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Work in Progress / Syndicate: Remastered, again!

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Wiggett
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Posted: 19th Dec 2004 10:25
G'day everyone, well i still dont have darkbasic btu i think i can scam my ma into getting it for me for xmas, but anyway at the moment i felt like doin a bit fo the old syndicate game cause i been playing anarchy online a lot, got me in the mood. Anyway I've done a few 3d models for stuff, and i'm putting together more and possibly building a city in sections. For the moment though i will mix these into hmm's iworld program (cause i like it ) and get you a few screens of what it can be like. if anyone can model people low poly but still good, whip up a model of the trenchcoat guy with teh funky hair. it has to be low poly cause i dont need to go crazy good with the graphics, even as low as the human that comes with the old dark basic pack, with teh blue track suit. ewwwww. but without further ado, here is a screen mixing the stuff i done so far.



Benjamin
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Posted: 19th Dec 2004 10:27
Nice models. Did you do the texturing yourself?

CURRENT PROJECT: Chaos Hizzle Demo
Wiggett
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Posted: 19th Dec 2004 11:01 Edited at: 19th Dec 2004 11:40
i did the gun textures and the subway textures, but the other textures are from a site, caus ei cant do metal textures good but seeing as im a comedy genius



for anyone who wants the texture for the billboard post and i will send it to you

a hard earned thirst needs a big cold soda, pirate soda, you can get it codin', you can get it loadin', you can get it milkin a cow*, matter of fact i got it now, soda, Pirate soda!



*Not the secret ingredient.

Emperor Baal
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Posted: 19th Dec 2004 22:14
Nice models, and nice textures from limefly

I use them too, great quality

Anyway, is your game 3D or 2D?

Wiggett
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Posted: 19th Dec 2004 23:50
oh yeah didnt even post that huh. yeah im plannin 3d, usin the i world thign to start, it will be an fps with rpg elements, like planetside has th increased damage etc but the aim is all up to you and how good with a mouse you are. btu will run through an rpg like health system, no magic, just computer use and weapons /fighting. i guess it's kinda like deus ex, but obviously not game of the year material. if anyone wants to help go ahead, cause all i can do atm is graphics and modelling, and i cant model humans for nuts so i'd liek someone to whip up a low poly trenchcoater. anyway more when i get it.

dj chainz
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Posted: 20th Dec 2004 01:24
Quote: "Anyway, is your game 3D or 2D?"


He makes 3D models, tells us about his 3D lvl editor, and you think it could be 2D???

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Wiggett
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Posted: 20th Dec 2004 08:43
syndicate was normally 2d, and i wouldnt mind soem 2d elements in it, like maybe a map that shows players but is basically a redo of the original 2d version, but thats a lot of stuffin round.

Ilya
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Posted: 20th Dec 2004 10:44
Will it be first or third person?

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"."
Wiggett
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Posted: 20th Dec 2004 11:47 Edited at: 20th Dec 2004 15:53
hopefuly a mix of both, i intend on adding multiplayer, beit a 4 player multiplayer game, so the character will always have a model, and just change hte position of the camera etc. i would also like to make it a mog, but that wil come way later and is just a fantasy atm



yes that is my rendition of the persuadatron, its the limited edition classic persuadeatron 2004! (anyone who has seen i-robot gets 2 cents if they spot the pun)

Wiggett
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Posted: 20th Dec 2004 14:39
ok im working on a first person view using the assault rifle, i even put shoddy arms onto it. i will give you a few screens, but can someone tell me the code needed to change the mouse from teh pointer to an image.

