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The Mansion V.45| Blood Tutorial Added


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#1 Sulfuric

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Posted 05 July 2007 - 04:03 PM

The Mansion

Download: The Mansion
Made with: :D .1 (If someone is willing to convert, I will post the vista compatible version)
Size: 2.1MB

Hello, this is a 3d fpv effects wip example (3FEWE).

Most textures where made by David Gurrea.

Mouse look code by That Game's Guy.

UPDATE v.05:
-Blood shack is included
-Forest area is included
-Pressing "E" allows you to check certain objects
-Should now be faster

v.046:
-Door glow effect now glows based upon the doors and has a better transition/ intensity ratio
-Form freezes when the game looses focus

v.04:
-First part of hedge-maze complete
-Stream with bridge has been added
-Ramps have been made seemless (kinda)
-A moon has been added outside

v.03:
-Shine removed (a new shine will eventually be added)
-New ability to go through the large doors
-A small court yard entrance added (will eventually have a fountain, ex)
-Darkness to Light transition effect (rather simple, but looks pretty cool)
-Ramps added (go trig)

v.02:
-Better shine (in my opinion)
-Better statue texture
-Altered Light Rays (They look better in most cases, but they sometimes overlap)


Features:

Fully functional doors
Floor shine
ramps
3d movement
Light glow

This is just a WIP, so there with most likely be more to come.

Controls:

WASD=Move
E=USE key: Open/close doors/ check certain objects

Screen Shots (Old):

sceenshot1
screenshot2
screenshot3
screenshot4
screenshot5

Screen Shots (New):

Posted Image

Posted Image


This might help some people

Simple Blood Texture Tutorial

Programs/materials needed:
-Photoshop (probably any version will do but the instructions are for CS 2.0 v8 (I think))
-Abstract brush set (can be found at phazongraphics.com)
-A good texture

Instructions:
-Create a new, white canvas
-Make a new layer and use the fill tool to make it all white
-Get a good abstract brush and set the brush color to red (not maroon or anything, just red)
-Click once or so the canvas (depending how big the brush and canvas is (in most versions of photoshop, you can use the brush dynamics to make it more random)
-Go Image>Adjustments>Curves and set the first dot's input and output as 162 and the next dot's input and output to something less than 162 (less than 100 should do it) to make it look more "bleedy" (it doesn't have to be 162, just change it to fit your brush)
-Go Filter>Sharpen>Sharpen More
-Go Image>Adjustments>Hue/Saturation and set saturation from -20 to -30
-Copy and paste the texture you want the blood on below the blood layer
-Set the blend mode of the blood layer to either Multiply, Color Burn, or Linear Burn depending on how you want it

Note: bright white doesn't make it look as good, but set it to multiply and it should still look pretty realistic.

Edited by STARFOXROX, 02 August 2007 - 11:27 PM.

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#2 YourFace

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Posted 05 July 2007 - 04:17 PM

Visually pleasing.

Edited by YourFace, 05 July 2007 - 04:17 PM.

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#3 Morinfen

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Posted 05 July 2007 - 04:24 PM

Looks very nice :D

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#4 dodenonnonisos

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Posted 05 July 2007 - 04:24 PM

hey, nice effects!
I like the floor reflection effect

7/10, needs more to do though
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#5 Sulfuric

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Posted 05 July 2007 - 05:01 PM

hey, nice effects!
I like the floor reflection effect

7/10, needs more to do though

<{POST_SNAPBACK}>

Yes, that's why it's just a wip. I don't really know what I'll do with it. I probably won't ever make a complex fps, so I might release the source one of these days.
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#6 WarriorArtiste

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Posted 05 July 2007 - 05:21 PM

Not laggy, kinda reminded my of Zelda Ocanara....
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#7 Sulfuric

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Posted 05 July 2007 - 08:47 PM

Does anyone have some ideas I could use to add to the example? I need something to do while people test my other game.
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#8 NinjaBril

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Posted 05 July 2007 - 08:59 PM

:D you have a BOX! same here

~ontopic~

Does anyone have some ideas I could use to add to the example? I need something to do while people test my other game.

