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Work in Progress / Coming Soon: Attack of the Clobs--- the newer generation

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The crazy
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Posted: 15th Sep 2006 04:36 Edited at: 21st Sep 2006 02:47
Yall may remember my old game, Attack of the Clobs. Well, I've started it up again. Totally re-written. I don't even know if it's going to end up being the same name. The gameplay now is not limited to 4 ways of movement. (see old wip if you dont udnerstand) Basically you are 4 different characters. Doomasaur, Raptob, Roxxor, and Girramel. Each have different powers that you must exploit to solve various puzzles. The powers are as follows:

Doomasaur:
Can walk through fire without dying
Can drive vehicles

Raptob:
Can jump higher than the others
Glides

Roxxor:
Can break rocks
Can move blocks
Collects clob-bombs

Girramel:
Gets points by staying inside the 'hill'

Hopefully the game will end up being fun and balanced. I've spent a lot of time thinking 'what would I like to play' but we'll see...

: What's done
: Working on
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Physics and collision
Switching characters finally works
Doomy can enter and exit ghost
Hill coding and scoring is done
Particles I'm finally somewhat happy with
Finished recording voices for characters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cinematics
Menu
HUD
Ghost slowing down before stopping
Blocks and clob-bomb system
Shadows
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I am having troubles with hud. If anyone can point me in a direction where I can learn I'd be grateful


Doomasaur, Roxxor, Girramel, and Raptob pose for the camera Note: Textures are only finished for Doomy and Girry.


Girramel making points in the hill. Hill Controlled!


Doomasaur next to his lightning paint job ghost. Yeah, like in halo Which by the way he can actually enter and exit


Just another view of the ghost...


Doomy chillaxin' in his ghost, blastin some tunez...


Raptob lookin' down on the action. Or lack thereof at this point


A zoomed out view of the entire level. I wish I coulda made the grass smaller...


A bunch of monsters just having an afternoon picnic


Profit
18
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Posted: 15th Sep 2006 04:58 Edited at: 15th Sep 2006 05:20
You're hilarious!

common people are walking in line.

Mitsu Fly Ride.
Jrock
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Posted: 15th Sep 2006 04:59
Not quite ready for a WIP.

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RUCCUS
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Posted: 15th Sep 2006 05:00
Im guessing this is an attempt to see if Phil will lock the thread, and like I already pointed out Crazy, there's a good chance this will get locked since you havent developed enough trust/seniority around here for people to trust you'll finish it. So even if this does get locked, it doesnt prove anything.

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The crazy
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Posted: 15th Sep 2006 05:02
I've already made a legit wip. if people want to see they can look it up. and no i dont intend to see if he'll lock it. just announcing it

Uncle Sam
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Posted: 15th Sep 2006 05:03
Sweet!

Uncle Sam
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Aaron Miller
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Playing: osu!
Crazy Ninja
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Posted: 15th Sep 2006 12:49
awesome man. hope to see this finished. keep it up and have some coffee!

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The crazy
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Posted: 15th Sep 2006 17:10
Yeah this time I've got some RL friends helping me out as well. Sure, I'll be doing most of the work but still

Megaton Cat
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Posted: 15th Sep 2006 21:46
I'll set my calendar to this baby.

Uncle Sam
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Posted: 16th Sep 2006 01:37
Can I beta test it?

Uncle Sam
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Aaron Miller
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Posted: 16th Sep 2006 01:41
The crazy
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Posted: 17th Sep 2006 22:41
Yeah I guess you can beta test it when it's ready I've got a lot of people testing it for me. I'm having tons of little problems that can be fixed easily, but it's just dumb programming Well, I didn't want to say anything quite yet, but this game is totally different from the old version. This one's not limited to left and right like a traditional platformer kind of like I was doing. You get to switch between characters kind of like dumbo and cool. I've got like 4 chars going right now. Doomasaur, Girramel, Raptob, and another I don't have a name for. I keep doing dumb things like typing one number wrong and it messes up a whole string of commands ect. But my testers and I are catching 'em. It's really fun because, not being a programmer, it's confusing but it seems my c++ class is helping me understand dbp a lot more and fixing problems is actually fun

dab
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Posted: 18th Sep 2006 05:58
http://forum.thegamecreators.com/?m=forum_view&t=81615&b=8

For those who don't want to use the "NEW" searching features....

