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-   -   LBA - Heritage (https://forum.magicball.net/showthread.php?t=16437)

Polaris 2012-10-20 12:30

Hehe, it's funny to see that old door right next to a new car :)

hyperbatata 2012-10-24 04:02

LBA - Heritage Update 10/23/12
 
Not much of an update.
Very Busy days and one month until PhD Thesis Due!

Citadel Island is roughly 80% done (as will be released for test prototype).

Here's a tease:
http://i1286.photobucket.com/albums/...ps3013eeeb.png
and
http://i1286.photobucket.com/albums/...ps5393efaf.png

I used original 3Ds island for the island base (Although I liked the one I have modeled, The mountains would be just too mush work for no good reason).

So I Tweaked the original map, textured it using some of the original textures and some I found on the internet. The rest I modeled myself (except for the statue and the trees).

As for game Logics:

-I fixed some issues with character movement (still mush to doo on this).
- Have some path node AI working
- Although I don't have it graphically represented yet, I got working Health system.

Prototype ist far ahead but promising!

See yah!

hyperbatata 2012-10-24 21:59

lba 3ds models
 
I dont remember which topic I got it rom, but I'm almost sure it was in one of the topics here, but here is the link for the original 3ds models:

http://code.google.com/p/neolbanet/d...S.zip&can=2&q=

Hope it helps

Salvatoor 2012-10-25 01:10

Wow! The island looks great! I was thinking the cliffs were going to be a lot of work

hyperbatata 2012-10-25 01:18

The cliffs were the reason I decided to switch to the original 3DS iland model. I'm not a good modeler and I would not make it any better than the original.. so why not use the original? lol.

hyperbatata 2012-10-27 02:39

Hi MrQuetch,

I Dont know how to extract the 3ds file formats, sorry. Just got these from the link above!

Well, modern 3D Max softuware seems to have lost its compatibility with old 3ds file format. You cant use it anymore. To open 3DS files I use blender, which is the software I'm using on my project.

So forget about 3d max for 3ds file format, it doesnt even import it anymore.
Quite a bummer!

hyperbatata 2012-11-19 02:24

the lba prequel team announced they are close to release the demo (maybe December!!"
Pretty cool!

On my project I'm working hard on the code! here is a glimpse (that my be useful for anyone who uses Blender Game Engine) of how I set up camera switch, which is cool for a 3d environment!

http://www.youtube.com/watch?v=ikXQFckqqGY&feature=plcp

Game coding is hard! lol!

hyperbatata 2012-12-13 02:53

Hi Guys,
I was little sad about the end of the lba prequel project! But I'd like to update you all that mine, although slow, is not dead at all!
since I'm pratically building the game engine from scratch (well, don't know if I can call it from scratch per se since I'm using blender GE)
I have to build it all up from the ground.
So, for now I was grinding through some code to make a decent workable Dialog system.

The main challenge was to make a system that fulfilled some basic pre requisites I had (for personal reasons):

- Had to use sqlite3 as database for storing the dialog lines
- Had update the text on the screen letter by letter in a rate defined by me
(for that flow feeling)
- the code had to be applicable to any NPC without any modifications (meaning that no matter how many lines the dialog has, the code must fit it)
- Upon activation, the dialog must disable character controls
- the system must identify the state you are in the game to choose from different dialogs (if you talk to the npc before or after you do something, the NPC must respond differently)

well, after a while, Im happy to say that I did it!
I need to improve the code a lot yet, but I think now I got it right:


http://i1286.photobucket.com/albums/...ta/talk001.png

Here is a short (very short) video of how it works:
http://www.youtube.com/watch?v=xz8MAviOwfM

I'll still work on the overall Looks of the dialog box and font, this is just a taste of the mechanics!.

Well, there still a long (VERY LONG) work ahead still. But the project is alive! Its been very fun to make it!

see yah!

Streg 2012-12-13 03:17

it's cool to see all this neat stuff... keep it up, let's hope we have something playable soon :D

Carajo 2012-12-14 01:45

Nice to hear from you.