Wiggett
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Posted: 20th Dec 2004 15:46 Edited at: 20th Dec 2004 21:22
screenshot fo the model testing engine, so far i set the ambient light low, and thanks to dbpro for not allowing me to texture the backdrop, now i gotta come up with some crzy skysphere action. anyway i have a purpleish light in the building, it sets a nice purple colour on the walls, (yes i still spell it colour which gives me errors in dbpro), but how can i intensify the amount of light or give things a glow, liek say have a big test tube in the center glowing green, do i just make a model witha bright texture then set the light to green, cause i also want the light to reflect off the arm and gun, but is that possible in dbpro yet? has anyone worke don a big lighting thing that could give me a few pointers, or hell van b are youaround you are hell of smart



edit: i forgot to tell ya i ran the image through photoshop to dodge it and make the image brighter as it looke dhell fo dark on my monitor. but you can still tell the purple is there, i just want it brighter! and make it eminate from the roof inside and out, that would look cool.


edit: ok i will stop constant posting, and edit instead. anyway i did a few more things like add int eh bill board, cant seem to align the light to shine on it properly btu it doesnt really matter, itsnot the real engine. But anyway i also tried using a sprite as a hud, it worked once but cause i uploaded it into slot 1 the floor changed to the hud image, when i changed it it dissappeared and now i cant seem to get it back no matter what i code! someone check out teh code below and see what im doin wrong.

i have had it in several diff places to see if it was a position error, but nothing seems to work. anyway more comments on the work damnit, im paying attention to this 24/7 so everyone else can too



second breakfast, err i mean edit: Ok ok i had an idea, i wanna do a mission where you have to assasinate someone at a night club rave arty thing, and i was thinking it would be easy to cue up some music and set a timer to set different coloured lights to goon and off in a random pattern, this would give the effect of a niteclub thingy going, sorta give the atmosphere a boost. however i think there can only be 7 lights in dbpro, is this true? and if so whats the way around it?


third edit: Ok whipped up a niteclub model, tried it out in i-world even, quite nice, now all i need to do is add music and lighting. oh and cyber punks. an dhere is a syndicated model from i world with guns!


Shadow Robert
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Posted: 20th Dec 2004 22:03
Ya know, i kinda liked the other Syndicate Remastered you were working on. The 2D of it really appealed to me

Hope your not making this an FPS, cause that'd suck. The game was always fun to get in a car, run down some targets, get out and start blasting away at the civvies heh

I have the original version if you want it... it's in german, bought it in Game, but for some reason was german so odd! but I could upload it or something for ya. I'm sure it's abandonware by now.


Wiggett
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Posted: 20th Dec 2004 22:11
yeah i think its still runnin, just not in print. Anyway i tried the pc version, but it was too hard to run, i like the snes version. And as i said earlier i would liek to keep the 2d in some way, maybe by having a map switch to that runs the 2d iso sprites to show you where a target is etc. but this isn't exactly syndicate, im just gonna make an fps to get a base for a 3d syndicate game, but don't worry t wil still be shooting things in a reticule, aswell as travelling in cars along a set track I'm sure i love syndicate just as much as you do, which remind me, anyone with a copy of snes pal version of the game please tell me so i can buy it. also wanna see it iin awesomeness, check out hammish's public fps, i reworked the assualt gun and arms to fit instead of the p90, his game isnt out and already there is a mod for it

Shadow Robert
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Posted: 20th Dec 2004 22:14
PC Version works fine here, just needed VDM Sound for the sound to work correctly. Doesn't need to run in compatibility mode or anything, but as i said it's german; so the start sounds a little weird and all the buttons need some basic german to understand heh


Wiggett
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Posted: 20th Dec 2004 22:20
ok where is the holocaust key, oh yeah the windows symbol sorry lil pun there. nah i still prefer the snes version, more fun. But yeah it will basically be the same as the original, just with a first person viewpoint instead of the 2d isometric, but i'f im super good (or if someone super good can code it) you can switch between first person and 3rd person isometric. but someone is gona have to work that.

Van B
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Posted: 20th Dec 2004 22:27
Looking nice Rob, you've obviously been practising that modelling .

