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Work in Progress / Screenies of my chibits alien breed like clone!

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Cliff 3degs network
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Posted: 1st Dec 2004 19:35 Edited at: 30th Dec 2004 21:23
<<<<< at the bottom of this page is there an even newer download link now with the new mines and turrets and stuff.>>>>

the game is really early so far and will be in an anime cartoon look but with some of the game play from the alien breed games.
and with grafix like paper mario you know flat 3d figures.
looks pretty cool already.
early ingame screenies.


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BatVink
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Posted: 1st Dec 2004 19:46
I like the style, looks good!

BatVink
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Cian Rice
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Posted: 1st Dec 2004 19:51
Looks awesome.

There is only one way to package shaolin: Shaolin Soccer...
Oneka
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Posted: 1st Dec 2004 20:49
Very nice good job on it so far


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Xander
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Posted: 1st Dec 2004 23:48
I first saw the pictures of the characters and sort of chuckled to myself, they were kind of funny. Then I saw the game screenshots and gasped in amazement.

It looks awesome, that is all I have to say.

Xander Moser - Bolt Software - Firewall
Cliff 3degs network
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Posted: 2nd Dec 2004 00:53
thanks everyone.
the gameplay so far will be something like this.
run around and shoot enemys in an maze like world rescueing civillians.
collect keys to unlock door all dors is locked from the start.
some keys will be hidden in secret rooms thats hidden behinde illusion walls and stuff like that.
once and a while will you meet an boss thats an mean bugger to fight.
the game will contain about 30 levels with the boss levels included.
as i am making the level editor really simple and fast to use.
and thanks again.

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Nicholas Thompson
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Posted: 2nd Dec 2004 00:56
That looks a sweet-ass game there!! Looks nice and professional too!

PiratSS
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Posted: 2nd Dec 2004 05:47
All I have to say is: 76 Polygon
Cliff 3degs network
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Posted: 2nd Dec 2004 06:39
Yaaaa everything in the game is built with plains thats why it is such a low pollygon rate.
iam mainly reusing the editor and the engine i wrote for my game cubel for this game.

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MikeS
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Posted: 2nd Dec 2004 06:51
That's an awesome job you're doing Cliff. Love the style, keep up the good work!



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Posted: 2nd Dec 2004 16:04
Agreed, Very well pulled togeather, it takes a genius to make thinks simple yet stylish. Not to mention fast on all computers.

Think what you like, you'll all be mine in the end.
Shadow Robert
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Posted: 2nd Dec 2004 17:16
although it looks great and everything..
what exactly does it have to do with Alienbreed?

I was it expecting lil MSN Style WeeMee Aliens ^_^


French gui
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Posted: 2nd Dec 2004 18:14
I'm agree that your project is very nice. Will you add some low frames animations of characters? (walking , firing ,dying in 3 or 4 frames like japanese cartoons in 80's...)

My English is not so good I'm just French
Cliff 3degs network
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Posted: 3rd Dec 2004 00:42
sorry raven but i planned it to be more like alien breed but it will probably not have much with that game in common more than to run around and shoot the crapp out of badslime balls.
Thats an good ide actually french gui i will trye that out and see how it looks.
thanks everyone for the input i will trye to put out an simple try out beta at the end of this weekend.
an very simple one like one level or something.

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Cliff 3degs network
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Posted: 8th Dec 2004 02:48 Edited at: 30th Dec 2004 21:24
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Posted: 8th Dec 2004 05:50 Edited at: 30th Dec 2004 21:25
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Vues3d on Kalimee
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Posted: 8th Dec 2004 17:53
Beautiful project & great artwork!!!

Guido
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Posted: 9th Dec 2004 00:28
thanks kalimee.
these screenies are really old actually i have support for decals now in the editor looks really cool.
ok now do i know why i cant get the download to function my web host is currently changing ther servers to new ones so 8i will not be able to acces or upload anything untill later this week but as soon as my web is working again so will i upload an screening beta an small one.

