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Fan Games A forum for discussion of any demos and fan games being made. Not for discussion of Modifications.

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  #26  
Old 2018-02-12, 23:01
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We can jump through any structure now.
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  #27  
Old 2018-02-13, 00:01
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Lol, found this while playing.

Edit: Twinsen no longer appears. I was messing with code and don't know how to get him back.

This was what I put: scene.actors[0].goto(0). How do I reset so I can get him back?

Edit 2: Oh-no. I broke it - game lags now. I get like 1 frame a second.

Edit 3: Oh... If you just "close" what you input, and refresh, the game works again. *Phew.
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Last edited by MrQuetch; 2018-02-13 at 01:53.
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  #28  
Old 2018-02-16, 00:41
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It's open sourced now: https://github.com/agrande/lba2remake
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  #29  
Old 2018-02-16, 01:58
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Awesome! Looking forward to having a look-see.
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  #30  
Old 2018-02-26, 16:32
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I was just able to check this out, and let me say bravo to you guys. Playing it in my browser absolutely blew my mind, and when I saw the debug version I think I almost literally died of how impressive that is. WELL DONE!
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  #31  
Old 2018-02-26, 16:42
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Thanks a lot, Bot13!!
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  #32  
Old 2018-03-01, 18:51
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I'm joining the chorus for a WELL DONE! I had missed this thread but clearly the hard work is paying off keep at it!

The Fact you can play in the browser makes it just so easy!
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  #33  
Old 2018-03-01, 18:58
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Thanks Styx, we appreciate.
That's one of our main goals, make it hassle free to play the game.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #34  
Old 2018-03-05, 21:25
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New efforts! :)
 
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Wow! Congratulations!! I never thought we would be able to play LBA2 on a browser, and here we are!
This is truly amazing guys, I'm really happy that this is a reality
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  #35  
Old 2018-03-21, 22:32
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If someone wants to help, you can now use the editor to contribute metadata.
You don't need to know how to code in order to do this, just follow this guide.
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  #36  
Old 2018-03-30, 21:43
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Just popped back onto the forums after a while.

Yeah wow, this is a pretty cool project.
I'm interested to see how far this comes along
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  #37  
Old 2018-04-18, 00:17
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I realize I haven't posted in here for a while, but the project is still alive and quite active.

The recent changes are not too visual though.

We've moved to a new server:
https://www.lba2remake.net
and the editor:
https://www.lba2remake.net/#editor=true
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  #38  
Old 2018-04-23, 21:53
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hmm, could you please tell us how did you manage to make the camera bypass the need for always pressing Enter to re-center? Did you hack the code in the .exe or did you emulate many key presses per second to give the illusion of always being centered?
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  #39  
Old 2018-04-23, 22:26
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None of those. It's a complete engine rewrite, from scratch.
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  #40  
Old 2018-05-09, 21:40
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I see, super impressive. Just one curiosity in this case: I know LBA1 models can be exported using LBA Model Viewer, but how did you manage to export the LBA2 models? Also how did you animate them? Thanks a lot!!!
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"Because we don't know when we will die, we get to think of life as an inexhaustible well, yet everything happens only a certain number of times, and a very small number, really. How many more times will you remember a certain afternoon of your childhood, some afternoon that's so deeply a part of your being that you can't even conceive of your life without it? Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps twenty. And yet it all seems limitless." --- Paul Bowles
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  #41  
Old 2018-05-10, 08:41
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Hi Quetch,
We are using the original assets from the game, not an exported version.
We have build a rendering and animation pipeline based on what we knew about the 3d models and animations.
The code is opensource now, so uou can check what we did on https://github.com/agrande/lba2remak...ster/src/model
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


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  #42  
Old 2018-05-20, 04:08
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I have noticed that the LBA2 models use 6 bytes for a vertex position - 2 bytes per axis. May I ask how one would convert a vertex position from a modeling program to the 6 bytes needed to obtain a "precise" vertex coordinate? I've been studying the model format in-depth lately, and things are going well. It'll be even better when I can figure this out. I have even referred to the source code for this project, but am still unable to get a proper decimal number. Any help is greatly appreciated.

Edit: I've resolved my problems.
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Last edited by MrQuetch; 2018-05-25 at 07:47.
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  #43  
Old 2018-09-29, 03:50
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Hi, any plans to add support for LBA1?
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  #44  
Old 2018-09-30, 14:50
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Hello,
Yes we do plan to add LBa1 support as well.
Our priority will be to get LBA2 playable first and then move to LBa1z

With the LBA 2 gameplay done it won't be too hard to add support for LBA1
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


The Sacred Carrot website
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  #45  
Old 2018-09-30, 16:18
bam bam is offline
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This is awesome, thanks a lot!


/OFFTOP
xest, really glad reply from you. Meanwhile, could you look at my MIDI issue with your LBA1 engine?
Think you have a clue. Thanks!
https://github.com/xesf/twin-e/issues/21

Last edited by bam; 2018-09-30 at 16:19. Reason: OFFTOP
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