About lights...
Yup, you are limited by the number of lights you can have, but really you could use maybe 3 lights and just use particle effects for the lighting display, like a plain on each light with a flare texture that you'd fade in and out depending on the music - plus 3 hardware lights to light up everything nicely. I have an optimised foliage system that could be bent in a number of directions - for instance, if you used 50 lights over your level, it would be quite easy to use the 7 lights on the closest 7 light sources - you'd have to be sensible about how many lights you use over a small area though, things like lamp posts should really share 1 big light source over an area, but use particles for the light effect.
I'll take a look at the foliage code tonight, see if I can make a little lighting example for ya.

About the music...
If you know the BPM of the music then you could probably get something reasonable by pre-calculating the light show, but unfortunately you can't read the input or anything from an MP3. Using the bass.dll plugin, a soundtracker module, and DBPro - you could analyse the song replay to animate the lights accordingly.

About that matrix/gui bug...
Are you using UPDATE MATRIX 1? - I'm thinking maybe it's needing that to sort out it's texture source. Maybe try loading the gui image directly instead of GETing it. Your code looks like it should be working fine (bar the update matrix call).


Van-B


It's c**p being the only coder in the village.
Wiggett
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Posted: 20th Dec 2004 22:33
nah im not using update matrix, but i will get rid of the grab image thing, i just thought i would need it to use it as a sprite and not have it sitting int eh center of the screen. i will go over it tomorrow and get it up,but i wanna change the fps engine to use hammish's one, cause its super fast and if you check the sticky up the top i already put the arm assault model in it . Anyway yeah after a while i thought of particles beign used as the lighting, which is good cause i know nothing about how to code or do particle stuffs, but im sure i can get a good effect with them. Anyway yeah timign lights to the music aint hard, i already know enough about timing to music i could just trial and error it to get it in tune. And also to everyone here this will be open source etc so please feel free to hlep with anythin, seeing as im only on trial and prolly will be for a long time seeign as i didnt get that damn job, now i cnat get my guitar for christmas and im very sad for a joyous pirate
but i seem to be makign huge progress with my modelling, only took me like 5 mins to make the pistol, then an extra 5 mins for each weapon modifying it. good ole syndicate and its one object to show each gun anyway bed time now, unless i work out some funktastic new thing which i will post here.

Wiggett
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Posted: 21st Dec 2004 19:27
here come ssideshow mel, again here comes SIDEshow mel, SIDEshow mel. badabing badaboom learn from the pro's kid.


Major Payn
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Posted: 22nd Dec 2004 09:25
So your a syndicate fan eh? Well the Tapwave zodiac (www.tapwave.com) has an EMU for SNES games, and I now have Syndicate running on my zodiac, it is ok, but I don't know what to do.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Wiggett
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Posted: 22nd Dec 2004 12:03
pussy

Major Payn
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Posted: 22nd Dec 2004 12:44
Eh, I never played syndicate before, so I am really in the dark when playing it on my zodiac, I got to the second mission, but after that I was totally confused at how to do things, it is hard without a manual, turorial, or even a readme, Oh well, back to super mario kart.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Wiggett
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Posted: 22nd Dec 2004 13:46 Edited at: 22nd Dec 2004 14:45
lol who uses manuals anymore, anyway i think the third level you ned to equip a persuade atron and head to teh targets, make sure u hide your weapons or the cop bots wil shoot you, when you near the target, pul out the persuadeatron and walk up to them, they should buzz and turn blue then walk along casually and your target will change. you lose if you kill them, and you will no doubt lose if you dont stock a persuadeatron. its cool not to know cause when i first hired the game back those many year ago i knew nothing too, but god damn if i dont wanna go back to those days and replay syndicate on the snes in the under mezanine room of the warehouse. aww look now you made me cry. edit: just been playint eh game, that was the second elvel no the third, th third you gotta persuade a guy in the south east building, then kill everyone else, watchout though there are a few nasty syndicate rivals about, i lost my red guy to them which is ok for me cause i play green , but i think you need all 4 to survive if you wan to evacuate cause when i got to the evac point it sat there, and when i treid to press start it paused it and i cant seem to get unpaused anyway on my keyboard button combos are a + <- or -> switch between players, s + (upkey) is pickup object, s + (downkey) is drop current item, x is to shoot, and z is to get into cars. also on the green menu screen its d and c to move long the bottom parts, x to select something on the page, and enter to start the level. so i gotta start organizing how that works in my game, and theorize how the 4 player control will work in single player.