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Posted: 17th Dec 2004 07:05
Hi again i still have trouble with my web space provider but it dosent really matter as i can work more on the game before i make the small demo aviable.
but to keep you people intrested so did i attach an new screenie with this post.
the game now have an mini map energy gfx and bitmap fonts and numbers and a bunch of other stuff.
it because of the mini map the polygon count raised so much since last time.

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Cian Rice
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Posted: 17th Dec 2004 08:23
Nice huds!

Have a heart and join my message board.And now my messageboards work again!Woot!
Cliff 3degs network
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Posted: 25th Dec 2004 06:31 Edited at: 15th Feb 2005 06:45
Ok my web host still sucks so i got some space from my brother so download and let me know wath you think so far its only about 10% done.
so keep in mind this small level is there traps and stuff placed a little bit there and a little bit there that i use to playtest my engine code while developing the editor and game engine.
i yust wanted to show wath iam working on.
file size 2.9 mb
>>>>>>>>>>OLD DOWnLOAD THE NEW ONE IS ON NEXT PAGE<<<<<<<<<<<<<

http://www.okraft.nu/3d-egs/og_beta.zip
i included an screenie of the level editor to show how simple it is you actually can make large levels in an shoort time.

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Dot Merix
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Posted: 25th Dec 2004 08:56
Absolutely incredible, keep up the great work.. that was really fun!

One of the things which should be modified however... The enemies are able to go through show turning sharp blade things.. They should have to slide around it or something, just like your character.

Besides that, this looks great



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Cliff 3degs network
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Posted: 25th Dec 2004 18:18
Thanks merix.
I know about the enemys bad collission i have yust had so much to work on the other parts and my girl friend dont think its yust as much fun as my self when iam coding in dbp.
there is alot of problems with dbp and collision so i will se if i will do some kind of detection so that they backs off or something
when they are close to the blades.
and the electricity will be walk through later that you only will lose energy but can walk through them.
iam currently working on some kind of mine that is hidden and only shows up when you are close and starts to count down and explode.
and some kind of mounted guns that will shoot in certain directions that you will have to time your movement to get thru like in the megaman games.
there is yust so much left to do but thanks merix you seam to be the only one wanting to trye it out?

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Cliff 3degs network
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Posted: 27th Dec 2004 06:15
Hmmmm this is strange only merix out of 40 to 50 downloads have wrote any coments on my work so far did you others think it sucked that much?
Yust wondering ?

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Dot Merix
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Posted: 27th Dec 2004 14:20
I'm sure they thought it was really cool looking too... Dont see how they couldnt.



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Posted: 27th Dec 2004 19:29 Edited at: 29th Dec 2004 06:06
Hmm thanks merix.
i updated the code today so know do you not get stuck in the electricity but can walk thru it but will loose energy.
And replaced the text saying that you neaded an key to an image instead that i place at the screen position of the door.
works alot better then the text.
And when you are close to the civillians now so do they call help after you so that you will rescue them.
All the enemys have perfect sliding collision now.
There now is gun turrets that get activated when the player is close and starts to shoot after the player.
You can see wath i mean at the compressed jpg attached.

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Dot Merix
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Posted: 28th Dec 2004 04:12
Neat



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Posted: 30th Dec 2004 09:18 Edited at: 30th Dec 2004 09:21
<<<<<<<<<Just time for an tiny update for the ones intrested.>>>>>>
i now have these dangers for the player.
standard soldier.
There now is gun turrets that get activated when the player is close and starts to shoot after the player.
hiden mines that appear and starts to count down with counter sounds and explode if you step on them or get really close.
oh and bye the way the turrets can be placed on the walls to.
the same old spinning blades as before.
And when you are close to the civillians now so do they call help after you so that you will rescue them.
All the enemys have perfect sliding collision now.
I dont know if i have forgotten something as the time is over 2 in the morning here now.ZZZZZZZZZZZZZzzzzz
Goodnight peeps
i will trye to upload an new cool demo in the weekend with all the new stuff.
......edited...........
ohh sorry almost forgot the dangerous electricity is there still to.

