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  #391  
02-25-2011, 12:20 AM
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Amazing, keep it up!
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  #392  
02-25-2011, 05:06 AM
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thanks guys

i apologise for the lack of updates on this for a while but i havnt really had much time to work on it as i had before christmas. more "worthwhile" updates will come soon though
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  #393  
05-28-2011, 06:35 PM
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hey guys.

I havnt updated this projects in what feels like forever, but.... its finaly time or another.

since my last upload I have been working my arse off on this project whenever I had free time from being in work and family (my sons getting more demanding now so time is short) I got mre organised and decided not to work on random parts of the game so yes, scrabania was postponed for the time being and rupturefarms took centre stage. I have w completed all assets for rupturefarms and am now in the process of building the levels up in layout level by level, room by room, starting with zulag 1.

the first room im uploading is familiar ground, its the same location but I had to totaly remodel the assets and the room, as my previous layout was proving to be more troublesome than it was worth and was causing a hell of a lot of problems. room 2 onwards is totaly diffent to what I may of released in the past.

the layouts of the levels are as close to the originals as i could get with some adapting being made when necesary which does make some of the levels bigger than the originals. to put it simply, 2D layouts dont always transfer directly into 3D and still work the same.

i'll be uploading more screens of the levels in the upcoming days/weeks and i'll be adding a few quick flythroughs of each location to my youtube page. I will also be adding screenshos tomy deviantart page. oh and for those not aware, i uploaded some test shots of the transit system to deviant a few days ago, showing the transit stations and the different locatio colour scheme.
thanks

nOWtun

Edit

the screenshots were too big for upload on here so Ive had to upload them to deviant

heres my link

http://nowtun.deviantart.com/
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  #394  
05-28-2011, 06:49 PM
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Well, I might just have a Fee Co. train that you can use

I'm working on the high poly at the moment, you can check my thread to see how I'm going so far. I hope to have it finished within the next week. (i.e. high poly, low poly, textures)
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  #395  
05-29-2011, 04:32 AM
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looks interesting

btw. Could you give me source of Scrab cakes and Paramite pies textures? i'd like to use it in my project

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  #396  
05-29-2011, 05:10 AM
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Nice to have an OWF update! Coding's coming along slowly but I only have two weeks of tests left. I will probably go with your portal idea instead of ALIVE2.5.
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  #397  
05-29-2011, 02:31 PM
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Well, I might just have a Fee Co. train that you can use

I'm working on the high poly at the moment, you can check my thread to see how I'm going so far. I hope to have it finished within the next week. (i.e. high poly, low poly, textures)
cool, I was thinking of putting the feeco train traveling through paramonia and scrabania, maybe even the stockyards. I built the track ages ago (probably will need remodeling though) but never got round to making the train, so this would be great, thanks :-)

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looks interesting

btw. Could you give me source of Scrab cakes and Paramite pies textures? i'd like to use it in my project
thanks man

I think I got the ones I used from google, but I scaned them from the book originaly. do you have an email address that I can send them to?

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Nice to have an OWF update! Coding's coming along slowly but I only have two weeks of tests left. I will probably go with your portal idea instead of ALIVE2.5.
its been a long time comming but its all coming together now :-D

thats cool, rupturefarms is now complete so its all ready when you are for Demo making ;-)




Zulag 1 Room 2 is now up on Deviant Art if ya wanna go check it out. Let me know what you all think

.... room 3 will be up tomorrow or tuesday

nOWtun
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  #398  
06-12-2011, 03:06 AM
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heres a link to a quick shot i made last night of the first secre area of rupturefarms. ive decided to keep the layouts of the secret areas the same as the original (paths over the top of eachother) because its prety cramped in those rooms and moving the camera can be quite awkward.

http://www.youtube.com/watch?v=j8l-Usi-7M0

edit: the resolutions a bit crap

Last edited by nowtun; 06-12-2011 at 03:08 AM..
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  #399  
06-12-2011, 03:16 AM
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That looks really amazing. However, it does look a bit odd that the electric doors are casting shadows.
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  #400  
06-12-2011, 03:25 AM
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That looks really amazing. However, it does look a bit odd that the electric doors are casting shadows.
Good point I only noticed this after I rendered it, however the electricity will be different in game. Currently it is an actual poly model (hense why it is casting shadows) in game it will be an effect.
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  #401  
06-12-2011, 03:50 AM
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heres a link to a quick shot i made last night of the first secre area of rupturefarms. ive decided to keep the layouts of the secret areas the same as the original (paths over the top of eachother) because its prety cramped in those rooms and moving the camera can be quite awkward.

http://www.youtube.com/watch?v=j8l-Usi-7M0

edit: the resolutions a bit crap
I see that is quite literally a copy of the first secret area.

Don't take this the wrong way but what's the point of making a 3D remake if it's the same as the original game? What really is the point of depth at all then?
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  #402  
06-12-2011, 03:57 AM
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I see that is quite literally a copy of the first secret area.