edit: OMG liksang have a snes controller port to usb, so you can play zsnes on your pc with a snes controller!!!!! holy crap tht is awesome, if only i didnt alreayd have the snes emulator of the xbox i would pay teh $20 usd

well i dl'ed zsnes and a few game sincludin syndicate, im gonan blurns core it to get some more motivation, anyone who wants a multiplayer game of it and has zsnes 1.36 add me to msn and we can organize a game.

Wiggett
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Posted: 22nd Dec 2004 19:02 Edited at: 22nd Dec 2004 19:08
ok i decided to stop beign such a pussy and try modelling a trenchcoater. here is the first bit of the model, teh trenchcoat with arms hands and a rifle

the texture looks good ont eh arms from first person view, but looks a lil like a potato sack outfit on the rest of the coat, so i might just make it a flat browny colour, maybe give it a half/toony/comic style look to the game models, not like xiii, but sorta utilize teh 2d graphics from the game, to make it sorta 3d pixelation style graphics, anyway it's easier to explain by showing you, which i will do when i finish and re texture the model. currently at 552 triangles

Emperor Baal
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Posted: 22nd Dec 2004 19:14 Edited at: 22nd Dec 2004 19:15
Nice... I hope your game is a lot more playable though. I still have the DOS version and it's a pain sometimes.

Don't know if you know this, but I couldnt this mission:
It was in the middle of the sea, and when I started, it took 10 seconds to get killed by hundreds of rockets. Ouch...

Even when I didnt move, or started shooting, those dudes attacked me.


I hope you dont turn it into a FPS.

Wiggett
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Posted: 22nd Dec 2004 20:16
the dudes will attack you if your gun is drawn, on zsnes its a and up arrow to hide the gun, this way cop robots dont shoot you either, and ffs why is everyone against an fps, im not makign it a halo or doom 3 style run n gun fps, its still the exact same game just in 3d, like syndicate wars except not as much of a let down. synd wars was ok btu too many glitches made it too hard to play, this one will have first person mode, and 3rd person isometric. the reason i want it so is because i intend on using the engine to make an rpg out of aswell, even mayhaps a mrpg. i also intend to make this for up to 4 players too, so anyone interested who know how to code multiplayer yell out, anyway here is an update on the player model, oh and van b thanks for the help on why the code wouldnt work, i got up and tried to open the file i saved it to, and the file was empty so it got rid of teh whole top screen shot. but ohwell when i find a better fps engine that i can understand i will whip it up.



I'm gonna work on the head next, all i did here was redo the texture in photoshop to make it look less textured, i kinda like the soft colour too. i also added a crotch and legs and closed the front of the coat up a lil more, and tucked in the back cause it looked like a renaissance dress. After i add the head i will transform the model into a few diff poses, i don't know how to animate the model in milkshape yet, btu i dont particularly want to add bones, cause i don't always get the result i want, but as long as it deforms the mesh teh way i want it to then its ok, otherwise im willing to go frame by frame animations

Wiggett
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Posted: 22nd Dec 2004 20:50
ok even better, here is the trenchcoater with textures from hmm's iworld that i converted to brown leather, sorry for using your texture's hmm, i hope you dont mind, if you do i can revert to my own but these just look nice


Wiggett
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Posted: 22nd Dec 2004 22:00
newest one, here it has a head, my god that has to be the worst head ever made, it took me ages experimenting with different geo's liek the sphere, untill i just extruded a box. taking so long to allign textures too, so i made the mask a separate object. well if anyone wants to, no let me rephrase, SOME ONE CHANGE THE HEAD PLEASE!



thats it for tonight, gotta run round tomorrow organizing some stuff. more news when it comes to hand

Benjamin
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Posted: 22nd Dec 2004 22:55
Well done with the trenchcoater, keep up the good work

CURRENT PROJECT: Chaos Hizzle Demo
Hamish McHaggis
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Posted: 22nd Dec 2004 23:21
I'll have a try at re-shaping the head if you want . I just feel like doing something different for a change.

