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

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Elvis Deane
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Posted: 3rd Jul 2004 03:37
Macdoyal, thanks for the kind words. I think the enthusiasm around this project is infectious. If I ever get discouraged with texturing, I just read some of the posts again and I'm ready to go

Those levels sound good to me. I really like the first two levels of Streets of Rage because they are set in the streets. SOR 2 and 3 sort of lost that and had you fighting in strange places.

Maybe from the Beach, we can go to a docks/harbour/warehouse area for 6, a higher class street market area for 7 (boutiques and things, plus a section in an arcade or a nightclub), and then go into the financial district (cold empty streets, maybe those guys in suits with the guns from SOR3 could show up then) and up into a skyscraper for 8. It would be cool if the final battle was on a building rooftop with Mr. X's helicopter flying around in the background trying to retrieve him.

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Elvis Deane!
http://www.astoundingadventures.com
Glog
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Posted: 4th Jul 2004 18:52
Elvis its as you wish when you want !
now i finished my new game , just some update left , i have free time to model and texture
you can send me stuff here : [email protected]

tell me what kind of textures you would like , if you want me to model new things , and also how to export in .x fileformaat , i can send you max 5 files , uvw files , or max 6 files , iam actually trying to compile the Xskinexp export plugin with SDK from max 5 , but its quite rocknroll this time...
so send me what you want and what you want me to and i'll start working as soo as i got your mail !

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Glog
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Posted: 6th Jul 2004 22:04
ok , i'm on it , elvis gave me the base male and female meshs , i'm also working on another character that i designed by myself !
where is the new beta ? how are the animations ? andy ? could we get some demo ??

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Goldeneye Nemesis
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Posted: 7th Jul 2004 03:21
Oh Noooooooooooo!!!!!

The worst thing has happened. I moved from my student accommodation to my home, and somewhere, somehow, my DBPro CD got lost in the move!!! I have the box and all the manuals, but no CD. So I can’t install it on my upgraded comp, or make it work on old one, and I can't use U5.4 I have emailed support, they put me on to rich, and emailed rich but no reply yet, I think I may have to buy it again come payday, but that’s two weeks away. I'm screwed guys!

I wanted to knock out a demo by now but I can’t do a thing. I’m so sorry to all of you waiting on me, feel so bad.
Glog
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Posted: 7th Jul 2004 06:10
ok , i told you that it would be finished in the evening ...
its not finished yet !! but its nearly fnished , so i send you some wip of my works .
i wanted to do some heavy metal punk with jackets , jeans , and knive , like the concept drawings i did .
textures were painted with some reference pics , so as the face , but i wanted to keep some toony face , with not much details , to stay in the elvis style

currently working at :

head ,
head jacket
add shoes

COMMENTS PLASE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Goldeneye Nemesis
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Posted: 7th Jul 2004 07:49
Glog, I love those textures, that punk looks brilliant! I hope Rich can sort me out a CD, or I can find a way of getting my old install directory to work, 'cos I need to get the code finished! Then we will be able to show off all these characters and everyone's hard work!
Glog
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Posted: 7th Jul 2004 22:46 Edited at: 7th Jul 2004 22:46
ok here is the finished model , do you think that the baskets are ok ? i intend to make them better on some other models , but i'd really like to begin the work with elvis models
so if tis not ashaming , i declare this model finished !
if those baskets are TOO bad for you , then , i'll improve them
now working on elvis models!!



A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Goldeneye Nemesis
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Posted: 8th Jul 2004 09:50
That punk looks cool! He'll fit right in with the rest of them! This game is gonna look so good finished!

Oh and - SUCCESSSSSS!!!! I got it working finally, no CD needed, just some registry tweaking (thanks Raven). So I made the character select screen for you all to look at, I'll add it to the menu build very shortly and I'll post that, maybe I'll even get it done by tomorrow night, then I'll be adding the enemy INI support and basic level scripting so you can put your punks through their paces without having to wait for me to get my ass in gear Although I will be able to do much more now that DB is finally working again!!!

Well I hope you like the screenshot; I’m still open to level Ideas, although I planned the first one on my lunch hour, so I’ll be making it ASAP.

Elvis, the models you gave me seem to load in some programs and not others, they get funny spikes when loaded in Deep-Exploration, but DB won’t load them at all, any idea what that is about? ‘Cos I’ll be writing them in very shortly and would be easier if D can read them cos then we can show off your amazing skills!!!

