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Subject: Doogle2
danjo
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15 years ago Posted on: 27 / Oct / 2004
I have now managed to do the level load ok, blocks will drop (BIG YAY)
badnews is that the music playing was causing a crash, so i have removed it for now until i can find out why.
i modelled up a ranloph, - VERY unsure whether to include him
 
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danjo
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15 years ago Posted on: 11 / Nov / 2004
fooled around with game a little more..

added skn's 3rd person perspective.
changed drop blocks to new meshes
added randolph - also still animation (slow breath)
Click to open image in new window
 
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danjo
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15 years ago Posted on: 13 / Nov / 2004
added a new veiw to play.. you can switch from 1 to the other.
redid and textured the teleporters. they are done now.
also added animating flame to randolph's torch. i'd love to add shadows.. but hey - im only a noob!
Click to open image in new window
my next move is to animate randolph walking - he already breaths as he stands there.
 
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danjo
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15 years ago Posted on: 14 / Nov / 2004
removed some particles.. man is fully animated now, so he walks nicely. the water now raises and will drown randolph if he cant do level in time. also the water is transparent, and you can see down into the level.
worked on lots more graphic improvements. also had to alter the rocks im using to a more low poly rock.
 
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skn3
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15 years ago Posted on: 14 / Nov / 2004
Danjo I'll get the link for you, I think you should modify that water a bit. It doesn't fit the rest of hte stuff in teh scene.

http://www.blitzbasic.com/codearcs/codearcs.php?code=1167

Study this bit of code, you could use it to make some really nice reflective water. You would need to maybe make a predefined animated water model or something. I could do you one in 3dsmax using one of the modifiers if you needed.

Check it out though .
 
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skn3
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15 years ago Posted on: 14 / Nov / 2004
Oh and ahdows...

http://www.blitzbasic.com/logs/userlog.php?user=963

This is widely known as the best shadow system for ease of use, in blitz. it costs though (not too much)
 
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skn3
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15 years ago Posted on: 15 / Nov / 2004
http://www.acoders.com/members/skn3/junk/3d%20water2.rar

Check this out, I just whipped it together. Might give you some ideas
 
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danjo
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15 years ago Posted on: 15 / Nov / 2004
yes- i looked at the shadow system yesterday.

Click to open image in new window

this is the latest screenshot.
when you run over the blocks, you can see them sink to the bottom

ideas im toying with at the moment are:
a map type system for navigating through the levels
a modelled room rather than "box" for each level
(obviously the shadow system- if i choose to fork out US$20)
a simpler type of particle system
 
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danjo
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15 years ago Posted on: 15 / Nov / 2004
i took a look at that code. i see what you're doing there. it looks nice. i may have a play around, but not guarantee much, as it takes me a "lot" or fighting with code before the penny drops.
also there is a zoom feature as well with the outer view... heres randolph in action
Click to open image in new window
 
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mitch
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15 years ago Posted on: 15 / Nov / 2004
Game looks nice, but I dont like the Sir Randolf model. You should either make the model more cartoony, or the texture more realistic IMHO
 
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danjo
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15 years ago Posted on: 15 / Nov / 2004
im not changing the model. - go %$#@ yourself mitch (readinto that - im not a professional modeller)

for somereason l lost my rocks model, and had another one sitting there - i i had to swap it again!!! - well, the newer one is less polys, so it helps, since the shadows are now starting to go in, and they do hit the system a bit...

Click to open image in new window
 
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15 years ago Posted on: 16 / Nov / 2004
I like the water and shadow effects, but I do think that the Doogleberry model could use some improvement.
 
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danjo
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15 years ago Posted on: 16 / Nov / 2004
you dont get to see much more of randolph than what you see now. with all the things happening onscreen, the light flickering, water shimmering and lapping against the walls and blocks, teleporters spinning - not to mention you have to work out how to solve the level before the water rises over you.. you'll be hardly complaining about RD looking shabby.
i've started the map. its going to be quite a task. im actually going to wrtie a small app in MMF to help me with setting up information.
on the levels, you will have to end up on certain blocks to continue along certain routes. they branch out and loop around etc. so you may have to complete the same levels in a different way in order to progress a different way.
this time there will be treasure to collect from different levels, unlike being rewarded stuff for nothing in MASRDBE.
 
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danjo
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15 years ago Posted on: 19 / Nov / 2004
added particle system now to game. latest screenshot is on project page.
 
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danjo
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15 years ago Posted on: 22 / Nov / 2004
nearly all the levels are added. most things are done. i think im looking over the peak of the hill.... as it always goes, the first 90% takes 10% of the time, and the last 10% takes 90% of the time..
i dont think it will drag out too much. theres been some issues that have been sidestepped - due to me not "supposed" to be able to learn that just yet. my thinker just cant absorb it all, so i've taken some easy options, (not that you'd even notice in the final release anyway).
theres also some minor things like pots not casting shadows (who cares?) , because the model i have used is not compatible for the shadow code etc.. all in all, nothing that will wreck the game.
 
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15 years ago Posted on: 22 / Nov / 2004
Are you just reusing all the old levels?
Will there be a chance for us to have a go at making some?
 
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danjo
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15 years ago Posted on: 22 / Nov / 2004
i have used some of the originals - and have modified some of them.
please feel free if you want to make a level then send me a diagram of it on a 20x20 grid (in acsii if you like - whatever) - just let me know which are fall blocks, hard blocks, and blue and red transporters. also treasure blocks are a hard block with a vase on it.
if have introduced a new block and its a "ball-tearer"
Click to open image in new window Click to open image in new window
dont get flattened
 
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danjo
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15 years ago Posted on: 22 / Nov / 2004
added multiple bashers now, and when you walk infront of them, the ones that hide you, will become semi-transparent..
Click to open image in new window
* ive since added shadows to reflect on logs too.
 
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15 years ago Posted on: 22 / Nov / 2004
this is looking really nice danjo!

 
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15 years ago Posted on: 23 / Nov / 2004
You could make a level editor for this game in MMF in like 10 minutes. I use darkbasic for 3d, but when I need editors for projects like this, I'd make an editor with MMF (faster,simpler) and make some functions to load them. Shouldn't be too hard to do. I like the look of the game. Nice job
 
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