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  #421  
08-10-2011, 06:44 AM
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This is fucking AMAZING!!!!!!!! I like your work!!!!!!!!!!
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  #422  
08-11-2011, 01:46 AM
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This is fucking AMAZING!!!!!!!! I like your work!!!!!!!!!!
thank u :-)

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Nowtun! I haven't heard from this in aggeeesss ... I still don't know if you've found a game engine yet, and I can't be bothered reading at the moment. Tell me, have you started work on the game?
there an engine currenty in the making, in the mean time, i'll be making all the assets required and eventualy the rest of the characters and animating

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Do the videos showing all the models and platforms not count as 'working on the game'? ¬_¬
chop chop
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  #423  
08-12-2011, 09:39 AM
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Damn right there's an engine in the making.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #424  
09-01-2011, 04:09 PM
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FFFFFFFFFFFFFFFFUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKSSSSSSSSSSSSSSSHHHHHHHHHHHHHHIIIII IIIIIIIIIIITTTTTTTTTTTTTTTTCCCCCCCCCCCCCCCCCCRRRRRRRRRRRRRRRRRRRRRAAAAAAAAAAAAAAAAAAAAAPPPPPPPPPPPPP PPPPPPWWWWWWWWWWWWWWWWWWWWWAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNKKKKKKKKKKKKKKKKKTTTTTTTTTTTTTTTWWWWWWWWWW WWWWWWWWWWAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

ahem.... with that out of my system, just a quick update.

I hada bit of a disaster last night while working on the project, for some reason Lightwave decided to crash my computer and resulted in 50% of weeks work being deleted and the other 50% being corrupted beyond repair. so yes a huge fucng setback but I'll get it back on track as im now working like a bitch in heat on it right now.... butright this second... i need sleep.... zzzzzzzzzz
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  #425  
09-02-2011, 05:42 AM
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You...are...shitting...me? How much have you lost? Like not too much of RF and Paramonia I hope?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #426  
09-02-2011, 10:38 AM
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Paramonia wasnt lost but a large chunk of rupturefarms was, however the assets for rupturefarms were spared but im having to re-assign the textures for everything (some 500+ objects) i'll get it sorted
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  #427  
09-02-2011, 11:02 AM
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Wah no, well gives me more time to catch you up with mah C++
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #428  
09-03-2011, 03:26 AM
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hows the c++ going anyway?

ive just measured the game layout, and the map is 2.5km by 2.5km hehe
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  #429  
09-03-2011, 05:00 AM
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I still need to buy that book I keep forgetting, I've been marginally more busy than usual at the moment.

EDIT: The engine might have to be powerful then.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #430  
09-03-2011, 06:34 AM
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im using vanishing points so not everything is vissible at one time and places like rupturefarms and thetemples are all seperate so poly count and distance isnt really a problem, but i really wanna get this one idea into the game... being able to see 2 of the 3 locations at all times when in an outside location. for example, being able to see the paramonia and scrabania temples from the free fire zone (Far away) and same for paramonia and scrabania. monsaic lines is a cave so there doesnt apply but im still debating with myself wether to make it one big cave or split it between each path (path 1 and 2 have to be together because of the first 2 doors u come across.

Im also debating wether to use the fort/dam walls idea thats seen on pages 20 and 21 of the oddworld book used for the stranger concept drawings. i'd idealy not use it but as its 3D and.... well.... huge, theres only so much stuff i can put into each location before it'll slooowwwwwwww the game down. low poly models will obviously be used for the ditant stuff but there will also need to be a camera blur thing in plac so it fuzzes it out a bit, similar to whats in games like gta 4. but if i cut the paths up like this i can put loads more detail in without worrying to much about that.

Last edited by nowtun; 09-03-2011 at 06:37 AM..
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  #431  
09-03-2011, 08:11 AM
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hope you can pick it up again quickly nowtun, how IS the c++ going STM? what's the beat thong you's coded so far?

EDIT: best* thing* you've* :S

Last edited by AvengingGibbons; 09-03-2011 at 08:14 AM..
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  #432  
09-03-2011, 01:26 PM
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im using vanishing points so not everything is vissible at one time and places like rupturefarms and thetemples are all seperate so poly count and distance isnt really a problem, but i really wanna get this one idea into the game... being able to see 2 of the 3 locations at all times when in an outside location. for example, being able to see the paramonia and scrabania temples from the free fire zone (Far away) and same for paramonia and scrabania. monsaic lines is a cave so there doesnt apply but im still debating with myself wether to make it one big cave or split it between each path (path 1 and 2 have to be together because of the first 2 doors u come across.

Im also debating wether to use the fort/dam walls idea thats seen on pages 20 and 21 of the oddworld book used for the stranger concept drawings. i'd idealy not use it but as its 3D and.... well.... huge, theres only so much stuff i can put into each location before it'll slooowwwwwwww the game down. low poly models will obviously be used for the ditant stuff but there will also need to be a camera blur thing in plac so it fuzzes it out a bit, similar to whats in games like gta 4. but if i cut the paths up like this i can put loads more detail in without worrying to much about that.
Sounds good, but you know Scrabania and Paramonia are quite distant, as are the stockyards from the aforementioned areas. Nevertheless it's a cool idea. Also having vanishing points is good, it means there's less strain on the engine.
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  #433  
09-03-2011, 03:15 PM
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yeah I know theyre quite far from each other but i was playing jak and daxter (the first one) a few months ago and i could see one part of the map from another and theyre quite a distance appart and i thought it looked cool. i also feel that it grounds the player in the world making them feel that theyre actualy part of a living breathing enviroment (something i think is very important to oddworld). the same is in halflife episode 2 just after the train crash, u can see city 17 from a distance just before its vapourised, makes u think "wow i was just came from there"

but if ulook at the oddowrld map in the ok, paramonia and scrabania arent that far appart according to the map, considering the size of th free fire zone. personaly i dont really like that map, i dontv know why, maybe its cuz i feel it doesnt place the enviroments in the right locations (rupturefarms i feel should be somewhat closer to the other industrial facilities considering its linked to FeeCo Depot and part of the Magog Cartel) but meh thats just me...