Isn't it? Wasn't it? Marvellous!
Major Payn
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Posted: 23rd Dec 2004 01:45
I find the best way to make a head, is to use vertex modelling, extrusion is just not necessary, and will make your model look bad. So if your using Milkshape, go back and create the head using the vertex and face tool, it is so much easier, trust me.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
ReD_eYe
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Posted: 23rd Dec 2004 04:21
Very nice, was about to slag off your first trench coat attempt as it looked like a woman. But that last version looks like a real man... if real men wore trench coats that is.


Cubes with guns? Something isn't right...
Wiggett
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Posted: 23rd Dec 2004 16:10
lol thanks, yeah it did look womanly, so i remodled it and put int he new texture to fix it up. and if ya could hamish that'd be great, i can send you the ms3d file if ya want, or want me to put it to .x so you can use somethign else if possible, or i guess i can export it to watever other format mshape cna handle

Hamish McHaggis
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Posted: 23rd Dec 2004 17:20
Well, I don't have milkshape, only wings, so it'd have to be in .3ds, .obj or .ndo. Therefore, the model may get triangulated, so maybe you'll want to just take the reshaped head and graft it onto the main model, then most of the model will be as it was. I dunno, you don't have to send it to me at all if you think it's too much hassle .

Isn't it? Wasn't it? Marvellous!
EddieB
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Posted: 23rd Dec 2004 17:29 Edited at: 23rd Dec 2004 17:30
I only have 3DCanvas Pro Its a great program just hard to use
@Uberwiggett robx Nice models

@Hamish can you go on msn.

Can you wake up dead.....?
Wiggett
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Posted: 23rd Dec 2004 18:17
sure thing hammish, if you can model up a nice lookin head i can reshape it, i just cant make a head from nothing


MikeS
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Posted: 24th Dec 2004 00:51
Looking very nice Rob. You're on a roll with the media, and this will be a great looking (and playing ) game.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Wiggett
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Posted: 27th Dec 2004 17:39
ok just thought of a story base for my game. it come from a pretty awesome dream i had. read the code box for the story if you wanna spoil it.

edit: ok had to uplaod the text file cause the forusm seem to think there is swearing in it.


ok thats the history of the game, i will give you teh story that launches the game into what it is in a few minutes, let me recoup from switching between first and third person to writing styles such as screen play and novel

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Wiggett
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Posted: 27th Dec 2004 18:48 Edited at: 27th Dec 2004 19:10
and here is the gameplay description

and faction logos



interplanetary control commision

earth security corp


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Cliff 3degs network
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Posted: 27th Dec 2004 19:23
this starts to shape up now ubberwigget.
I loved syndicate.
bang bang crash big explosions.
Do you know you remind me of that pirate dude in dodge ball have you sean that movie?
have fun.

AMD ATHLON 1.8 XP WITH AN GEFORCE 4 TITANIUM 4600 (128 MB) AND 256 MB DDRAM (266).
Wiggett
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Posted: 4th Jan 2005 12:06
thanks for teh comments cliff, here is a lil test of the car model in a 3d rts test engine from neofish, i managed to get particles to explode when you click to move, but i cant get them to look like jets out the back of the object, anyone know what kind of code im looking at to make that happen? cause i suck at particles.