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Posted: 30th Dec 2004 21:29 Edited at: 15th Feb 2005 06:43
Ok here is the new beta preview of the game but remeber this map is crapp i only use it to test all the stuff that i am working on.
let me know wath you think of the mines and the turrets and the rest.
please give me input iam neading it iam desperate.......aaaahhhhhh
the file size is about 3 mb
>>>>>>>>>>OLD DOWnLOAD THE NEW ONE IS ON NEXT PAGE<<<<<<<<<<<<<
http://www.okraft.nu/3d-egs/ogV0,1.zip

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Vues3d on Kalimee
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Posted: 30th Dec 2004 22:12
Hi!
I just get the demo version of the level & played with it.
I really loved it... I just find funny the 2d in 3d world... I think this is a beautiful idea & love the way the game looks like...

(Was just disappointed because i cannot discover the rest of the game!)

what to say else... I'm trying to find something "bad" to say or discover bugs... but... I really didn't see anything... So now I'm waiting for more...

Guido
http://www.vues3d.com
The Nerd
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Posted: 30th Dec 2004 22:54
YAY this game is really cool!!!!

Im really looking forward to a new demo (And the full version).
This demo just leave me wanting more!

Good work and keep it up!

The Nerd


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Cian Rice
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Posted: 30th Dec 2004 23:04
It was incredible.

Have a heart and join my message board.And now my messageboards work again!Woot!
Cliff 3degs network
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Posted: 30th Dec 2004 23:15
ohh stop it you all make me so red in my face............

I love it when others like wath i put my hard working time on.
i will trye to put up an better demo soon for you guys to fool around with.
and thanks i neaded some more motivation to keep on going.

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pizzaman
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Posted: 31st Dec 2004 11:09
hi

I really enjoyed playing that. Keep up the good work.

Just a few suggestions-
1. I think you should be able to kill the civillians, and the enemies too.
2. Maybe put an extra second (or 2) on the hidden mines timer, so it is possible to escape the blast radius.
3. Extra guns, but I'm sure you were going to do that.

O one more thing, I could see the outline of most of the characters planes (or plain in DBP), I've attached a screenshot of this.

pizzaman

My Specs are:
Processor = Intel Pent 4 1.5 GHz
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Dot Merix
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Posted: 31st Dec 2004 11:21
Really good work.. I did find a bug however..

The first one is, you can use up-left, up-right, down-left.. but down-right doesnt seem to be working(i dont know if that's the proper order, but one of those combinations do not work).



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Posted: 31st Dec 2004 19:23 Edited at: 31st Dec 2004 19:27
hi pizzaman
1:you can kill the enemys they nead 5 hits to die.
i have bin thinking about the civillians being able to take hits but i dont know about that yet.
2:it is possible but i was thinking of making the blast radius smaller instead as its thight on the corners there.
3:i dont know yet are working on that part how the weapon will be.
and sorry but the lines are yust your grafix card sorry cant do much for that i belive.
you are the only one reporting this and the first to show me that it happens i will trye to solve it somehow.
But i started to think about one thing as do you have force mip map on in the driver for your grafix card as iam forced to in the current version of dbp to shut down mip map on the plains with alot of transparency?
so if you have the gfx driver set to force mip map so will it do this even if i have mip map off in my game.
so yet again thanks pizzaman.

thanks merix iam going to check that out iam still reworking the controls.
there is something wrong when you reverse backwards.
thanks again merix.

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Cliff 3degs network
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Posted: 31st Dec 2004 20:02 Edited at: 31st Dec 2004 20:08
ok fixed the mines for pizzaman now.
the distance is now 152 instead of 160 will make it a bit easier to get away from the mines now.
merix i fixed the problem with the controls now.
but sadly i cant upload it now as iam on my way to the new years eve party so see ya next year and an happy new year to ya all.

o and bye the way pizzaman i recomend that you shift to xp it rocks when you accept it.
i was really against xp in the beginning but now i love it.

o and sorry to the whole tgc team for my bad temper when i got such an low placing in the competition iam yust an bad looser.
cubel was actually an crappy game after testing it now.
but its hard to say bad words about your own baby.

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TEH_CODERER
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Posted: 1st Jan 2005 05:40
This may have been mentioned but 'Object does not exist at line 276'. Also, the game minimized itself and I had to click it again and then it crashed with that message.