@Avenging Gibbons - im pretty much working round the clock now getting it fixed lol (i just dont wanna burn out and get bored of it as im sick to death of rupture fucking farms now lol

Last edited by nowtun; 09-03-2011 at 03:19 PM..
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  #434  
09-03-2011, 03:44 PM
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OK, you've won me over Nowtun, I'll go with it, hell I have to, you're the designer...unless, I coded a virus into the engine...would I do that? Nooo.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #435  
09-03-2011, 04:50 PM
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have faith mr trap man of the scrab variety, it'll make sense when its done :-)
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  #436  
09-03-2011, 05:07 PM
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You know what, at 2:05 nothing makes sense any more! What's even more terrifying for you is right now I'm working on the code, looking at some books to buy and well... I've been doing this for the past three days....

// my first program in C++

#include
using namespace std;

int main ()
{
cout << "Hello World!";
return 0;
}

Will become:

// my first program in C++

#include
using namespace std;

int mian ()
{
cout << "Hello World!";
return 0;
}

And it will be disastrous. Ant at 2:07, that was hilarious.
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  #437  
09-04-2011, 07:30 AM
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lay off the drugs man lol joke
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  #438  
09-04-2011, 07:40 AM
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I think I need a long sleep before sixth form starts. In seriousness I think that book we looked at might be a little too advanced, I think I'll look into 2D design then read up on 3D vectors and stuff, must of the topics you can cross over to 3D such as physics (sort of), sound and movement (sort of). Coming along though, slowly.
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  #439  
09-04-2011, 08:46 AM
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what you studying at a level, stm?
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  #440  
09-04-2011, 09:30 AM
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English Literature, Language and History? Why? Were you expecting C++ to be in there? ^_^
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  #441  
09-04-2011, 11:33 AM
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English Literature, Language and History? Why? Were you expecting C++ to be in there? ^_^
too right :-P hehe

sounds good tho, i dont see why the 2D stuff shouldnt work for this project seeing as abes oddysee is a 2d game and even though this ones 3D, all the paths and puzzles still work in the same way. the only main difference is that the doors actually connect together now.

amazon sent me a link to a c++ book the other week, i was gunna forward it to u but i cant find the email anymore (i may have deleted it)
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  #442  
09-04-2011, 11:37 AM
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Oops, better remove that then.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 09-04-2011 at 12:35 PM..
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  #443  
09-04-2011, 12:25 PM
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i meant the email sent by amazon not ur email addreess lol
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  #444  
09-04-2011, 02:35 PM
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OK, I've found a focken enormous C++ engine text, about 500 pages, covering everything from math to advanced logarithms. Gonna look at the best price and get it. You best get cracking boyo, I'll be catchin' you up soon enough! =D

EDIT: Although looking through some of it on Amazon...I hope a B in GCSE maths is good enough to cover this advanced maths! x_x

EDIT 2: Better keep looking actually, that's a massive waste of cash otherwise, no way I can understand advanced vectors and every amateur programmer has reviewed the book as impossible to understand due to the technical capabilities required. Still looking.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 09-04-2011 at 02:39 PM..
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  #445  
09-04-2011, 11:01 PM
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STM, i did maths at A Level, I covered vectors, so, if you want, I could try teaching you some stuff. I'd also be interested in learning alongside you about C++ and engines etc.
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  #446  
09-05-2011, 04:03 AM
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Well hey there's no harm in it I suppose, if you're willing to take the time. It's not just vectors though, it's those funny E's that look like Z's and massively advanced algebra. I can help you by directing you to C++ books covering core functionality, advanced functionality and the game programming specific functionality as well if you want.
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  #447  
09-05-2011, 10:13 PM
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i remember those E things. They just stand for 'sum of'. I'll have to get my old notes out and have a look just to double check.

f you post me a link to the sort of algebra you're faced with, I can know whether or not I can help you.

EDIT: I think what you should do is meet me on an irc channel somewhere, and I'll try to actively teach you. I need to know how much you know, and what areas you need to be introduced to.

Last edited by AvengingGibbons; 09-06-2011 at 01:09 AM..
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  #448  
09-06-2011, 02:43 AM
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I'll try and compile some examples of what I might have to learn and get back to you in a PM as soon as possible, I'm very busy settling in to college at the moment and I'm trying really hard to make them let me take the subjects I want.
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  #449  
09-07-2011, 01:54 PM
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I'm studying maths at university so I should be able to help PM me if need be.

(The E things are capital sigmas and is indeed the summation symbol)
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  #450  
10-01-2011, 10:16 AM
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Hey, I hope your project is still going well.

I just came here to say if to any of you all this sounds like an oddworld soundtrack used when like Abe is escaping or like some place where it is highly secured. To me it has an Oddworld mood and I like it.

Check it out:
http://www.youtube.com/watch?v=ZoV_f...rdw&lf=mh_lolz
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