Your mom has been erased by a mod from you telling too many "your mom" jokes.
The crazy
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Posted: 18th Sep 2006 06:22
thanks dabip

Diggsey
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Posted: 19th Sep 2006 21:27
Haven't posted in a while, but I remember the old thread I'm looking forward to when this is finished, and those clobs are soooo cute!

The crazy
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Posted: 20th Sep 2006 00:51
Well, as I said it's really different. I don't want to say anything yet. I've been coding a lot these past 3 days. It's definitely gonna be pretty fun I hope.

Bizar Guy
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Posted: 20th Sep 2006 03:36
Yar, t'would sooth me heart if I twer see a screenie of the new clobs. But I shant push ye, as ye know better than I when ye shall be ready.

The crazy
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Posted: 20th Sep 2006 05:00
Arrrrrr! Avast ye matey! Screens guaranteed tommorrow! Yar! I have c++ class tommorrow so arrrr! I can slack off and secretly program in db on my laptob!

Bizar Guy
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Posted: 20th Sep 2006 05:11
Quote: "Arrrrrr! Avast ye matey! Screens guaranteed tommorrow! Yar! I have c++ class tommorrow so arrrr! I can slack off and secretly program in db on my laptob!"

Arr! A man after me own heart!

The crazy
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Posted: 21st Sep 2006 02:54
Updated- Check out the first post

Note: I'd like to thank the OMMORPG for the trees and grass. Without them I would have never learned transparency and stuff.

Also Note: I know the ghost is copyrighted or whatever but I'm not selling this game. Just making it for fun so please nobody be anal about it.

Sixty Squares
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Posted: 21st Sep 2006 03:01 Edited at: 21st Sep 2006 03:02
WOAH! Looks amazing dude keep it up. Just the objects could use a little more lighting... They look a bit dark. Oh, and do you mind sharing how you did the fire? I simply love it and I am obsessed with fire lol.

P.S. Nice models!

Ummm...
The crazy
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Posted: 21st Sep 2006 03:26 Edited at: 21st Sep 2006 03:31
As for looking like fire, it doesnt look real imo. It works for me though. If it were a realistic game, I dont know if this fire would fit in...



The image I used was just black, then added some fire-ish blob stuff.

As for the models being dark, I've always had that problem. Frankly I don't know how to fix it All the lights are really weird-ed up and everything turns white when I change the ambient level. So we'll see

Image All
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Posted: 21st Sep 2006 05:10 Edited at: 21st Sep 2006 05:10
yay

I usually set up integer variables for all of my objects, unless they're generated ingame or need to be looped through (like enemies). So for the player I usually have a Plr integer variable set to 2 (cause the world is 1). That way I don't have any problems with object numbers being wrong.

FunkyStickmen: Battle of the Races (1%)
The crazy
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Posted: 21st Sep 2006 05:14
lol No I mean typos

Crazy Ninja
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Posted: 21st Sep 2006 14:48
Wayhay! Nice screenies! What do you mean by the hill though? Or is that top secret still?

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The crazy
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Posted: 21st Sep 2006 16:41
Nah I reckon I can tell ya It's kind of like in halo. You know how you have to control the hill? Well it's kind of like that and the hill moves. So all the time you're trying to solve puzzles and stuff you might hear 'the hill has been repositioned' and you gotta switch real quick to the giraffe and get him back in. It'll be hectic but I'm hoping it's more fun than difficult.

treborguy
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Posted: 21st Sep 2006 20:52
nice start crazy, the ground texture should be a lot smaller though, and roxxor should maybe be a bit bigger than the others. he doesn't look all that powerful atm lol.

Brains are for idiots.
Slayer93
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Posted: 22nd Sep 2006 01:07
Quote: "Note: I'd like to thank the OMMORPG for the trees and grass. Without them I would have never learned transparency and stuff."


See we can be useful

Nice job The Crazy

Naruto is the ninja...not really

Sixty Squares
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Posted: 22nd Sep 2006 04:16 Edited at: 22nd Sep 2006 04:25
@The Crazy:
Oh that's how you did the fire? Thanks. Oh, and as for the dark models does FADE OBJECT help? Oh, and I had some fun with your particles code...(see snippet on fade object below (with particle fun) )



Ummm...
Bizar Guy
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Posted: 22nd Sep 2006 15:53
Wow! This is definitely different than what I remember. Looks good. I'll definitly be following this!

