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Work in Progress / FPS MapMaker (5 screens) and The Brainless Game

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Mitchell
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Location: The Netherlands
Posted: 13th Nov 2004 21:35
Hello,
I've been working on a mapmaker, for a FPS game I was making with Jopie Dopie (canned now, too bad) This was the level editor I wasa working on, for which Jopie Programmed the saving/loading functions. This projects was coming along pretty well, until we ran into a problem called AI It used to go by the name Pax (latin for peace)

Here's some screens:










Now this is canned, I started a platform game, for which I might use this editor aswell. Obviously, I'd have to change alot of it, but the same technique is usable for alot of game types.

This platformer will be seen from a high camera pointing down, and not rotating. It'll be cartoony style and simple to play, yet (hopefully ) fun and challenging. In this game called: Brainless, you play a guy, whose brain was stolen by an evil maniac, who wants to put it in a machine and use it to destroy the world somehow. (storyline needs work ) You run around with no brain, trying to get it back. Here's some early models I did for the game. Engine 30% completed.



that's all, love you guys, c&c etc.. welcome

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Antdizzle
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Location: Las Vegas
Posted: 13th Nov 2004 21:37
The map editor looks great and I like the model of the brainless guy.
Mitchell
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Posted: 14th Nov 2004 00:11
thanks I just animated the guy

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
David T
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Posted: 14th Nov 2004 05:15
The levels look very very nice - I like the graphical style, hides the tiles well.

Quote: "It used to go by the name Pax (latin for peace)"


I once composed a peace going by the same name

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Mitchell
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Posted: 14th Nov 2004 05:21
Quote: "I once composed a peace going by the same name"


You mean a music? can I hear it?

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
MikeS
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Posted: 14th Nov 2004 05:22
Wow, that's looking excellent. Very very sharp!



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Turoid
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Posted: 14th Nov 2004 05:35
Quote: "until we ran into a problem called AI"


yup that's right..

I made a waypoint editor for the AI, we didn't knew how to combine the waypoint style movement of the AI to free movement ( chasing the player, or attack) click the download button for some screenies

need help with programming?
Add me to your msn

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Mitchell
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Posted: 14th Nov 2004 11:11
... and we were lazy

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Zero Blitzt
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Posted: 14th Nov 2004 11:31
Thats very nice. We may need your help, my team is currently making an FPS. No details yet...


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Kohaku
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Posted: 14th Nov 2004 12:01
It does look quite neat.

You are not alone.
Mitchell
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Posted: 14th Nov 2004 20:00
Quote: "Thats very nice. We may need your help, my team is currently making an FPS. No details yet..."


thanks, but I'm gonne have my hands full on 2 other projects at the moment.

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
David T
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Posted: 14th Nov 2004 20:22
Quote: "You mean a music? can I hear it? "


I did it ages ago, for flute, its only on manuscript

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Mitchell
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Posted: 15th Nov 2004 02:30
oh. Never mind then

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Mitchell
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Posted: 15th Nov 2004 05:44 Edited at: 15th Nov 2004 05:45


I've put some things together to make the engine. Coming along nicely, but it needs alot of work. I've learned the last few years, both by playing and making games, that a 3d platformer can only be good, when the control is good. Control's the thing that makes games like Mario 64 and Ratchet 'n Clack good. Control's what can make games boring too. So that's something I'm planning on putting alot of time in. Not to make it complicated, for it'll be very simple. Just want to perfectionize that simplism.

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Nicholas Thompson
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Posted: 15th Nov 2004 05:59
How does your control work? I've always thought the method of:
"left/right" = turn & "up/down" = move
Works well.. Also works nice if the left/right is accelerated to a max rotational speed. So instead of turning at full speed when you hit left, it fades in and gradually increases (over say 0.25 seconds) to a max rotational speed. This also has the advantage of accurate turning as the user can "PWM (Pulse Width Modulate)" the turning... Ie keep hitting the left button to turn slowly

Ilya
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Posted: 15th Nov 2004 07:39
The arrowkeys should move you in the direction they point, otherwize, you'll spend too much time rotating.

Space should make you jump, and when combined with the keys jump in a direction.

Moving diagonal probably shouldn't be possible scince it's easier not to, and, if you allowed it, levels would probably take advantage of it and make themselves harder to move through.

Quote: "I've seen the word programming and I'm not sure what it means. Anybody please explain?"


Quote: "We shouldn't sacrifice the truth to preserve "balance"."
Nicholas Thompson
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Posted: 15th Nov 2004 09:02
Ilya, your method works great for static camera.. I dunno what he wants. The advantage of mine is camera angle doesn't matter as you move in the direction you face...

I hated it in some games (Like Crash Bandicoot, etc) where the camera angle changes and screws the controls around!!

Mitchell
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Posted: 15th Nov 2004 23:39
nah, I have a static camera. And I do use the methot Ilya said, though diagonal movement is possible. This is easier for walking over small and turney bridges n stuff. I'll finish the engine, and then release a playtest

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Nicholas Thompson
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Posted: 15th Nov 2004 23:53
Yeah like I said.. for fixed camera its great.. But it becomes a hoare for the user if the camera angle keeps moving when it has to avoid trees, etc beaucse then the relative directional movements get changed.

Just my opinion..

Mitchell
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Posted: 16th Nov 2004 02:46
Yeah, though I did make an engine some time ago, that allowed camera rotation around the player, with the mouse, and then 8 dir movement, accoarding to the current camera angle. Worked quite nice

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Nicholas Thompson
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Posted: 16th Nov 2004 04:35
Thats quite easy.. You just set up/down to move in the X and Left/Right to move in the Z..

I was saying the method that does movement relative to camera angle's kill my inner child

Mitchell
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Posted: 16th Nov 2004 06:17
I just said I made one of those too. Dunno if I'll use it, for I like the game's simplism so far.

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto

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