!!!!
Peter H
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Posted: 8th Apr 2004 17:34
Quote: "DarkWing Duck, now I don’t know what it is with you and Tapewormz, but you have to explain the signature, is it another "all your bases..."?"

ya pretty much this guy in the team request forum (time soft) pretty much asked for 39 people to work for him and gave that as the plot!

"Your wife is death. How? NO idea. But it is murder. REVENGE!!!!!!!!!"
Dug
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Posted: 9th Apr 2004 01:34
I've been following this post for awhile and, Andy, not only am I very impressed with your work so far and FAST progress... but THANK YOU THANK YOU for being one of the few people who consistently includes screenshots with each build so we don't HAVE to download (Which is very useful when I'm browsing at work).

Btw, Menu is fantastic.

I'm busy working on a "Beat 'em up" game too but in a completely different manner. The closest game to my idea would probably be Oni. And your quick little explanation about how you did the combos is a simple yet very effective idea and I shall shamelessly steal it. Many thanks!
Goldeneye Nemesis
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Posted: 9th Apr 2004 04:10
Dug, you take any piece of code you want, just cos you are a damn nice guy. If I can help with anything else then you just let me know. In-fact, if someone lets me know how to do the ‘+code snippet’ boxes in-post then I’ll expand on it and share the complete code. It’s nice to put a (virtual) face to the 1205 (and counting) viewers of the post. I hope some more people come on bogeying down and leave me some nice little notes I only hope they are as nice as you.
I’m glad people don’t find the build/screenshot thing annoying. I thought people would think I’m a looser, but I’m a firm believer in showing people your achievements (while not being bigheaded), that way the community will benefit in a ‘how did you do this?’ kind of a manner.
I’ love to see what you’ve been up too, email me a quick screeny if you get the time, or a link or something.

Cavex, I’ve just started the enemy AI functions, starting with movement. After this (couple of days I suppose) then its just shine and models. I know it will be a long time before its finished, but by coding volume, the main slog is over.

And to Dark Wing Duck: as I suspected, some newb wanting to make the next halo with a crap storyline. All it needed was the trademark kind of starting line “I’m only 12 but I make gameses, my dad does some bits for me cos I’m only three foot tall with one arm. But I’m better than you all honest� hehe. Well here’s the truth for a change, I’m 20, been programming DB for maybe 2 years (pro for one). I’m one of these determined buggers that has his mind set on what he wants and sits there coding and pressing F5 until it looks exactly right. How old are you lot? What kind of experience do you have?

I’m off to bed now. I can’t get my enemies to turn round, check this:
Objnum=enemy
Angle#=player angle+180
yrotate object Objnum,angle#
move object objnum 0.001

yrotate command just wont work but move object does? Weird. The morning may help me figure it out.

I’ll be here all development cycle, GOODNIGHT!
Peter H
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Posted: 9th Apr 2004 23:34 Edited at: 9th Apr 2004 23:45
Quote: "‘+code snippet’ boxes in-post then I’ll expand on it and share the complete code."

two ways...
A)insert your code and then select it and click the "code" in the upper right corner of the "post forum message" thingy...
B) click "Code"...typeinsert your code...and then click "Code*"
example...


[edit] just read the last part of your post that guy didn't give that much info...infact what i told you was pretty much all the info he gave (he did tell exactly how many of each type of worker he wanted...which added up to 39 )
as to how old i am...well... let's just say that's "Classified" (though i will tell you that i'm definetly OVER 12 )

[edit2]
Quote: "pressing F5 until it looks exactly right"

in other programs i have to keep reminding myself NOT to press F5

Time Soft-"Your wife is death. How? NO idea. But it is murder. REVENGE!!!!!!!!!"
Goldeneye Nemesis
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Posted: 10th Apr 2004 00:45
Now if only life had an 'F5' button, an 'escape' key, and 'Control + z'

I’m working on my enemy AI, it’s coming along famously. The enemies now home in on the player (kind of basic). I'll make them a bit more streets of ragey later. After the movement is conquered, I'll write the basics of the enemy attacks, and then I can leave that till I get some models.