And I completely agree about your ground texture needing to be scaled more.

Gamedesign er20
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Posted: 22nd Sep 2006 19:02
Great looking game, I don't mind the Ghost, but you should be carefull when posting screenshots of it, but the rate it's been going I doubt anyone will have a problem.

Cocacola and Pepsi aren't that differnt. Deal with it.
The crazy
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Posted: 29th Oct 2006 18:09
Hey guys, sorry for the huge bump, but I've started working on this game again. What really put me off is the fact that I can't animate the models anymore because of weird exporting problems. But I finally decided to just finish it without having them walk and stuff. I don't like it but oh well. I've cleaned up a lot of the code last night and I've added a ui in the top left corner. Also, I've been working on a menu and stuff so hopefully I'll be able to finish this Here's a screen...

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Crazy Ninja
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Posted: 30th Oct 2006 07:02
Woot!! Its back! Hooray!!

I wish i could help you with your animation problem though. That really stinks.

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The crazy
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Posted: 30th Oct 2006 08:00 Edited at: 30th Oct 2006 08:00
Yeah it really bombs. I think I'ma write it so like they're plastic toys come to life but dont move for some reason, you know just something stupid to make an excuse

zzz
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Posted: 30th Oct 2006 11:35
Lookin´ good anyway crazy.
You could put all of the creatures in small cars, then you would only have to animate the car wheels with a rotation command. Wierd idea, but it could be fun.

Crazy Ninja
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Posted: 30th Oct 2006 13:00
or you could put them on motor powered unicycles.

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The crazy
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Posted: 30th Oct 2006 15:37
Hm... not bad ideas. Though I'd think it to be a bit strange for Doomasaur to drive his car or unicycle into the ghost But seriously that's not a bad idea...

Gamedesign er20
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Posted: 30th Oct 2006 23:24
Quote: "Hm... not bad ideas. Though I'd think it to be a bit strange for Doomasaur to drive his car or unicycle into the ghost But seriously that's not a bad idea..."

He could teleport out of the car and into the ghost

Cocacola and Pepsi aren't that differnt. Deal with it.
Crazy Ninja
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Posted: 30th Oct 2006 23:57
you could make the unicycle a separate limb and when he gets into the ghost just hide it. Hmmm... or if i get milkshape for my birthday(in like two weeks) and i can get a handle on the animation system quick like than I might be able to help you if you'd like.

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Keemo1000
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Posted: 31st Oct 2006 00:04
you need to work on the hills, they look rather boxish


http://forum.thegamecreators.com/?m=forum_view&t=82195&b=8
Xenocythe
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Posted: 31st Oct 2006 00:16
looks pretty dang good, great work. But, I have one solution for your big grass (If its a seperate object)

You can use 'Scale Object Texture'. If its not one pobject, you could always just scale it to half size, duplicate and adjust to make it smaller


The crazy
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Posted: 31st Oct 2006 02:47 Edited at: 31st Oct 2006 02:51
Quote: "He could teleport out of the car and into the ghost"


Whatever works

Quote: "Hmmm... or if i get milkshape for my birthday(in like two weeks) and i can get a handle on the animation system quick like than I might be able to help you if you'd like."


Thanks for the offer but the models are already animated (except for the rock monster) but the only problem is exporting them straight from maya like I've always done. Whenever my maya 8 comes in. I paid for it already... i think (shipping problems and whatnot)

[EDIT] Hey, send me your email...

Quote: "you need to work on the hills, they look rather boxish"


boxish indeed

Quote: "You can use 'Scale Object Texture'. If its not one pobject, you could always just scale it to half size, duplicate and adjust to make it smaller "


well, it's one big object but the texture is in photoshop. The thing is, I put the resolution to 1024 and when it gets streched that big it's blurry. I'm afraid to up the resolution because of load time and everything. I try to be very conservative when it comes to games. (completely opposite to my animations )

bosskeith
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Posted: 31st Oct 2006 16:34
try .png for your texture and turn off mipmapping both of these will reduce your load times.

Blaine damage
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Posted: 27th Jan 2007 22:41
WOOT Im really looking foward to it

Ok ya u know what, NO!
The crazy
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Posted: 28th Jan 2007 21:02
Wow, talk about bump! Haha I've put this project away and been doing a lot of video editing lately. In fact, the game I'm working on and off on is going to be entered in a science fair in the programming competition. I might post a new work in progress later...

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