Goldeneye Nemesis
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Posted: 9th Jul 2004 09:12
Ok guys, I'm about there, I've added the INI support for all your models, and the basic level scripting, here's the outline:

Enemies INI:
(Self explanatory really)



Level Scripting Sample:
(Hint: The [0] type numbers are the death count triggers)


I haven't posted the build yet because I have a couple of annoying bugs to work out first, first there is a weird problem with the spawning where 12 enemies are spawned instead of 4??? And also killing the first enemy seems to kill the first two??? Very strange. I will iron these out ASAP and the build should be up by the end of tomorrow night (all being well).
Beeloshak
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Posted: 9th Jul 2004 13:13
I keep forgetting the images to level 8 of SOR 1. I'm going to get around to that right now.

Beeloshak Industries
Goldeneye Nemesis
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Posted: 9th Jul 2004 18:13
Good one Beeloshak that will be a big help.

I forgot to tell you last night, I tweaked the enemy AI a bit, when enemies are spawned; they remain inactive until the player is close by (a radius check), so that way they don’t run away seemingly to the ends of the level.

After the bug fixing session when I get in from work, I'll look at getting the enemies to fight back! Now that will be a cool development, although I think I'll post a build anyway so you can see what stage we're at.

I've developed my ideas for level one:

It's gonna kinda be a broken down road in to the city, fighting punks along the way, maybe getting darker and dingier along the way, the occasional shack or motel. It ends by hitting a barrier, which you have to destroy (like the bulldozer level in SOR3); all the time punks are trying to stop you. Should be fun, and will give me chance to make some pretty effects. I thought about rain coming down at parts of the level and having reflectance mapped puddles. I think this is gonna be very special and I can't wait to get cracking with it.

As always….let me know what you think
Glog
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Posted: 10th Jul 2004 00:58
andy , elvis , can i make 1000x1000 textures ? i basicly worked with 500x500 jpeg , but as i work , i realise it will not be sufficient to make very good textures if the characters are closer .. so if there would be not more than 3 type of ennemys at the screen at the same time , i'd really like to create 1000x1000 textures... elvis , what texture size were yours ? do you agree with my punk texture ?

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Goldeneye Nemesis
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Posted: 10th Jul 2004 03:50
hmm, its a toughy, if you make a Hi-Res and a Lo-Res version of the models, then we will test them with frame-rates and loading times, and if the performance doesnt suffer then we'll go with the 1000x1000. I think thats the best plan.

I just got in from work so gonna start fixing those bugs now, expect the build up here fairly soon
Goldeneye Nemesis
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Posted: 11th Jul 2004 05:25
Finished, here's build9. Fixed those darn bugs, one was me being rather stupid, other I have put down to DB's collision, so worked round it with a bit of maths.

Check out this link and let me know what you think:
http://www.enigmatekuk.com/SOR4/build9.zip

Next on the slate is:

*Removal of the 'egg' again
*Add the destructible objects to the level file (no longer hard coded)
*add the player start position to the level file
*Enemy moves and animation (Will require a bit of tweaking of the enemies INI file)
*A key-mapper file that holds all the key configurations.

If anyone gets the urge, let me know what you think I would be best working on next. For now though, I'm gonna have a night off
Elvis Deane
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Posted: 11th Jul 2004 08:48 Edited at: 11th Jul 2004 08:50
Fantastic, Andy! I just stumbled into the house after a long day of workin' outside. What a nice surprise this was. I renamed the Blaze model to axel.x to play as her for a while. Sure, the animations don't match up, but it was fun anyway

Did the egg shrink compared to build 8? It seems a bit harder to hit enemies, you almost have to be on top of them to cause damage.

Glog, the textures look pretty good, especially the pants. Your guy's arms may be a little short though when it comes time to animate him. You may want to scale those up.

I've been painting the textures at 2048x2048, then shrinking them down to 1024x1024. Perhaps the best bet to save space would be to make the heroes and bosses at 1024, and the minor enemies at 512x512. The camera never gets that close to any character anyway, so I think 512 should be okay.

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Elvis Deane!
http://www.astoundingadventures.com
Goldeneye Nemesis
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Posted: 11th Jul 2004 12:39
Elvis Deane, You old pro you I'll trust you're judgement on the textures 'cos I haven’t got a clue.

Well like I said, had to overhaul the collision system (completely rewrite it) so its a bit different, I think the collision radius is a bit smaller yes, so I'll increase it if its a bit too small.

Any other thoughts Elvis? I hope some more people try it out and tell me how to make it better.
Elvis Deane
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Posted: 12th Jul 2004 07:28
So far its playing quite well for something still under construction.