I was gonna post a screeny, but you cant actually see anything other than the enemies being in a different position, so you will have to wait I guess
Beeloshak
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Posted: 10th Apr 2004 21:27
Heres something that all DB games dont have... CHEAT CODES!!! It would be cool if you could make some secret options, level select, invincibility, 50000000000000000000 starting points, you get the idea.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Goldeneye Nemesis
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Posted: 10th Apr 2004 22:05
Lol. Well the key combo system would make that easy as anything. If you want to make a nice list and maybe think up a few key combo's then they will go straight in. It’s a good idea, I was thinking of having bonus levels and other stuff to make the game more repayable. Thanks for bringing it up matey.
CattleRustler
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Posted: 10th Apr 2004 22:20
one nice feature to have would be a one-time use only keypress that just dropped all enemies on-screen dead, maybe with some sick twisty glittery kind of fantabulous magical ghostly sick graphics effect - or just have em drop dead tits-up, which ever is funnier.


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Goldeneye Nemesis
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Posted: 10th Apr 2004 22:28
Well the plan is that if you whack it in SOR-1 mode you'll have the cops to do that for you - some magically fantastic bazooka/cluster rocket effect that will most definitely make enemies drop dead tits up.

I might have a key-combo cheat (thanks Beeloshak) that does this in the other modes. That would be well fun. I find explosions hard to do, but I'm ok with particles so might use these.

If you expand the glitter bomb idea you may see it make the final build and get your name on the credits
Mr Anderson
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Posted: 24th Apr 2004 09:02
Any thing new?

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MacDoyal
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Posted: 24th Apr 2004 13:03
Hey whats going on? I was searching the net and stumbled across this forum and started reading. Well I must say that Andy198 you are on the right track man, keep up the AMAZING work. I even downloaded you stuff and tried it out, it's pretty darn good. The menu works great and the game was great too. I hope to see a completed version sometime soon, hell i'd even buy a copy.
Goldeneye Nemesis
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Posted: 24th Apr 2004 15:21
Wow! That’s credit indeed. I'm afraid that things are going very slowly. I've added simple enemy AI (thy move around quite well now), but I'm stuck without a decent character modeller to make me a few enemies and a new axel. I've had some models sent to me but I just can’t seem to bone and rig them properly.

Thanks for your post MacDoyal, is really nice to have compliments like that. I'll post as soon as I have something good to show.
Mr Anderson
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Posted: 25th Apr 2004 20:34
Maybe you should outline the animations you want to, and some good animators might come along and help you as well.

Oh are you just going to include Axel for now? I was hoping for a little Blaze action when you got the game running.

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Goldeneye Nemesis
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Posted: 26th Apr 2004 18:55
Blaze is on the way:

http://b42.ezboard.com/fnendowingsmiraifrm18.showMessage?topicID=506.topic

I want a good blaze, for sheer sex appeal, and the fact they put her in that swimming costume for completing Streets of Rage 3 - genius! Then Max would be the obvious next choice. Skate I am gonna kill off cos he annoys me lol.

There are so many animations I need, but for now, I’d be happy with a couple of punches and a few kicks to get things moving. Please! any character modellers! I need you!

P.S. Where did GeeCee3 go?
Elvis Deane
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Posted: 27th Apr 2004 00:47
I started reworking Blaze a few days ago, but then I was forced to go to Vegas for a week to demo software at NAB. But I'm back now, and I have just done the UV mapping on the new model. She has fingers now, a much better haircut, and hopefully I learned enough about painting textures with my last shot at her that she'll actually look like Blaze this time.

I don't think the version of Max that I have (3.1) lets me export animation to .x format, but I'll see what I can do.

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Avan Madisen
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Posted: 27th Apr 2004 02:13
Hi

I've kept an eye on this and I'm looking forward to the future development. Here're few comments:

ADAM! You must include Adam, since he only ever appeared as a playable character in the original SOR and he deserves a rebirth.