Don't take this the wrong way but what's the point of making a 3D remake if it's the same as the original game? What really is the point of depth at all then?
the same could be asked about JAWs Abe HD.

ive only kept the sectret areas the same, only because any other layout doesnt really work well (the space is too tight). the main paths are different and im pretty pleased with them. im building the whole of rupturefarms before releasing anything else so i'll upload them all at once. then you'll see what a 3D perspective can bring to abe's oddysee... hopefuly.
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  #403  
06-12-2011, 06:56 AM
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It will be interesting to see how this turns out in the end. I do think that converting/ remaking the game into a full 3D game (so no 2.5 D) isn't the smartest thing to do in terms of gamedesign. Especially with indoor environments and the way the oddworld gameplay works. The outdoor environment on the other hand seem to work perfectly as it gives a more believable environment in terms of layout and function. (Epic work on that stuff btw )

If your going for a full 3D game 3rd person game it might be interesting to move away from an exact core layout replica. And try to go for something more in line of the original Munch oddysee footage (the ps2 stuff).
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  #404  
06-16-2011, 10:54 AM
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It will be interesting to see how this turns out in the end. I do think that converting/ remaking the game into a full 3D game (so no 2.5 D) isn't the smartest thing to do in terms of gamedesign. Especially with indoor environments and the way the oddworld gameplay works. The outdoor environment on the other hand seem to work perfectly as it gives a more believable environment in terms of layout and function. (Epic work on that stuff btw )

If your going for a full 3D game 3rd person game it might be interesting to move away from an exact core layout replica. And try to go for something more in line of the original Munch oddysee footage (the ps2 stuff).
ive managed to keep as close to the original layout as possible but many of the paths have been adapted for 3D, its hard to explain properly but it'll make sense when you see the paths yourself. and due to the changes, most of the paths are actualy bigger than they originaly were but i dont think it affects the gameplay at all. ive kinda aimed for the beta munch's oddysee but without the open world levels. i kept it singular path like for the abe's oddysee game type. (i realise that didnt make much sense lol) but i feel that having the paths suspended way up from the ground helps to give oddworld its original scope and size.

thanks for the comment :-)
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  #405  
06-18-2011, 10:32 PM
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These are amazing!

i would definitely pay for this game

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  #406  
06-19-2011, 04:01 AM
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Amazing Nowturn , plus rep.
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  #407  
06-19-2011, 06:22 AM
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These are amazing!

i would definitely pay for this game
thanks :-) its gunna be free though hehe

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Amazing Nowturn , plus rep.
hey thanks :-D apreciated
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  #408  
06-19-2011, 08:32 PM
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What your doing is amazing!!! Keep up the good work man!! Can't wait for it!
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  #409  
06-20-2011, 12:37 PM
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What your doing is amazing!!! Keep up the good work man!! Can't wait for it!
thank man
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  #410  
06-20-2011, 04:48 PM
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Before I joined this website I had already watched you're remakes and they are awsome! It's gonna rock!
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  #411  
06-21-2011, 01:16 AM
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I took a peek back in here yesterday. Impressive. I honetsly doubted you would get this far. That's impressive in itself, but that you have also managed to make it look the way it does, and give it this sort of atmosphere, is nothing short of awesome.
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  #412  
06-23-2011, 04:16 AM
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I took a peek back in here yesterday. Impressive. I honetsly doubted you would get this far. That's impressive in itself, but that you have also managed to make it look the way it does, and give it this sort of atmosphere, is nothing short of awesome.
thanks Oddey :-)

i'm going all the way, untill every area is finished, you have my word.
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  #413  
06-28-2011, 12:37 PM
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WOW! I cant wait for the new oddworld remake! It will be Sooooooo fun!
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  #414  
07-11-2011, 03:34 AM
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http://youtu.be/w1RpZVBY2lo

hey guys

just to clarify... my rupturefarms assets are all complete, im still building the zulags up at the mo (its taking longer than i expected allong with other delays life brings)were getting flor done this week so last week and over the weekend we were moving stuff from downstairs out of the way and then pulling the floor up so time has been short.

heres a quick flythrough of the entire zulag 1 area (not including the path to the stockyards and please no comments about the electricity casting shadows lol, i forgot to fix it before rendering the clips,and i ealycant be fucked in rerendering them again... it takes to long and i cant use my pc while its doing so.

http://youtu.be/w1RpZVBY2lo

nOWtun
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  #415  
07-11-2011, 06:11 AM
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My mind has been blown in a fashion similar to when I first played the game.
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  #416  
07-11-2011, 11:53 AM
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My mind has been blown in a fashion similar to when I first played the game.
glad you like it :-)
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  #417  
07-12-2011, 06:56 AM
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Considering you're making this on your own, this isn't bad at all.

Excellent work.
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  #418  
07-12-2011, 03:31 PM
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Considering you're making this on your own, this isn't bad at all.

Excellent work.
hey thanks for the plus rep man :-)
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  #419  
07-13-2011, 02:20 AM
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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?
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  #420  
07-13-2011, 04:34 AM
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Do the videos showing all the models and platforms not count as 'working on the game'? ¬_¬
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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