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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Wed Jun 09, 2010 3:52 am    Post subject: Reply with quote

Oh, note the only thing I made in that video were the textures/animations. The models were made by other people.

The song is When We were Young by Sneaky Sound System.

I love when others ask about my music, it's one of the only reasons I put the songs in to begin with Smile
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Jun 09, 2010 4:13 am    Post subject: Reply with quote

Downsider wrote:
Oh, note the only thing I made in that video were the textures/animations. The models were made by other people.

The song is When We were Young by Sneaky Sound System.

I love when others ask about my music, it's one of the only reasons I put the songs in to begin with Smile


You have an unusually good taste in music.

Few people do. Very Happy
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Wed Jun 09, 2010 4:21 am    Post subject: Reply with quote

Awesome Downsider, only suggestion I can make is to town down the tracer rate, so its a little more random and less common.

Here was my project for the day:

As soon as the last kill is found, the game freezes and shows the winner at the frame he froze at Very Happy
(the name fly's in from the right)
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Wed Jun 09, 2010 4:41 am    Post subject: Reply with quote

Awesome idea, Giffe, reminds me of SSBM.

And yeah, tracers are just 100% of the time for the sake of tweaking them and getting them to look as good as possible. I think they should be longer and faster, and much less common.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Sun Jun 13, 2010 3:46 am    Post subject: Reply with quote

Downsider wrote:
Awesome idea, Giffe, reminds me of SSBM.

And yeah, tracers are just 100% of the time for the sake of tweaking them and getting them to look as good as possible. I think they should be longer and faster, and much less common.

It does that in ssbm? I don't remember that.

Here's a video of pretty much everything I've coded in the past month:
http://www.youtube.com/watch?v=kzCeD-E7eMM

The game is simple... hold down mouse 1 and run towards someone and you'll go flying forward with a 1 hit kill.
Also recently did the menu with menuqc. Its fully working, just need to add more things to the different menus (like more video options).
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sun Jun 13, 2010 2:45 pm    Post subject: Reply with quote

Well kind of, SSB 64 does it more similarly to yours though.

The logo shows with a black background..


Then it fades to a close up of your character doing a taunt animation.
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Jun 14, 2010 1:52 am    Post subject: Reply with quote

Downsider wrote:
http://www.youtube.com/watch?v=O-3wV54JgjM

PSP-Quaking for life Cool


wish i could see what it was, any screenshots?
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Jun 14, 2010 3:42 am    Post subject: Reply with quote

ceriux wrote:
Downsider wrote:
http://www.youtube.com/watch?v=O-3wV54JgjM

PSP-Quaking for life Cool


wish i could see what it was, any screenshots?


Just some animations.
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Jun 14, 2010 3:52 pm    Post subject: Reply with quote

ahh ic... too bad. i hate this place and i hate the goverment
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Jun 14, 2010 4:50 pm    Post subject: Reply with quote

Watch out for echelon Smile
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Static_Fiend



Joined: 17 Mar 2010
Posts: 6

PostPosted: Tue Jun 15, 2010 5:18 am    Post subject: Reply with quote

Well I've made some reasonable progress with QuakeRL, please keep in mind this won't be the only algorithm or method of random map generation, I fully intend to use several for making maps with different themes.

Mode 1 using libtcod's BSP generation.


Mode 2 (looks similar to DoomRL)


Mode 3 (mixed of both of those)


And a crude, but functioning inventory system.
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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Tue Jun 15, 2010 2:10 pm    Post subject: Reply with quote

Oh hey, it's E4M7! Wink
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Jun 15, 2010 9:30 pm    Post subject: Reply with quote

Silly negke, thats not Azure Agony, its Teal Torment!

Static; I like the hybrid look. You need to categorize those names though, Termination Forest sounds... interesting. Great work though!
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Wed Jun 16, 2010 12:36 am    Post subject: Reply with quote

Static_Fiend: Very cool!
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Jun 16, 2010 1:07 am    Post subject: Reply with quote

Did you play with the VGA registers to get that colored text?
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