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  #481  
02-17-2012, 02:14 PM
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PM me the new first post, Edd.

*Spends 5 minutes laboriously transferring posts. Alex, please stay on topic in future.*
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  #482  
02-18-2012, 02:20 AM
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Sorry for going off topic before. Anyway, Rupture Farms is looking really interesting right now. It'll be fun to do a reunion there sometime.
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  #483  
02-18-2012, 12:53 PM
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First post of this topic is now updated, which I'm happy about. Thanks, Splat.

Also did you know that today marks the 8 month anniversary of when this project was started? I would make another video but I don't want to reveal too much ATM.
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  #484  
02-18-2012, 03:37 PM
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Is it possible to get the actual map as a save game?
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  #485  
02-18-2012, 04:48 PM
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Someone hasn't been reading things. I do not approve.

EDIT: Actually that reminded me that I missed something out of the first post re-edit. The answer to that question should be a lot more obvious now.
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  #486  
02-21-2012, 10:27 AM
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This map will be downloadable and available to the public domain once the project is complete, provided I can find a host.
I must have missed this (I don't usually read red text unless it's underlined.
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  #487  
03-02-2012, 11:56 PM
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As people may know, RF has been on hold until 1.2 for the past 2 weeks. Now it's finally out and I've played around with it a bit, there are three good things about the 1.2 update:

1) Villagers are now MUCH easier to push around. Also they tend to stand a lot stiller now than they used to. This is good 'cause they're part of a vital set piece I was planning to use.

2) Dispensers now "dispense" mobs. And fire. This gives me new ideas for even more set pieces - Including overcoming how TNT has a time delay so isn't useful as a substitute for explosive mines.

3) Upside-down stairs and slabs are useful:



Will resume work on RF after the OWF server is finally updated.
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  #488  
03-03-2012, 04:47 AM
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Good looking barrels. I can't wait to mess around with the 1.2 features on the server
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  #489  
03-03-2012, 04:49 AM
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As long as nobody 'dispenses' a Ghast in the middle of town. (shudder)
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  #490  
03-05-2012, 05:18 AM
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Work on RF has officially resumed in preparation for 1.2. Also I now have an idea for finishing the outer panels, finally. That's stumped me for far too long.

EDIT: For once there's been a lot of progress today.

EDIT 2: Also the server is actually updated now.
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  #491  
03-07-2012, 10:48 AM
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I made this for the sake of my YouTube subscribers - There really isn't much new here though.

EDIT: Oh look, non-corrupted version!


Minecraft Adventure Map: Oddworld's Rupture... by DarkEdmund
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  #492  
03-09-2012, 09:43 AM
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Just something silly. Thanks to Alexfili for the gun mod and idea (seems the Skeletons use the same skins as players)



In the mean time I guess people are bored with this, so I'll be keeping things more under wraps until I have something proper to show.

EDIT: But for those who are interested, I've been working on yet more redstone contraptions, upgrading previous building work with upside-down stairs, and thinking very hard about what to do next in regards to level design now that I have a few mechanics to lay out.
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  #493  
03-09-2012, 09:52 AM
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I love it! It actually works with the Slig. I hope you keep this in the adventure.
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  #494  
03-09-2012, 09:55 AM
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There'll be a texture pack which will be included with the mod download. I'm thinking a lot about how to do that in a way that looks good, too.

EDIT: I also just found out that the slig skin was originally made by some person called Blackgaze.
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  #495  
03-09-2012, 02:27 PM
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What a crazy work you've done here dude...
I'm not a minecraft fan but you are showing how much patient and professional you are, in your way of working.

Keep up the good work !
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  #496  
03-09-2012, 04:58 PM
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Thanks.

Also I've opened up a DailyMotion account now since YouTube loves corrupting my videos. People can now view an un-corrupted version of the earlier trailer (see above). I'm also tempted to re-upload the Abe's Oddysee FMV on there as well, although YouTube hasn't corrupted that one as badly as other recent vids...
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  #497  
03-10-2012, 03:21 AM
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What do you mean by "corrupting" ? You can't upload or the video quality is really bad...?
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  #498  
03-10-2012, 04:43 AM
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Compare the YouTube version to the DailyMotion one. The YouTube version occasionally gets image corruption and I don't know why - I know it's not to do with my computer since the videos look fine both offline and on DailyMotion. I'm using standard software to encode my vids: Windows 7 and Windows Live Movie Maker. Perhaps YouTube doesn't like compressing 720p WMV files? Google haven't responded.
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  #499  
03-10-2012, 05:51 AM
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:
Perhaps YouTube doesn't like compressing 720p WMV files? Google haven't responded.
Maybe.
Or there is Vimeo. I use it, very nice
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  #500  
03-10-2012, 06:16 AM
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Vimeo only accepts submissions that are composed of entirely original content. Maybe my creativity is directed toward the wrong things.