In terms of what you do next, it would be nice to see the enemies fight back sooner rather than later, since I think that would give us a better sense of how the gameplay will feel.

One thing that I have to say I love about this build is how the enemies lie there after they die. Makes it all a little more realistic than having them fade away. I'm not sure if you plan on keeping that in the final game, but its a cool touch.

I hope to get a level made soon and some more characters, but I have a ton of work to get finished before I go to LA for SIGGRAPH in a little less than a month's time. I'll try to sneak in some work though, maybe Galcia or Donovan, or just the basis of a level.

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Elvis Deane!
http://www.astoundingadventures.com
Glog
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Posted: 12th Jul 2004 20:04
saw the demo , its quite nice but a bug makes the program crash at the beginning of the second level , in the beach

the program is also quite TOO BIG from my point of view !!
it runs at 17 frames on my engine , and i got 1ghz athlon , 512 of ram and a geforce fx5900
so lets stop joking , it must run at least at 30 fps ! i can run max payne 2 at 50 fps ( with 4go files on my hard drive ) , so don't let retro games be that sloohow !!
time to optimize

anyway , graphics are nearly ok , game seems cool , but the text fonts are quite too small for now , can't wait to see the guys fighting !!

animations are really good ! maybe they could be speeded up a bit ?
andy , could you explain me how do you want me to animate
characters i got ? give me an animation list and number of frames
also ref pics if you want special animations
exept if elvis would like to animate them ! tell me elvis !

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Ender666
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Posted: 12th Jul 2004 22:38
The demo run fine for me, and i do not have a gf5900 (radeon 9600), maybe a gf 5900 is overkilling for an athlon 1Ghz?
Goldeneye Nemesis
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Posted: 13th Jul 2004 02:03 Edited at: 13th Jul 2004 02:09
Rightly said Elvis, I should have looked at the enemies fighting back before, all the code is there, I just had to add the animation frames, and so was waiting for the new characters, but you sent them ages ago so I don't know why I left it out. Silly me! I'll make that the next job.

Second job will be to make an options screen with different graphical options, that way glog you can narrow down what it making the game run slow on your machine. I'm running an Athlon XP 3200 with 512 Ram and a GeForce FX5600 so I'm not likely to notice it running slow, so I'm glad you told me about it.

I can't understand this crash at the start of level 2, I tested my build and the original source and I can’t reproduce it. There will be an obvious crash at the END of level 2 'cos we haven’t made level 3 yet. Did anyone else get this error message? What exactly did it say?

I'm gonna try and bring down the size as much as I can, but the models and textures are fairly large, and I cant compromise on that 'cos they look too good!

Quote: "Andy, could you explain me how do you want me to animate Characters I got? "

I will be adding INI support for all the enemy models very soon, with a list of animations for each so that should help you out mate. Give me a few days though, cos I want to make the enemies fight back (although these two go and in hand).

I think build 10 will be an exciting one, enemies will fight back and I will add more levels, and maybe even some more characters if Elvis can fit any in (although I know all your other responsibilities come a firm first). I'm all excited now! Gonna go try and get some coding done...
Goldeneye Nemesis
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Posted: 14th Jul 2004 08:21
A Few developments tonight, maybe not much but I'm proud all the same:

*Character selection screen added to main build
*Character animations added - Walk / Get Hurt / Die
*Loading screen, telling you the differences between the builds (Added to this build: blah blah blah)
*Enemies are the right way round
*Concept Level 1 made.
* Enemies INI file expanded for the following fields:
Quote: "
Walk Animation: Start-Frame, End-Frame
Get Hit Animation: Start-Frame, End-Frame, Anim-Speed
Die Animation: Start-Frame, End-Frame, Anim-Speed
Basic Attack Animation: Start-Frame, End-Frame, Anim-Speed
"


So Elvis and Glog, the INI support has been expanded so if you wanted to try out your models, and give them some animations, you could do this quite easily, just add the new enemy to the INI file, and tweak the level file and they are in!

Elvis, I wasn’t sure of the exact frame numbers on your Y-Signal model, but I think I'm about there, these are the frame numbers I worked out, if they are wrong, let me know and I will fix it.
Quote: "
Walk: 9-25
Get Hit: 40,50
Die: 82,99
Basic Attack: 70,81
"


So for tomorrow (All being well):

*Enemies fight back
*Try and decrease the size of the project
Elvis Deane
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Posted: 14th Jul 2004 15:46
Sounds like you've made alot of progress, can't wait to see how it all works!