It's awesome you keep working on this, keep us posted!

hyperbatata 2012-12-18 00:19

Quick glimpse of Twinsen's house

http://i1286.photobucket.com/albums/...psb05813e0.png

Renesans 2012-12-21 00:40

How come I haven't noticed this project before? :eek: This is truly an amazing work, hyperbatata! I'm really looking forward to this project.

hyperbatata 2012-12-21 20:50

Bit of update
 
Thank you all for compliments and tips. Any feedback is helpfull!
I'd like to introduce you all to Arthur and Zoe, as they currently are. I'm happy with these models and probably wont make any major changes.
I need to give credit to where its due first:

Arthur was designed over a base mesh from:
Raymond Chandra
http://www.blendswap.com/blends/author/akravator/

And Zoe was designed over a combination of the base mashes from:
Body
http://cgcookie.com
Modeled by Jonathan Williamson
Face
http://www.blendswap.com/blends/author/jeannotlandry/

Here's Arthur:
http://i1286.photobucket.com/albums/...pse1da556f.jpg
And Zoe:
http://i1286.photobucket.com/albums/...ps26feb2a0.jpg

http://i1286.photobucket.com/albums/...psf244a4ed.png

See Yah!

Polaris 2012-12-22 02:49

Twinsen got one hell of a brain :D

hyperbatata 2012-12-22 13:44

Quote:

Originally Posted by Polaris (Post 424188)
Twinsen got one hell of a brain :D

LOL, if you are talking about the last one, that is not twinsen, that is Arthur, as a Kid.

Polaris 2012-12-22 16:42

My mistake |)

But he still has a giant brain...

hyperbatata 2012-12-22 17:36

Quote:

Originally Posted by polaris (Post 424212)
my mistake |)

but he still has a giant brain...

lol

Streg 2012-12-31 01:54

There's something about Arthur that makes him look like a female

Polaris 2012-12-31 17:05

You're right... It might the bottom-hips ratio...

hyperbatata 2013-01-02 22:08

Quote:

Originally Posted by Zeelichian (Post 424619)
Give arthur looser pants to make him look more masculine. Right now, he's got nicer legs than I do. Lol

Oh but Zoe looks hot. Keep her the same :evilwink:

LOL.
Easy fix!
Thanks for the feed back!

I'll update you guys on future progress.
I have fixed all issues I still had with the dialog system and now I'm working on the dynamic loading of the scenarios.

See yah

hyperbatata 2013-01-29 14:17

Hi all,
I didnt have time to prepare anything to show you but I got some progress!
- Fixed some of the dynamic loading issues, so scenarios are loading without error
- Finally made my peace with the scripting format I'll use for the rest of the game
(it was quite a few weeks trying to make it work my way, but to no avail - So i had to drop it, suck it up, and simplify the whole thing - over 20 scripts had to be re-written)
- Fixed some wacky physics phenomena with my character, but still quite a few to go!
- Overlay scenes for inventory, status and so, implemented but only partially functional.
- rabbibunny base mesh complete

Guess thats it for now.
Still a long way to go!

See you

Lupin 2013-01-29 22:40

Wow. I never noticed that project. Your models look awesome!
Particularly Twinsen, the Sphero and Grobo, as well as the island. I'm also glad to see someone is doing something closer to LBA2 than LBA1. Not commenting om Arthur as others already did it. Zoe looks a bit bald though.
Keep up the good work!

hyperbatata 2013-01-30 03:21

Quote:

Originally Posted by Ratchet (Post 430385)
I dunno.. I think hyperbatata made Zoe look like a MILF.. which is awesome

She is a little bit indeed! lol

Lupin 2013-01-30 23:10

Her body is cool, yeah, looks like a MILF, but I'd give her hair a bit more volume...

hyperbatata 2013-03-05 03:10

Update
 
Hi Guys,
Now we are cooking!
http://i1286.photobucket.com/albums/...ps9b4d4ebe.jpg

As I was building the demo, I started to resent Blender Game Engine.
Not that it is a bad engine, but its just that it is a bit slow!
Originally I chose it because python was its scripting language, and it is awesome in that matter, but as game logic started to get thicker, the framerate started to get slimmer!
Sometimes It droped from 60fps to 15fps for no clear reason! And I have a decent machine. So I had to make a decision:
Keep on BGE and risk restricting the game to people with powerful machines or
switch to a dedicated engine.
http://i1286.photobucket.com/albums/...ps1752696b.png

So I chose switching to Unity3d.
The down side is obvious the need to learn C# and translate all scripts Ive coded so far.
The good news is that, I can use everything Ive made so far. And everything looks so much better now!

I invite you all to sneak peek what is about to come!
First Test on Unity 3d

So, I'm sorry it will take a little longer than expected for me to release something playable, but at least more people will be able to enjoy it AND the end result will be WAY better!

See you!


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