<{POST_SNAPBACK}>


make it a mystery game :D need some story ideas? ask me.

but errm what did you put it together with?
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#9 Sulfuric

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Posted 05 July 2007 - 09:41 PM

I have a box? What?

I'm not making a full game out of this. I was looking for some effect ideas.
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#10 Torak

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Posted 05 July 2007 - 10:17 PM

Wow, theres nothing to do but it still had me looking around for awhile, if your not going to make a full game why not release the source?
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#11 Sulfuric

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Posted 05 July 2007 - 10:22 PM

Wow, theres nothing to do but it still had me looking around for awhile, if your not going to make a full game why not release the source?

<{POST_SNAPBACK}>

Well, it took me a very long time to create the gradual z and z movement... I don't know if I'm ready to release it just so some noob can create a "game" that is basically my example. In do time. I'm sure I will eventually, but it may take awhile.
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#12 Torak

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Posted 05 July 2007 - 10:52 PM

Wow, theres nothing to do but it still had me looking around for awhile, if your not going to make a full game why not release the source?

<{POST_SNAPBACK}>

Well, it took me a very long time to create the gradual z and z movement... I don't know if I'm ready to release it just so some noob can create a "game" that is basically my example. In do time. I'm sure I will eventually, but it may take awhile.

<{POST_SNAPBACK}>

Yea, that happens sometimes. But I hope you do, I would like to learn from it.

Edited by Torak, 05 July 2007 - 10:53 PM.

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#13 Sulfuric

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Posted 05 July 2007 - 11:41 PM

Wow, theres nothing to do but it still had me looking around for awhile, if your not going to make a full game why not release the source?

<{POST_SNAPBACK}>

Well, it took me a very long time to create the gradual z and z movement... I don't know if I'm ready to release it just so some noob can create a "game" that is basically my example. In do time. I'm sure I will eventually, but it may take awhile.

<{POST_SNAPBACK}>

Yea, that happens sometimes. But I hope you do, I would like to learn from it.

<{POST_SNAPBACK}>

I suppose I could create a tutorial. The way I made the z movement is a lot simpler than the examples I've seen. A LOT simpler. My over and under passageways take 2 variables, while the ones I've seen take 4 or more.
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#14 IceMetalPunk

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Posted 06 July 2007 - 01:17 AM

I like it <_< Very white-marble mansion style :D .

I suppose you could add shooting, making the columns break and/or fall when shot (and, if you really want a challenge, making the second floor cave in when enough columns break).

For the floor reflections, you just drew a flipped version of the scene under the floor, then made the floor low-opacity, right? Looks good :D .

-IMP ;) :P
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#15 Tehsalemplz

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Posted 06 July 2007 - 01:43 AM

I have an idea. Show how you add blood splats and bulletholes to walls during the game. I would have no idea how to do this though.
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#16 Cerealklr

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Posted 06 July 2007 - 01:58 AM

well, you might consider adding some grounds outside. It would of course, be raining and midnight out, with clouds rolling across the sky and a full moon in keeping with the music XD Then, you might go and revamp the rooms that the dorrs lead to, such as adding usable furniture.
BTW, if you think about it, plz PM me when you release the example, I'm working on a rather large 3d fp game, and so i need every ounce of efficiency i can scrounge up XD

Edited by Cerealklr, 06 July 2007 - 01:59 AM.

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#17 WarriorArtiste

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Posted 06 July 2007 - 03:56 AM

make a medieval rpg
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#18 Sulfuric

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Posted 06 July 2007 - 03:59 AM

well, you might consider adding some grounds outside. It would of course, be raining and midnight out, with clouds rolling across the sky and a full moon in keeping with the music XD Then, you might go and revamp the rooms that the dorrs lead to, such as adding usable furniture.