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pizzaman
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Posted: 1st Jan 2005 23:02 Edited at: 1st Jan 2005 23:03
Quote: "1. I think you should be able to kill the civillians, and the enemies too."


Looking back at that I realise how stupid that sounds (I was tired when I wrote it). What I meant to say was the enemies fire should be able to kill the civillians along with yours, but don't make the enemies on purpose kill the civillians.

Thanx about the mines.

I would love XP but it costs quite a bit, and I wouldn't upgrade this crappy computer anyways.
Steve Fash
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Posted: 2nd Jan 2005 03:30
Great little game so far, although for some reason the main character had a small black line above the top of his head on some occasions ?
However it was still fun and very N64ish

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Posted: 2nd Jan 2005 20:40
andrew:
That is yust weird as i run the game in full screen and the object you are talking about is the player object.
does it do this for you all the time?
wath are your specs for your machine?
fash:
yes i know fash pizzaman had the same problem.
I belive it somekind of problem with the gfx card and not the code it self.
i have no mip map on the tiles with alot of transparency becuse if you have mip map on them so do you get these lines do you have force mip map on in you driver for the gfx card?
pizzaman.
thats ok i will see wath to do about that haven decided yet.
yes xp is expensive i had me for an long time untill i upgraded.

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Cliff 3degs network
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Posted: 2nd Jan 2005 21:08
Ok have now fixed the lines on top of the tiles like players and enemys.
yust added 2 pixels in the bottom with the ransprency colour.
this is something i noticed when making cubel that dbp copies the whole bottom row of your image to the top when using them as transparency objects.
so now will it not matter if you have force mip map or not activated.
thanks everybody again.

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TEH_CODERER
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Posted: 2nd Jan 2005 22:44
AMD Athlon XP2400
Radeon 9600 Pro
512Mb RAM

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Cliff 3degs network
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Posted: 2nd Jan 2005 22:52
i nead to know if there is anyone else having problem with the game so far?
as sadly andrew you are the only one getting this problem with it minimizing it self?
the other one is some kind of bugg in dbp i belive as i had the also in other programs if you have minimised it and then activating them again that objects dont exist.
yust another question do you have any kind of virus protection firewall or anything like that activ in the background.
they mess up alot in the background.

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Posted: 3rd Jan 2005 23:32
yust wanted to show an new enemy an floating droid.
let me know wath you think of it.

AMD ATHLON 1.8 XP WITH AN GEFORCE 4 TITANIUM 4600 (128 MB) AND 256 MB DDRAM (266).

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Dot Merix
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Posted: 31st Jan 2005 04:45
Is this still being worked on?



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Posted: 31st Jan 2005 05:14
yes this is still being worked on i yust made the tetris game to calm my brother he bugged me alot about making an tetris game.
and thanks to santa so could we make an fairly quickly to.
santa and we are probably going to work together on an new puzzle game he is currently working on.
our team is yust going to help out on some of the grafix and sounds for santas game if it all works out.
the progress goes slowly right now are currently working on the code so that its easier to implent more enemies and stuff with not to much hassle.
if you want to so can i trye to put up an new and latest beta on saturday next week (5 february).
nice to see people still intrested in my little project.

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Posted: 4th Feb 2005 01:17 Edited at: 4th Feb 2005 01:19
yust an little teaser image here to show of the weapon mode selection hud.
as long as you have wepon power so can you choose freely wath mode to use.
single = single shoot uses no weapon power
these three uses weapon power rapid the most.
twin = double fire
triple = triple fire
rapid = single with the speed of an gantlin gun and that is fast.

there is also going to be shields and missiles and grenades.
but this is enough for now i will still upload an beta test this weekend enyoje.

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Posted: 5th Feb 2005 19:02
ok first yust have t say i love jopie dopie i found your sliding collision thread i have bin trying to do something like this for an long time.
http://forum.thegamecreators.com/?m=forum_view&t=39863&b=7
and one more thing because i yust implented this collision so will i have to rewrite alot of the code so the demo will be delayed a bit more.

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TEH_CODERER
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Posted: 6th Feb 2005 00:28
Yeah! It worked this time!
Very nice!

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