I agree, don't do Skate, he was pathetic. I think Sega only did him as an attempt to appeal to the younger players, but that had already failed since they all wanted Blaze.

In SOR3, one of the best aspects was Shiva being a hidden, playable character, it'd be great if you managed that as well since he was an impressive character.

Keep up the good work Andy198.

On a side note, did anyone ever see the dodgy bonus character named Ash from SOR3?

Avan

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Elvis Deane
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Posted: 28th Apr 2004 05:02
Here's the rework of Blaze that should look infinitely better than the last try.


Her arms look freakishly big, but I can fix 'em.

I'll try to get started on Axel tonight.

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wbf
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Posted: 28th Apr 2004 05:49
heh, yeah arms a little screwy
Elvis Deane
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Posted: 28th Apr 2004 06:59
I fixed the arms and shoulders up now so that she doesn't look like a character out of the Savage Dragon anymore.

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Goldeneye Nemesis
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Posted: 28th Apr 2004 18:14
Elvis that is amazing! I can’t wait to get her in the game. You have to post another screenshot. I am so impressed. Are you gonna bone her? To make animation etc easier. I think I have a move list somewhere so it will be great fun to get her animated. Thanks so much for helping out

Oh by the way WBF could you do any better? - just kiddin.
Lampton Worm
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Posted: 28th Apr 2004 18:25
"Are you gonna bone her?" - huh huh, huhahhuhuahha.
Elvis Deane
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Posted: 28th Apr 2004 23:06
Aha! I spent all morning looking for different animation solutions, and finally found a .X exporter for 3dsmax3.1 that handles animation, so if it works, I will bone her and animate at least some basic moves.

I finished modeling Axel last night, I'll try to UV him today and get started on the textures. Now that there's a male and female body type done, the real tough part will be texturing and animating all the needed characters

Moves list would be highly appreciated.

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Goldeneye Nemesis
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Posted: 28th Apr 2004 23:54
Ok, you ready for this? This is an outline of all the character animations that I think are in the game, obviously all I need is a punch and a walk or something for now, but eventually I will do the lot. Your work is amazing mate; you'll have to send me a picture of axel. If you need any close-ups like I did for blaze then just ask.

The list is under the code thing so it doesn’t make the page ten miles long.



That is axels, I'll work on Blaze's ASAP. Thanks so much for your contribution mate.

Oh - LamptonWorm, well someone was bound to say it sooner or later lol
walaber
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Posted: 29th Apr 2004 06:11
that's a fantastic model!!! nice to see people helping each other out for once. (probably because this wasn't posted in the Teams forum )

hehe. great model!

Go Go Gadget DBPRO!

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Mr Anderson
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Posted: 29th Apr 2004 06:52
What about fire

Getting Burned

You can probably swap out a single model with that animation for all characters. Thats basically what they do in 2d games... unless you want to see the character model with particle fire or electrical system araound them?

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Elvis Deane
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Posted: 29th Apr 2004 12:05
Here's my stab at Axel. His hair looks a little too anime, and he's kinda skinny, but it's 4am so I give up :p



I was using this image as inspiration for the hair, which I guess explains the anime-ness of it. http://www.classicgaming.com/soronline/img/main/main_bk3team.gif

I will see if I can start rigging them tomorrow.

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MacDoyal
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Posted: 29th Apr 2004 12:24
Holy Crap! Thats my response to all your guys hard work...it looks great! I'm glad to see this project taking even better levels, i'm so excited to see the end result of all this work. One thing about Axels model, why his he wearing what looks like sandals?

Oh yea .. LamptonWorm is right Bone Her? hahahaha!
I know what you guys mean but still hehehe.

Keep up the great work you two.
Elvis Deane
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Posted: 30th Apr 2004 00:32
I have run into a little snag. The .x exporter I found doesn't seem to export animation data after all. I did manage to get a static model into the game though



He sure looks skinny. I think he needs a trip down to the pharmacy for some steroids.

