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Cobalt Runner

 
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Tue Nov 24, 2009 3:21 am    Post subject: Cobalt Runner Reply with quote

Just wanted to share my current project, no clue if any of you have even seen this before. It's Quake-based and for the PSP.

Update 1: http://www.youtube.com/watch?v=NR4oDXaF94w
Update 2 w/fixed animations: http://www.youtube.com/watch?v=ojHfIr0zibg
Update 3: http://www.youtube.com/watch?v=-QD14_4T21c
Update 4: http://www.youtube.com/watch?v=DX-tdbdilvc
Update 5: http://www.youtube.com/watch?v=7GaDMSTLWfs

One thing I ask of you:

Don't pop in this thread, look at the fact it's for the PSP, and immediately disregard it as crap, without taking a look. Thanks.
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Wazat



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

PostPosted: Tue Nov 24, 2009 4:25 am    Post subject: Re: Cobalt Runner Reply with quote

Wow, dude. I'm impressed! The fact that this is on PSP does not diminish it, it raises my opinion of what you've accomplished. You're doing some awesome stuff that hasn't been done in Quake before... especially not in the way you're doing it. Keep up the good work!
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ceriux



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

PostPosted: Tue Nov 24, 2009 7:01 am    Post subject: Reply with quote

Yes Downsider is a quake modding god even though he doesnt think so.

he should have posted this here sooner.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Nov 24, 2009 10:43 am    Post subject: Reply with quote

Those are really cool.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Tue Nov 24, 2009 12:17 pm    Post subject: Reply with quote

Thanks Wink
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Tue Nov 24, 2009 1:30 pm    Post subject: Reply with quote

Nice stuff with the wall hanging/running. Reminds me very much of Mirror's Edge
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue Nov 24, 2009 11:12 pm    Post subject: Reply with quote

Great job, Downsider. Very creative.
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Wed Nov 25, 2009 6:50 am    Post subject: Reply with quote

Yeah, it looks like a lot of fun! I hope it'll be "regular Quake"-compatible Smile
Combine this and Transloquake-looking maps, and you'll have something like this: http://www.youtube.com/watch?v=iBN-sS79m88 Smile
As it happens, I've been playing Mirror's Edge in the past couple of days and really enjoy it. Your gameplay already looks awesome! Very Happy
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Wed Nov 25, 2009 5:32 pm    Post subject: Reply with quote

The last tech demo (running on the walls) looks nice, I imagine that in a Prince of Persia way. Or Tomb Raider exploration mode.
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Wed Nov 25, 2009 6:48 pm    Post subject: Reply with quote

That is awesome. Oh, the possibilities O_o

I want to have your little shamblers
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LonePossum.



Joined: 02 Nov 2009
Posts: 38

PostPosted: Thu Nov 26, 2009 8:57 am    Post subject: Reply with quote

OMFG It is Breadsticks. Since When.
Jks Looks as good as it has on forums and on Solitude.
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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Thu Nov 26, 2009 2:59 pm    Post subject: Reply with quote

Downsider,

Definitely interesting! Looks like you need finer-grained player angles for aiming at those targets though Smile

Is this pure QC or have you modified the engine, too?
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Nov 26, 2009 7:42 pm    Post subject: Reply with quote

Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Nov 27, 2009 1:40 am    Post subject: Reply with quote

Downsider wrote:
Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.


I'd say if you have your own engine and skills to code it, go for it. Don't waste time trying to make it compatible with X or Y; just do it, keep the focus on gameplay. After that, if enough people ask for, you may think about porting that to CSQC or whatever it takes to make your idea work in another engine.

EDIT: for misspelling.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Fri Nov 27, 2009 1:53 am    Post subject: Reply with quote

Yeah, I don't have any problems with breaking compatibility, really. Once development's over, Cobalt Runner may well be totally incompatible with anything related to Quake.

I've already totally replaced the statusbar and the menu code, in favor of something specific to Cobalt Runner, which doesn't work in Quake due to the menu choices in Quake being simplified..

Netcode will need some major modifications if I want the game multiplayer. This is mainly because, as you can imagine, the game requires some accurate movement, so accurate prediction is a must.
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