Also MinecraftForum.net refuses to accept my adventure map trailer and won't state a reason why. So much for generating interest. I'll be releasing another trailer when the map is finally finished in a few months time - I hope the same doesn't happen again, and I kind of get the feeling that as well as having to work very hard to finish the map, I'll also have to work very hard to get it noticed afterwards. And even then, lower-quality projects will have far, far more interest.

But c'est la vie. :P
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  #501  
03-10-2012, 08:44 AM
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Ouch...Too bad :/

(Nice french ! ^^)
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  #502  
03-10-2012, 10:14 AM
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So that's how you spell that...
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  #503  
03-12-2012, 04:42 PM
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I want some feedback. I'm trying to come up with a mechanic to "save mudokons" but there's only 2 I've thought of, and they don't work too well. Pigmen hit like a truck for starters, also it makes "mudokons" seem totally expendable and aggressive, but at least they're humanoid-shaped, the golden swords can be made invisible, and they'll follow you when provoked. Also they're immune to lava, creating situations where lava will kill players if they fall where they're not meant to go, but it won't kill pigmen.

Villagers are passive and will stay where you spawn them, but don't follow you on command and can't be made to look much like mudokons even with re-skinning.



Basically the idea is that you "save" "mudokons" somehow by pushing or luring them into a "portal" with a pressure pad at the bottom which connects to a complex redstone circuit. Save enough mudokons and the doors at the end of the Zulag will open, allowing the player to proceed to the next Zulag. So it's perhaps the most important game mechanic of the map - Therefore it's important for me to get right.

Anyone think of a better idea than what I've managed to come up with? Or improvements?
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  #504  
03-13-2012, 02:58 AM
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My vote would probably be villagers, if nothing else then because all the grunting disturbs me.
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  #505  
03-13-2012, 03:32 AM
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That's a tough one. If they was a way to make villagers follow you, that would be perfect.
I do like the Pigman idea though, It works however they can also kill you...

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  #506  
03-13-2012, 08:38 AM
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:
My vote would probably be villagers, if nothing else then because all the grunting disturbs me.
Apparently there's a way to mod Minecraft sounds, and in which case you can install a sound pack which I'll create, although since you'll have to install a mod to use it, it will be purely an optional thing.
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  #507  
03-13-2012, 08:52 AM
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I like when the mudokon "saved" you. (aka, hit you to death with his gold sword)
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  #508  
03-13-2012, 11:14 AM
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Another solution would be that I'd do away with Mudkons/have them work in the background as zombie pigmen, and you'd have to save paramites or scrabs instead - by re-skinning pigs or sheep and having them follow you with wheat.

Or I could make a mod that nerfs pigmen/adds a new mob, but then I'd have to learn Java, and people would have to download and install the mod in order to play the adventure map. It wouldn't be an optional thing. This would put people off.

TBH the Minecraft limitations are really, really irritating me. Maybe I should be doing what Nowtun is doing or something... Maybe that'd be beside the point of the challenge, though.
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  #509  
03-14-2012, 03:14 AM
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I don't really like either mud in the current iteration.

I think modding the pigman to act like a farm animal or dog is the best option. Another option is creating a new mob with the behavior of an animal. I may be able to find time to look, but I won't be doing anything pre-mod API, seeing as I want to learn to use that anyway.

Maybe use farm animals for now. According to MO pigs would already make the right sound to be paramites, so that is an avenue worth considering.
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  #510  
03-14-2012, 11:59 AM
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Yeah I might use sheep or so as a placeholder, in the hope that later you'll be able to coax villagers to follow you or that pigmen may appear in future patches... Then ask people to download an optional mod that modifies sheep to appear as mudokons.

Sucks.
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