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Cavex
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Posted: 30th Apr 2004 11:49
They are real good modles. I wiss I had modles like that for my game!!!!!!!!!!!!!!!!!!!!!!!! Oh well.
Goldeneye Nemesis
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Posted: 4th May 2004 11:51
Looking good elvis! looks like you need to hand him a big tub of creatine though hehe. You fancy sending me one of those models so I can get the engine working with a couple of moves?

I can't wait to get this thing moving along again, been slow progress since I hit the character stage.
Dennuz666 v2
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Posted: 4th May 2004 21:21
Game looks great, i'm a big retrofan. If you need music you should look here http://www.ocremix.org/detailmix.php?mixid=OCR01167. Maybe you can contact the bloke.

Supremacy
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Posted: 5th May 2004 03:11
game looks great, just one thing, make the buildings more realistic, with real textures, light gta3 buildings, move the buildings closer to the screen, reduce the walking area, the fence looks good, but try to make the front scroll (fence) a little bit diferent, like light postes, trash cans, fences, ects, looks real good, but make the textures more realistic, dont go to the cartoon way, make the character textures real, like gta3, i havent forgot about modelling some stuff to you has i once promised, but ive been really busy, but ill do it, with realistic textures, its just taht for know i have all my sapre time directined to the
accoders compo.

I will make urban chaos 2, ive already concepted the story, its my dream, i wont to go to muky foot
Goldeneye Nemesis
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Posted: 5th May 2004 13:03
So many posts! wow, this is a really hot topic now. Everyone is so enthusiastic to help and give advice. Dennuz666 v2, thanks for the tip on the music, I've emailed the guy to see if he can help / give advice, his demo was fantastic, would be great to get someone like that on board.

Mustra Joao, the levels are really only test levels so will look (waaaay) better when the game is finished. I'm not a very good texture artist at all. I would kill for some nice building textures complete with bump maps and light maps, but that is a little way off as no one else has offered. If you ever get the time then I would be very grateful. I think GeeCee3 is back now, he was working on a level thingy once upon a time so I will get in touch and see what he was up too, and if he still wants to help.
Ideajuice
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Posted: 5th May 2004 17:15
I kind of like the skinny guy.... he might lull the other player into a false sense of security.

I once saw a 5 foot tall skinny little guy reach through a window, drag a football player through it and then kick his butt. You should have seen the look on the big guys face. I guess he was so used to people being intimidated by his size that he never really had to fight anyone.

Maybe the skinny guy can move faster and get in more blows per round than the bigger guy. And don't forget that a one pound fist moving at 10 meters per second carries just as much energy as a two pound fist moving at 5 meters per second, and if the one pound fist has a smaller impact area (which is likely) it hurts a heck of a lot more.

Aside from some method of allowing different players to strike at different rates, you could probably model this effect with a simple damage multiplier per character.

Another neat thing might be for each player to have a certain stamina. At the start, they have a certain amount of 'speed points' that is based on their basic stamina. As they strike blows, you can take away some of the speed points, which would slow them down and simulate the effects of getting tired. How much they slow down each time they strike a blow would also be based on their stamina, but also on how big they are, and therefore how much energy it takes for them to swing their arms.

When they are idle, their speed points could recover at a certain rate, again based on their initial stamina. Small people recover more quickly from exertion because they have less muscle, and therefore less blood needs to pump through the muscle to remove the toxins that makes their muscles tired.

Just some thoughts on things you might throw in there to increase the interest. You might already be doing some of them, or you might be just trying to duplicate the exact feel of the original game.

In any case.. looking very cool there. Good to see something coming along so well.

E Unibus Plurum
Nazgul
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Posted: 6th May 2004 15:21
Andy u know I'd be doing loads of art for the game if had the time.

I guess my model is too complex to rig -actually,I know- and also uvmapping was not ended...

