Author Topic: Back to cretaceous  (Read 44245 times)

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Offline Nick

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Re: Back to cretaceous
« Reply #15 on: January 12, 2012, 04:20:54 pm »
so this is till being continued? as seeing the background music/soundtrack ?

amazing how you did this..great 3D, you say that it's not that good yet, but i think it's really good, congratz!

Offline ben_g

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Re: Back to cretaceous
« Reply #16 on: January 12, 2012, 04:24:19 pm »
hopefully I manage to finish the level editor soon, and there might be a simple gameplay demo in a week. (but don't expect to much from it, it will be a very simple demo and maybe not even dinosaurs yet).

EDIT: by the way, the screenshots are outdated. The world is now based on an other system based on tilemapping that can handle huge worlds, while the screenshots are from a model-based world, which would be very slow for a big world.
« Last Edit: January 12, 2012, 04:26:47 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline saintrunner

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Re: Back to cretaceous
« Reply #17 on: January 12, 2012, 04:25:52 pm »
..again, lol, It sounds like pokemon! Which is cool cause I love pokemon and dinosaurs and computers and Java!! Can't wait :)
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Offline ben_g

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Re: Back to cretaceous
« Reply #18 on: January 20, 2012, 06:18:46 pm »
As promised: here's a demo:
English version: http://dl.dropbox.com/u/11215358/btc-EN.zip
Dutch version: http://dl.dropbox.com/u/11215358/btc.zip

It's really short and the graphics are quickly drawn in blender. But anyway, I hope you enjoy.

To run it: UNZIP the dist folder and run mygame.jar.  then you can choose the resolution and other technical stuff. Don't choose a very low resolution and if you're not sure that your computer supports OpenGL, do NOT start it in fullscreen mode, or your computer wil crash instaed of just the window. The instructions are given in-game. On the login screen, just click login, without typing something into the textboxes.
« Last Edit: January 20, 2012, 07:02:12 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline ben_g

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Re: Back to cretaceous
« Reply #19 on: January 21, 2012, 02:38:05 pm »
I made some screenshots:
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline saintrunner

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Re: Back to cretaceous
« Reply #20 on: January 21, 2012, 02:41:03 pm »
so by texture...you want color too? right
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Offline ben_g

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Re: Back to cretaceous
« Reply #21 on: January 21, 2012, 02:48:35 pm »
This part will later become the beginning of the game, which is set on the moon, so it's supposed to be gray. Here, everything eccept for the wheels is textured.
But right now I could use a building texture: just a simple texture of a side of a building, with and without door.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline saintrunner

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Re: Back to cretaceous
« Reply #22 on: January 21, 2012, 03:21:36 pm »
ok so dimensions? and do you want brick, or a space syfy texture? and colors? can I get creative or do you want it to be certain shades?
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Offline ben_g

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Re: Back to cretaceous
« Reply #23 on: January 21, 2012, 03:26:25 pm »
dimensions: 256x256, 512x512 or 1024x1024 pixels.
Texture: something similar to concrete, with a heavy looking metal door and small windows. You can get creative for the colors, but I would like it to fit in a sci-fi or futuristic theme.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline saintrunner

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Re: Back to cretaceous
« Reply #24 on: January 21, 2012, 03:28:52 pm »
I know exactly what you want :) I'll get it done soon, give me a day
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Offline ben_g

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Re: Back to cretaceous
« Reply #25 on: January 21, 2012, 03:35:35 pm »
thanks. Do you want 'saintrunner' in the credits or something else?
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline Nick

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Re: Back to cretaceous
« Reply #26 on: January 21, 2012, 03:45:47 pm »
looks great so far, it might have no real content yet, but it looks nice.. the only thing is that my pc begins to ventilate really hard, quite strange, but i guess that's just because of the 3D stuff, i don't have any problems or lags or so, just the noise xp

do you plan to add trees and roads and stuff?
« Last Edit: January 21, 2012, 03:50:20 pm by Nick »

Offline saintrunner

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Re: Back to cretaceous
« Reply #27 on: January 21, 2012, 03:48:07 pm »
thanks. Do you want 'saintrunner' in the credits or something else?


Well I haven't done them yet lol, but if you like and use it then yeah saintrunner is fine (make sure it isn't capitalized) or you can use my real name, Jon Klabunde, but you can choose
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Offline ben_g

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Re: Back to cretaceous
« Reply #28 on: January 21, 2012, 04:14:03 pm »
do you plan to add trees and roads and stuff?
This part is set on the moon, so not in this part. On mars and earth there will be trees.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline saintrunner

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Re: Back to cretaceous
« Reply #29 on: January 21, 2012, 05:46:10 pm »
here's two attempted textures. let me know what you think and what direction you want me to go from here? I'll get a big door soon
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