Ooh, good idea! I was considering revamping the rooms the doors lead to, I just never got around to it.

Oh, and IMP (wow, that's a weird abbreviation for a "hard-core" name), yes, that's how I did it.

make a medieval rpg


I could, but like I said before, I don't want to start a 3d game in GM. Most don't do well, and the take quite a bit of time. Also, all the GM 3d rpg's I've seen either stay wip, or go away after the first day because they're poorly done. I don't have that kinda time (I actually do) to make a project so big.

Edited by STARFOXROX, 06 July 2007 - 04:05 AM.

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#19 Newly Discovered

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Posted 06 July 2007 - 05:17 AM

Lol...don't you wish people would read?

It's pretty good so far. I like how the view gradually rises...adds a clean effect. The floor reflection is nice as well but if theres any possible way to blur it the further away the reflected object is the more realistic and visually stunning it would be.

As for ideas, maybe a chandelier or three? Don't put them high though, have them hang low and possibly swing very slowly. The door with light coming through is a good effect, but very poorly presented...unless of course you three main lights behind the door shining in those exact areas, which is obviously untrue. Add a full light effect but fade it out between areas and have it kind of randomly cycle through the faded areas. Better carpet texture. Statues such as knight armors, weapons, maybe an empty throne with an empty vial or a bloody knife on it. Maybe a stained glass window on the roof and have a light bloom? the bloom would do wonders with the front door as well. Add paintings and plants. The empty hallways really take away from the rest.

I love the music, very peaceful music. I wonder if you've ever played the games Ico and/or Shadow of the colossus. If not, please view some videos and screenshots of them. They're master pieces. They've both been rated 9 and over out of 10 by numeral game magazines and websites mainly because they're so visually entertaining. The realism of the games is remarkable and this game gives me the same impression.

Turn on interpolate if it's not already on...the d3d is very choppy along the edges.

Anyway, good luck. I'm very anxious to see this go far. Maybe once it's finished or you've at least made good progress you could add an auto camera that automatically moves around the building. Could easily be turned into a screensaver.


edit:
Here are some examples of the ideas i'm talking about:
Light Bloom
Better Textures
Light Rays For The Door

Edited by Newly Discovered, 06 July 2007 - 05:33 AM.

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#20 jobro

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Posted 06 July 2007 - 05:30 AM

This truly rocks! I wish I knew how to open the doors tho. <_<
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#21 Newly Discovered

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Posted 06 July 2007 - 05:34 AM

He said it in the first post...press e.
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#22 xygthop3

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Posted 06 July 2007 - 07:09 AM

Nothing overly spectacular I'm sorry to say. Nice work on the level design.

I only noticed 2 things that I would class as special effects:-
1. The floor reflection
2. The light coming through the main doors.

Some suggestions:-

Need lighting, dynamic and static.
You could spheremap the statue.
Add some windows so you can see outside.
Make the floor LESS transparent, it's way to shinny.
Have a wondering ghost that is like cloth and floats around the mansion.

Best of Luck

Edited by xygthop3, 06 July 2007 - 07:10 AM.

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#23 Newly Discovered

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Posted 06 July 2007 - 08:23 AM

I like your ghost idea but obviously it would have to be a bit more realistic than a white sheet overtop a balloon...having the fabric wave around would be tricky without an animated model.
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#24 thetagames

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Posted 06 July 2007 - 03:22 PM

I agree with Newly Discovered; the graphics of this proto-game are one-of-a kind, and produce a visual pasterpiece worthy of comparison to Shadow of the Colossus. In conjunction with artistic, original gameplay, (in other words, don't turn this into a run-of-the-mill first-person-shooter) your 3D art will do well as a game.

Oh, and I personally think the floor is fine. It isn't too transparent, and reflects the pristine nature of the 3D architecture.

Good job!

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Edited by thetagames, 06 July 2007 - 03:25 PM.