Well, just posting to tell u keep it going, and also to say the artist here that there is an export plugin for max 3.1 with animation export, if I am not wrong. In max 6, the version for 6, works like charm. Dunno bout 3.1 version.

here it is :

http://www.pandasoft.demon.co.uk/directxmax4.htm

you will need internet explorer to see that web. Mozilla does not see it well.

in downloads tab, click over the max 3 version.Surely works for 3.1

the max6 and 5 version do export anything you could imagine.


and another one, in case it does not export animation...but panda above looks to me should be better...
http://www.quest3d.com/index.php?id=102

http://www.freewebs.com/sysiphus/<--3d fight model there
zenassem
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Posted: 7th May 2004 17:26 Edited at: 7th May 2004 17:37
All the time I saw this topic, I passed it up thinking that it was porbably just a discussion on how cool it would be to do a remake of "such-&-such". How wrong I was. This actually looks really promising. I played catchup, and even the thread played out like a great game. I couldn't wait to see what would be said or posted next.

Andy, really good work here. I haven't been a big fan of games being re-made with quasi-3d, as most just never captured the essence or feel of the original. But, even at this early (meaning playble levels) stage, I am impressed. I like the fact that your not overdoing the 3d and decide to keep the original gameplay.

btw, I'm not sure if you would be interested, but let me know what you think. I can't really help you with the 3d stuff (I'm just to slow and new to it), but I would like to contribute some 2d elements. I was thinking that you could work a mini-game into your game. Possibly, here and there througout the game, some arcades are actually playable. The player will be able to play a (short part of a level) of SOR to earn bonuses/health. I would be willing to write a port of some levels that you could mesh into your game. I'll probably try to do it just for fun anyways. You have inspired...

Supremacy
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Posted: 8th May 2004 10:31
ei andy, im really into level design, and practicing my textures, so, ill texture many of your stuff, inlcuding if you wont your streets to look like gta 3, ill do building modelling and buildin texturing, is this fine for you ? just tell me how do you wont to model them and ill do it right ahed, you also have to tell me whats the player height because of building proportions, i think those models look great, but i gotta be honest, their foot (shoes) look weird , apart from that they look great, just ask the modeler for some bigger bicepes and chest , keep posting new stuff andy, this looks great, remember to tell me, should i model the entire level in one , or one building by one building, if you know what i mean, my english is awfull today

keep it up

I will make urban chaos 2, ive already concepted the story, its my dream, i wont to go to muky foot
Zenincanin 14
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Posted: 9th May 2004 00:52
A good remake would be of metal gear from the NES.

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Mr Anderson
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Posted: 9th May 2004 03:44 Edited at: 9th May 2004 03:56
Metal Gear already has 3d counterparts although not the same game...

Games coming together quite nice BTW

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Goldeneye Nemesis
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Posted: 10th May 2004 03:18
I think this is one of the biggest threads of all time; 'Lee steps outside for a moment' bring it on! Hehe. Or at least give this a mention in the newsletter

Mustra Joao: If you can do that kind of thing then please please please come give it a go. I think GeeCee3 was doing something with the buildings but he's busy with his cool new project (which you should all check out btw).As for player height, all I can suggest is that you grab the demo and import the axel model. I can’t give you a straight answer because I just don’t know, but what ever you come up with, scaling isn't a problem.

Zenassem: your idea has really intrigued me, I think that would be a great secret / bonus feature, or even if you obtain a high level score you get the option to increase it in the mini-game. Any who if you get the time, develop that idea and show us some concept art! By the way, your comments were some of the nicest so far, it actually made me stop and think a few times throughout the day, people like my work!

Nazgul: Your model, once rigged would be a fantastic addition to the game. If I can get it going I will because it is so impressive. It would be a shame to use him for anything other than how you pictured him, so maybe we can invent a new character based on your idea?

Dennuz666 v2: UPDATE! The guy said he might be able to do some short remixes of some of the original tracks, how cool is that! The guy is a legend in my book, even just for the one remix you pointed out.