Here are the Y Signal animations-
10-25 Walk Cycle
26-40 Slide Attack
40-50 Ouch
50-56 Grab and Hold
58-73 Idle
73-81 Punch
82-92 Fall down

--
Elvis Deane!
http://www.astoundingadventures.com
Goldeneye Nemesis
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Posted: 14th Jul 2004 23:23
That’s fantastic Elvis! I've updated the Y-Signal settings to reflect what you just posted. Do you happen to have one for Axel and Blaze? I'll be adding an INI file for the playable characters too, so a list would really help, don't worry if you don’t get time, just a thought.

I've added some code on the enemy AI front, so them fighting back is not far away, not sure if I can get it all done today, but I'll try.

I'll also try and do the SOR1 specials (police cars), mainly because it’s very easy (although I will have to make some nice explosions, which will be fun). Yes build 10 will be the best, most complete build yet, I'm so excited! If anyone wants to have a go at making a bit of a level for the new build then get in touch ASAP.

I've already started level 1 and it’s looking ok (Although the hedge doesn't look great), here's the latest screenshot:

Elvis Deane
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Posted: 16th Jul 2004 04:40
That looks great Andy!

I kinda like the idea of using the car-style bombardments, mostly because I always missed the enemies in SOR 2 and 3 when I used my speical attack. There was no missing with the car.

Here's the animations for the other two.






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Elvis Deane!
http://www.astoundingadventures.com
Goldeneye Nemesis
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Posted: 3rd Aug 2004 19:01
Thanks for the info Elvis

Sorry for the long wait before posting, but I've been having *Major* problems after upgrading to U5.5. The project will now not even compile. It says:
Quote: " ENDFUNCTION only accepts a single value or local variables at line <x> "

No matter what I get the function to return, it still does the same thing. I think I may go insane if I can’t fix this. I want to get the enemies fighting back, but nothing I do makes the darn thing compile properly.
I'll come back with an update, but I may need someone to look at the code for me, anyone interested?
Goldeneye Nemesis
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Posted: 4th Aug 2004 21:26
WAHHOOOOOOOOOOOOOOOOOO!!!!

I'm back on track, I've managed to get SOR4 working now on the latest upgrade, there were a hell of a lot of problems, but most are sorted now. I'm having problems loading the old character files, they look as if they are corrupted but other programs open them fine? Any ideas?

I'm off to work but I'm gonna spend some time coding tonight, will try and sort out the jump routines as well as some more on enemy attacks.
Elvis Deane
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Posted: 5th Aug 2004 04:33
Good to hear you've solved most of the problems. I hope the models don't cause too many problems.

I modeled Donovan the other day, but haven't started texturing him yet. I think after today I'll be free for the next two or three days before I leave for a week in LA, so hopefully I can squeeze some time in to work on him.

--
Elvis Deane!
http://www.astoundingadventures.com
Mr Anderson
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Posted: 1st Sep 2004 08:07
Cool I'm looking forward to see your progress.

IDIC (Infinite Diversity Infinite Combinations)
Goldeneye Nemesis
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Posted: 4th Sep 2004 23:04
It's been such a long time, holidays time just got in the way, but I'm back now and I've got back to work. I've been concentrating on bug fixing, I have fixed the event handler now so that it works 100%, and I havent manage to brake it again yet.
I have also begun to write in the enemy attack routines. Then now home in and attack you when they are close enough. Its a bit amateurish at the moment but I'm gonna tighten it all up and make it work properly. I have to add tghe collision bits and pieces so they take damage off the player, but I'm getting there.
I thought I'd post a real treat today I'm gonna put the enemy AI code up in its current form for you all to have a look at. If any of you are any good at coding then please have a look 'cos I really need a hand, cos its hard work for me. Any recommendations or ideas are very much appreciated. Here we go:


I haven't even taken out all the obselete code so its a bit messy, I hope you can make some sense out of it. Ask all the questions you want, but please someone give me a few ideas

Also, I was wondering if anyone out there wanted to help me out with the sound effects. What we really need is a kind of catalogue of the effects that are needed, then they all need to be made/recorded out, and put into the game. If anyone is interested in helping with this then I would be over the moon

Also, I still need some help with levels. Even if its just concept drawings / ideas, anything is a big help. Let me know if you want the job.

Well I hope you like the code. I'm going to fix a few more bugs and play around with the AI. I'll also add the sounds I have to make things a little more professional. As soon as I'm happy with it then I'll release Build 10.

Thanks for sticking with me, I know I've neglected this project for too long.

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