Mx5 kris
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Posted: 4th Jan 2005 12:46
basic code:



3d meets 2d
Wiggett
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Posted: 4th Jan 2005 13:00
almost good, but the car moves by right clicking a position on the ground, not by arrow keys. and im too lame to be able to transfer the code to work it. Also i have an idea, I need a world editing program to make cities etc like hmm's i world program, just without the 3rd person gta style game attached, just maybe a 1st person walkthrough mode instead.with an editor like that i ca make all my syndicate/pirates/samurai game worlds easy

Van B
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Posted: 4th Jan 2005 18:17 Edited at: 4th Jan 2005 18:21
That sounds a little weird Uber - like aim and right click to drive there?

I think a regimented traffic system would be cool - like laid out on a grid, the cars would sorta follow a rail, but be able to turn corners. I'm thinking that traffic AI is damn tricky, so limiting what the vehicles can do might be the safest option. With that though, you could choose to drive or not, the car could drive to a selected destination while you admire the scenery or take pot shots at speed cameras. With a neat system, you would'nt have to check collisions between cars or objects, they'd just follow the roads pac-man style. You could even go for a cheesy car voice like in Total Recall.

Particles - if you keep creating particles from the same point, and fade them out gradually - you end up with a trail when the object moves. If you want a smoke style effect, you should make the particles float up slowly, or just leave them stationary or with slight movement.


Van-B


It's c**p being the only coder in the village.
Wiggett
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Posted: 4th Jan 2005 18:40
Quote: "You could even go for a cheesy car voice like in Total Recall."


the door opened, you got in!

and yeah the problem with the particle effect i had was taht ther would be one explosion, then it would die and wouldnt keep going. Also this was jsut a nifty lil program to learn particles etc, its not what im using for teh game, i will keep the rail driving system/

soapyfish
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Posted: 7th Jan 2005 09:13
Looking good Uberwigget, here's hoping for plenty of un-nessecery (spelling?) mayhem.

Quote: "lol who uses manuals anymore"


Judging by my copy of HL2, you and valve are thinking along the same lines (for anyone that doesn't know, the HL2 manual consists of one scratty little piece of paper with the keyboard controls and installation help on it.)

Formely code2kill
Is it really that hard to check your spelling before clicking the Post Message button?
the play2kill fan club
Wiggett
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Posted: 7th Jan 2005 09:17
ye sbut unlike valve you guys can pirate my game all you want, cause i aint gonna make someone who payed for it sit for 3 hours using up all of australia's bandwidth trying to "validate" it.


Tapewormz
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Posted: 23rd Jan 2005 16:05
Make sure you include the Gauss gun! That gun gave me ultra wood! BLOW SH*T UP!

Wiggett
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Location: Australia
Posted: 23rd Jan 2005 21:11
well the project is on hold untill my pirate game gets mroe produced, im stil tossin up between first person squad based combat or isometric squad based. unles you wanna help code some test engines then i can bring up the models.

Tapewormz
22
Years of Service
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Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 24th Jan 2005 08:07 Edited at: 24th Jan 2005 08:10
You could always do a first person with four viewports, not unlike Hired Guns. Too bad the Hired Guns remake by Devils Thumb entertainment got scrapped. : / It was using the UT(first gen) engine and it looked pretty interesting.

The most effective use of this that I've seen was probably in Project Eden. That game was fantastic.

That would make the co-op part of the game that much more interesting.

Is your pirates game an adventure game like Monkey Island?

Wiggett
21
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Joined: 31st May 2003
Location: Australia
Posted: 24th Jan 2005 15:22
nah teh pirates game is a 3rd person platformer, with item collection and baddy killing and guitar soloing. also i think i will leave the squad command like the original syndicate, where you move all four or one single player, and you target one area and tehy all fire on it, but i may add in some sort of command and view system like in swat 3, i still think that's an awesome game for friendly ai, and i like their lil camera ports you can switch between.but in multiplayer i will have single person control. thats if i stay in first person mode, i reckon it can work, it's not gonan eb a quake 4 clone or whatever everyone seems to think, it's gonna be teh same game just a different view.

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