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#25 Drakona#5

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Posted 06 July 2007 - 03:29 PM

Awesome needs a bit of devolopement if it's going to be a game
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#26 Sulfuric

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Posted 06 July 2007 - 06:21 PM

Awesome needs a bit of devolopement if it's going to be a game

<{POST_SNAPBACK}>

Is no one reading what I say? I'm not making a full game.

I already had an idea for a chandilear. That will most likely happen. I've already started making dynamic light. I could sphere map the statue, but texturing models takes way to damn long to begin with, and I don't feel like going through the trouble. The floor is fine the way it is.

I will most likely make the grounds outside. Maybe a shrub maze?

If you can make a fully animated 3d ghost that actually looks good, be my guest and I'll put it in.

People are telling me to upgrade the textures. How the hell am I suppose to do that? I can't make textures even remotely realistic. Why do you think I took them from that Dave guy?

Edited by STARFOXROX, 06 July 2007 - 06:27 PM.

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#27 Newly Discovered

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Posted 06 July 2007 - 08:50 PM

image google textures....there are some really amazing ones and since you're not selling this it's perfectly legal.
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#28 Power-up

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Posted 07 July 2007 - 12:14 AM

Great design here. The light coming through the door could use some work, but the reflection is pixel-perfect. If you're looking for things to add, perhaps a 3rd floor? That might be out of the question though, but it would still be cool.
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#29 Soillbegone

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Posted 07 July 2007 - 12:25 AM

This could be a great 3D maze game.
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#30 Sulfuric

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Posted 07 July 2007 - 01:04 AM

Great design here. The light coming through the door could use some work, but the reflection is pixel-perfect. If you're looking for things to add, perhaps a 3rd floor? That might be out of the question though, but it would still be cool.

<{POST_SNAPBACK}>

I could probably easily do a third floor. And as for the light beams, I'll probably get rid of them when I make it so you can go outside.
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#31 twinimage

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Posted 07 July 2007 - 04:40 PM

This is a great "game". Though one thing. You should make the floor brown, like a wood kind of floor, instead of white, like the walls are. So it's easier to see where you're going and stuff. This would be great for a mystery game! Or at least an adventure/puzzle kind of game. Also, should make it so when you press E boht doors open and not just one. Makes it easier to get around and such. Good luck with this.

Edited by twinimage, 07 July 2007 - 04:44 PM.

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#32 WhiteBamboo

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Posted 07 July 2007 - 04:47 PM

make it a crazy online shooter for players to hide behind walls and use team tactics to kill eachother...
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#33 Sulfuric

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Posted 08 July 2007 - 04:17 AM

make it a crazy online shooter for players to hide behind walls and use team tactics to kill eachother...

<{POST_SNAPBACK}>

It's obvious from the lack of people not being able to read, I should probably write in big bold letters "THIS IS NOT GOING TO BE MADE INTO A GAME."

I'm guessing most people here have little experience with 3d. Do you have any idea how hard it would be to make an online 3d shooter with team tactics? It'd be hard enough to do it in single player.
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#34 Scott_AW

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Posted 08 July 2007 - 04:53 AM

Ran rather nice. I agree with those who mentioned that the reflection is abit too much, but thats nothing hard to change I'm sure. As for the light beams, they're just way too small, or too few and square. You should have them fan outwards or encompass the entire door's crack. The jittering is a nice touch though.
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#35 Lord Alfred

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Posted 08 July 2007 - 07:47 AM

very cool it would be even cooler as a horror shooter ( -_- ) where a guy goes to hell and his dreams become his nightmares, for instance he could find his wife who grows huge teeth and tries to bite his head off.

Edited by Lord Alfred, 08 July 2007 - 07:48 AM.

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#36 Sulfuric

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Posted 08 July 2007 - 05:37 PM

very cool it would be even cooler as a horror shooter ( -_- ) where a guy goes to hell and his dreams become his nightmares, for instance he could find his wife who grows huge teeth and tries to bite his head off.

