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Liberation
PostPosted: Sun 01 Nov 2009 6:40 pm    Post subject: AvM- Episode 1 Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

Well this my project based of the AvM project, its a 1 mission game using the textures from Aliens online and hopefully Tragos sprites one day.

-Features-

1. Set onboard a spaceship, with 5 levels using a hub system
2. 3 weapons planed, m41, m56 and a pistol
3. 2 enemys, the Alien and the facehugger, both in md2 format
4. Objectives relayed via communication on hud, with a objectives RTS menu for further info on objectives, maps etc
5. Fully dynamic lighting
6. New music
7. New sounds

-Screenshots-

-New Menu



-Level 02



-Level 03




-Help Needed

I need a sound guy, someone who can go through the wav files and tweak them, so they sound good looped etc.

-Planned ideas-

1. Motion tracker
2. Destructive lighting
3. Alien mode
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hungerfish
PostPosted: Sun 01 Nov 2009 9:47 pm    Post subject: Reply with quote



Joined: 02 Sep 2007
Posts: 104

Looking great! Very Happy
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Tragos
PostPosted: Mon 02 Nov 2009 4:59 am    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

I knew you up to something! Sorry for not staying in contact with you over AvM. My life's been crazy... Sad

I love what I'm seeing! You've managed to capture the look of Aliens very well. I've been struggling myself keeping true to the IP... Can we expect to see some scripted death sequences? Friendly Marines? I'm quite jealous of the lighting, we shall see how Gzdoom is up to the task... Smile

The sprites will happen, I'm just holding back giving anymore away until the first 2 are 100% completed. That way I can release an new youtube video, finally! Very Happy
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Liberation
PostPosted: Mon 02 Nov 2009 5:28 pm    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

No friendlys planned atm, im just getting the maps down and the monsters, weapons working then going to add the (small) story line in.

Also Ive started what i hope will be a very cool intro, with some great music from Khorus.
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Liberation
PostPosted: Mon 22 Mar 2010 5:57 pm    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

I'm nearly ready to release a beta if people are intrested plz PM me.

Also i have a new site, not that it has alot on it but hey... Check sig.

.... And come say hello
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Tragos
PostPosted: Mon 22 Mar 2010 8:05 pm    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

Isn't viviti great? LOL
Cuts the design time down to minutes, not to mention it's simple to use. I like your layout.

Can't wait for the first release of AVM episode 1! Smile Please send!
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Karnizero
PostPosted: Tue 23 Mar 2010 10:55 am    Post subject: Re: AvM- Episode 1 Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

Yeah, I would be interested. Could you please send it to me too?

Liberation wrote:
[...]

5. Fully dynamic lighting


You talking about setting Dynamic Lights for object, don't you?

Liberation wrote:
-Screenshots-

[SCRENSHOTS_HERE]


I can't see the screenshot. They don't load.
Could you upload to imageshack, please?


Liberation wrote:
-Help Needed

I need a sound guy, someone who can go through the wav files and tweak them, so they sound good looped etc.


What kind of "tweaking" are you talking about?

Liberation wrote:
-Planned ideas-

1. Motion tracker
2. Destructive lighting
3. Alien mode


1. Do you mean the crosshair changes when player is pointing to an enemy, or just the typical Aliens Games "Motion Tracker"? If you mean the last one, I think that it would be possible IF edge allows to show and hide monsters on the map during gametime.
With COAL and some awful tricks, it would be possible to create a kind of motion tracker.

2. Lightning, from the sky, or lightning from a weapon? Whatever it be, if you need any help on this, I have an idea to create a quite realistic lightning effect on EDGE, involving only DDF.

3. What's this about? Some more info, please. Laughing
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Liberation
PostPosted: Tue 23 Mar 2010 6:30 pm    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

Ive sent you a pm mate.
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Karnizero
PostPosted: Fri 02 Apr 2010 10:33 am    Post subject: Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

Where can I download this? Cool
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Liberation
PostPosted: Fri 02 Apr 2010 10:41 am    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

Still working on the beta atm, hoping to have it ready very soon.
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Karnizero
PostPosted: Fri 02 Apr 2010 11:20 am    Post subject: Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

Liberation wrote:
Still working on the beta atm, hoping to have it ready very soon.


Are you still in the need of bloody effects?
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Liberation
PostPosted: Fri 02 Apr 2010 11:41 am    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

yes but I'm happy to wait until the beta is out, then you can see first hand what I'm after.
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Karnizero
PostPosted: Fri 02 Apr 2010 8:46 pm    Post subject: Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

I can see now the images in the 1st post.

But some feedback:

- The slopes in the third image looks not nice at all. The textures are cut by the slope. If you use a structure like this, will look better:

(up-down view of a sloped section):

Code:

+---------------------   <-- un-sloped sector, width=1
|----------------------
|
|                              <-- sloped sector with plain texture in sidedefs
|
|----------------------
+---------------------



Another thing I realize: in the one of the shots, the ceiling texture is not designed to be tiled. It would look better if you modify it to be tiled.

another issue: the "white border" around the weapon.
I can solve it for you, if you want. Just 5 minutes work can solve that.