I spent all day trying to get Elvis’s Axel to work, but DBPro just doesn’t seem to like MD3 models I think, so I’m stuck once again. As soon as it loads then we will be in business, as all the code is written for the moves that Elvis has animated to work.

I’ll try and write the enemy attacking bits as soon as I can, and improve the enemy movement AI. I’ll then post a build. Sorry about the long post, but had to reply to as many of you as I could. Can’t wait to get coding, but for now its bed time .
Peter H
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Posted: 10th May 2004 17:33
Quote: "I think this is one of the biggest threads of all time; 'Lee steps outside for a moment' bring it on! Hehe. Or at least give this a mention in the newsletter "

what about the "word association"


Formerly known as "DarkWing Duck"
MacDoyal
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Posted: 19th May 2004 21:50
Over a week and no new post? I am getting a little worried that people are losing interest in this little project. It would be sad to find out that everybody has given up on this project, after all the hard work, team work and time put in to it. I'm hoping no ones posted anything new because they are busy working on the game.
zenassem
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Posted: 19th May 2004 22:22 Edited at: 25th May 2004 19:11
MacDoyal,

[ Edit : wrapped my long comment in a code tag]


Here are two sample screens. The first with my character on the "console ripped" background, the second on a temp background (still in progress, and needs to be fixed).



~Zen

Elvis Deane
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Posted: 20th May 2004 03:05
Cool stuff Zen! Can't wait to see how your mini game comes out.

I sent Andy the latest version of Axel yesterday with some animation to test out, so no, we haven't given up

Thanks Nazgul for the links to the exporters, but they didn't export animation from Max3 either. I've come up with another solution that expires in 30 days, hopefully I'll win the lottery by then so work can continue

--
Elvis Deane!
http://www.astoundingadventures.com
Goldeneye Nemesis
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Posted: 21st May 2004 15:05
Whoa! Lots of posts, sorry it took me so long. I've had exams and stuff so I've been a busy bunny. Got two projects on the go (doin a bit of wolfenstein thing), but I'm doing my best, really really can’t wait to get this finished. I will put Elvis's (excellent) axel model in the game. That’s only a quick job but it will make the game look so much better. As soon as I finish that it will be demo time! So watch this space.

zenassem, you sound so critical of yourself. I'll tell you now, your game WILL make the final release; I love the idea of a mini-game! I’m a great fan of games that you can 'earn' things on, like goldeneye cheats etc, its ads to the replay value and makes a good game great. So here is my plan: if you complete the game on 'easy', your game will be unlocked and the first bit playable for example, if you make any more levels then they can be unlocked when the player completes the 'medium' and 'hard' modes. You may hate the idea, and if so forget I said anything but I think it will mean your game is just as popular as mine, and probably talked about even more.

I think at this point Elvis we may be best appealing to those with a decent converter and know-how to do the converting for us? Unless we do win the lottery I'm gonna try and make a better, animated punk although it will probably not be a single object and made up of parts for now. Then we will be nearly there.

Keep up the good posts! And check back for that build I promised.
zenassem
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Posted: 21st May 2004 18:52 Edited at: 21st May 2004 18:53
Andy 198,

Thanks for the nice comments, I didn't want to be presumptuous.
I will put every effort into having it look & play professionally.

[export issue]
I will have to look through my help files to see what capabilities LightWave 6 has. I own it (purchased it quite cheaply from a friend who now owns Lightwave 8). I haven't spent a lot of time on animated models though. When I was learning it I was rendering stills. I believe I have a .x plugin for it.

I own Poser 4. I believe I could import a lower poly model. I just have to read about the conversions (.dbo->.x->.dbo, .3ds->.dbo->.x). Again in Poser I would render hi-res 2D stills. I know poser handles bones/limbs differently than 3dSMAX, so I would have to find out what I would lose. I have 3DObject Converter (licensed) but I'm not sure again about it's ability to handle animations. I also own Milkshape & Blender, but haven't used them enough. You would think I would know more about 3D.

Will any of these work for you?

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