<{POST_SNAPBACK}>

That's a nice idea, but learn to read, I'm not making a game out of this. I will however update the example.
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#37 Atomduck

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Posted 08 July 2007 - 06:28 PM

Nice floor effects
-7/10
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#38 Sulfuric

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Posted 08 July 2007 - 07:03 PM

UPDATE:

-Better shine (in my opinion)
-Better statue texture
-Altered Light Rays (They look better in most cases, but they sometimes overlap)

Link found on first post
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#39 Lord Alfred

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Posted 08 July 2007 - 07:26 PM

I no just sayin.
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#40 Sulfuric

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Posted 08 July 2007 - 09:24 PM

I no just sayin.

<{POST_SNAPBACK}>

I understand. Now that I think about it, I could make a pretty freaky exploration game out of this.
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#41 Soillbegone

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Posted 08 July 2007 - 09:51 PM

Yeah, it could be. I can't wait till you can go out those big doors.
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#42 Lucifer123329

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Posted 08 July 2007 - 11:01 PM

great game, im lookin forward to it being bigger :ph34r:
maybe, if u want, you could add some secret doors, or something. where you press E and a part of the wall opens up... and theres a secret room... : P and you could post it as a challange, like who can find it first ^.^

Edited by Lucifer123329, 08 July 2007 - 11:03 PM.

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#43 Sulfuric

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Posted 09 July 2007 - 12:21 AM

great game, im lookin forward to it being bigger :ph34r:
maybe, if u want, you could add some secret doors, or something. where you press E and a part of the wall opens up... and theres a secret room... : P  and you could post it as a challange, like who can find it first ^.^

<{POST_SNAPBACK}>

Hmm, good idea. If I where to have a veil with a bloody knife, that's where it'd be.
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#44 Cerealklr

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Posted 09 July 2007 - 12:21 AM

I was just thinking starfox, you could have the gmk available via PM... and have these fine gentlemen turn it into a game. Obviously, youd only release it to them after giving them the rules and such, but with so many good ideas floating around..... :ph34r:
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#45 Sulfuric

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Posted 09 July 2007 - 12:46 AM

Well, maybe to you. Oh, and I don't use GM 7.

Edited by STARFOXROX, 09 July 2007 - 12:46 AM.

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#46 Sulfuric

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Posted 09 July 2007 - 05:24 PM

Sorry if this is sort of a bump, but I want an answer and it would be brought to a close sitting a few pages back.

Should I change the stairs to ramps? I just made the code and it works quite well. Which would you all prefer:

ramps
stairs that use the ramp code to make it smooth

PS: The big doors can now be open! (Yet to upload though)
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#47 Soillbegone

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Posted 09 July 2007 - 05:44 PM

Well then you better hurry up and upload it. I can't wait to see it. Its going to be great.
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#48 Sulfuric

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Posted 09 July 2007 - 09:54 PM

Well then you better hurry up and upload it. I can't wait to see it. Its going to be great.

<{POST_SNAPBACK}>

I'm going as fast as I can, but I want to cover up the floor so you guys can't see how I did the shine (though I'm sure most of you already know).

Right now I need to make bushes and walkways. Then I'll wall it off so I can release an update.

PS: GO TRIG :)
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Solar Blue-The Mansion-God's Watch
Note: My name has changed. My old name was STARFOXROX.


#49 xygthop3

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Posted 10 July 2007 - 03:54 AM

Reflective floors are best done like in THIS example by brac37.

Edited by xygthop3, 10 July 2007 - 03:54 AM.

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#50 Sulfuric

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Posted 10 July 2007 - 04:29 AM

Reflective floors are best done like in THIS example by brac37.

<{POST_SNAPBACK}>

Ah yes, I've seen that example. The problem with it is it reflects everything no matter where it is. Meaning I can't make a floor lower than it. I don't know if it's changeable, but I like my method and it took to long to change it so suddenly.
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Check out my website (above) for finished and upcoming games.
Solar Blue-The Mansion-God's Watch
Note: My name has changed. My old name was STARFOXROX.