Other than that, I looks good.
Nice job man.

Liberation wrote:
yes but I'm happy to wait until the beta is out, then you can see first hand what I'm after.


For my "gore" mod I did blood sprites like this one, but just a bit more realistic:



If you were asking for something like that, or anything similar, just tell me what you exactly need, or I can also wait for you to release something so I can see what do you need exactly.
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Liberation
PostPosted: Sat 03 Apr 2010 7:17 am    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

I have a pre-beta which i can send you if you want to play with the blood effects and to have a look around.

I wouldn't worry to much about textures atm, all areas are completly void of detail and only have the most basic alignment.

Your the first person including me to spot the white borders, damn anti- analsing!

Sod it i'll send the beta over dont worry about the levels since im waitng till there in the hub before doing anymore work on them.

Check your pms
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Karnizero
PostPosted: Sat 03 Apr 2010 12:29 pm    Post subject: Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

Liberation wrote:
I have a pre-beta which i can send you if you want to play with the blood effects and to have a look around.


I will be playing around with blood effects to find the better sprites/scripting. Then I will send you back something so you can add by yourself to the TC.

Liberation wrote:
I wouldn't worry to much about textures atm, all areas are completly void of detail and only have the most basic alignment.


Ok, I didn't know, just realize those issues.

Let me test out and i send you back sprites and some feedback
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Tragos
PostPosted: Thu 08 Apr 2010 7:53 pm    Post subject: Sadness... Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

How could you forget about me Lib? I'd really like to try out your beta.... Crying or Very sad
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Karnizero
PostPosted: Thu 08 Apr 2010 8:56 pm    Post subject: Re: Sadness... Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

Tragos wrote:
How could you forget about me Lib? I'd really like to try out your beta.... Crying or Very sad


I would say that is more like an "ALPHA", since it's not really playable as is. This is, you may wander around, but still many things need to be implemented.

Anyway, it looks pretty good.
With Liberation's permission (or without Wink ) i leave you a pair of screenies showing the aliens models, the general game aspect, and the blood effect I did:

http://img708.imageshack.us/i/alienblood1.jpg/
http://img144.imageshack.us/i/alienblood2.jpg/

I hope Liberation doesn't get angry to me due to showing off his WIP. Rolling Eyes

But now that I realize, I think the blood in the 1st image doesn't look so nice. I think a bit smaller and some more translucency will made the blood to look better.

@ Liberation: If you need anything else, or change something, let me know.
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Tragos
PostPosted: Fri 09 Apr 2010 12:44 am    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

404 Not Found...

That was very mean sir.... Sad
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Karnizero
PostPosted: Fri 09 Apr 2010 9:20 am    Post subject: Reply with quote



Joined: 08 Mar 2009
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Location: España

Tragos wrote:
404 Not Found...

That was very mean sir.... Sad


Muwahahaha

Ok, try them now.
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Tragos
PostPosted: Sat 05 Jun 2010 6:06 am    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

All is quiet here... I know Phil has something going on... He just won't show us. Smile
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Karnizero
PostPosted: Sat 05 Jun 2010 10:23 pm    Post subject: Reply with quote



Joined: 08 Mar 2009
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Tragos wrote:
All is quiet here... I know Phil has something going on... He just won't show us. Smile


Some angry aliens got out from the screen and devoured him.
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Tragos
PostPosted: Thu 01 Jul 2010 2:05 pm    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

I'm so glad Skulltag features such awesome lighting effects now. No longer can I be jealous of Liberation's screenshots. Laughing
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Liberation
PostPosted: Mon 06 Dec 2010 10:08 am    Post subject: Reply with quote



Joined: 14 May 2007
Posts: 338
Location: England

Just so people know, im back on this.

However im droping 3d models since i just cant get them to work how they should, also the game is going to be smaller than planed with only 2 decks to the ship.
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Tragos
PostPosted: Tue 07 Dec 2010 1:47 pm    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

This should be good. Any new screens? Smile
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Karnizero
PostPosted: Tue 07 Dec 2010 6:16 pm    Post subject: Reply with quote



Joined: 08 Mar 2009
Posts: 370
Location: España

Liberation wrote:
Just so people know, im back on this.

However im droping 3d models since i just cant get them to work how they should, also the game is going to be smaller than planed with only 2 decks to the ship.



You can make 16-faces hires sprites from the models so they could look like a 3D model. Almost. More or less.

I think it could fit well and look great.


Tragos wrote:
[...] Any new screens? Smile


A new screen from his project that i have been beta-testing.
Image quality has been lowered due to bandwidth problems: Cool

http://img593.imageshack.us/img593/1581/screenshot00723.png
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Tragos
PostPosted: Wed 15 Dec 2010 5:33 pm    Post subject: Reply with quote



Joined: 18 Mar 2008
Posts: 468
Location: USA

What kind of problems where you running into with the models?
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