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The Mansion V.45| Blood Tutorial Added


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#101 Wolf017

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Posted 19 July 2007 - 12:23 AM

is this just to show how good the graphics could get? It was cool and kept me entertained for a little bit... But if you aren't considering adding any type of REAL gameplay... Then I cant really call this a game....
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#102 Sulfuric

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Posted 19 July 2007 - 02:17 AM

is this just to show how good the graphics could get? It was cool and kept me entertained for a little bit... But if you aren't considering adding any type of REAL gameplay... Then I cant really call this a game....

<{POST_SNAPBACK}>

That's why I called it an example...

I am making a game out of this however.
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#103 Wolf017

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Posted 19 July 2007 - 02:18 AM

oh, ok...
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#104 Tepi

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Posted 19 July 2007 - 01:59 PM

but what do you suggest?

I haven't tested very much but 30,32000(mentioned in the topic) works well.

Well, the main problem with the flare effecting the trees is that it makes them look like they disappeared and it it's just the wall then. Other than that it looks pretty good

sounds like a depth problem... try adjusting the flare's depth thehighest possible before camera...

but my main problem right now seems to be drawing the model. For one, I suck at getting the texture to fit right.

how would you want te texture be?
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#105 Sulfuric

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Posted 19 July 2007 - 04:46 PM

but what do you suggest?

I haven't tested very much but 30,32000(mentioned in the topic) works well.

Well, the main problem with the flare effecting the trees is that it makes them look like they disappeared and it it's just the wall then. Other than that it looks pretty good

sounds like a depth problem... try adjusting the flare's depth thehighest possible before camera...

but my main problem right now seems to be drawing the model. For one, I suck at getting the texture to fit right.

how would you want te texture be?

<{POST_SNAPBACK}>

-I can't use 30,32000 for obvious reasons like I said before. You can see through the floor if you look down...
-What??? I got the flair to effect the trees, it's just so bright and with the blackness of the trees by the fog, they appear to be invisible.
-Major WHAT????? No idea what you said there.
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#106 Soillbegone

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Posted 19 July 2007 - 05:14 PM

I think the flair thing is just a rendering issue. I've seen it before in 3D games. Something are so bright they have a rendering issue and seem to appear invisible.
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#107 Sulfuric

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Posted 19 July 2007 - 05:43 PM

I think the flair thing is just a rendering issue. I've seen it before in 3D games. Something are so bright they have a rendering issue and seem to appear invisible.

<{POST_SNAPBACK}>

I believe the blackness causes it to be the same color as the white wall behind it. The trees look pretty good blended up close, but far away they just sort of disappear.
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#108 MaartenR

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Posted 19 July 2007 - 06:39 PM

Impressive! Never seen anything like this in Game Maker.
Also it's daaaaaaaamn small how in hells name did you do that XD

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#109 Tepi

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Posted 19 July 2007 - 10:53 PM

-I can't use 30,32000 for obvious reasons like I said before. You can see through the floor if you look down...

oh that's the bad point of that...you could make it so that znear would be 1 when you are looking down and 30 when you are looking up or something like that...

-What??? I got the flair to effect the trees, it's just so bright and with the blackness of the trees by the fog, they appear to be invisible.

maybe you could try to use (another?) blend mode for the flare? (not sure if that works)

-Major WHAT????? No idea what you said there.

I don't remember saying anything about major anything :D maybe you could give me quote of that...
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#110 Soillbegone

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Posted 19 July 2007 - 10:58 PM

I think the flair thing is just a rendering issue. I've seen it before in 3D games. Something are so bright they have a rendering issue and seem to appear invisible.

<{POST_SNAPBACK}>

I believe the blackness causes it to be the same color as the white wall behind it. The trees look pretty good blended up close, but far away they just sort of disappear.

<{POST_SNAPBACK}>

Yeah, Like I said, its a rendering problem. If you've played PRAY for the 360, you would see it with one of the guns. It sprays out a shield of acid and if you spray it at the shields or spray in it then look through it at a shield you can see invisible blobs in the air...its kind of funny if you ask me.
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#111 Sulfuric

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Posted 20 July 2007 - 03:36 AM

I think the flair thing is just a rendering issue. I've seen it before in 3D games. Something are so bright they have a rendering issue and seem to appear invisible.

<{POST_SNAPBACK}>

I believe the blackness causes it to be the same color as the white wall behind it. The trees look pretty good blended up close, but far away they just sort of disappear.

<{POST_SNAPBACK}>

Yeah, Like I said, its a rendering problem. If you've played PRAY for the 360, you would see it with one of the guns. It sprays out a shield of acid and if you spray it at the shields or spray in it then look through it at a shield you can see invisible blobs in the air...its kind of funny if you ask me.

<{POST_SNAPBACK}>

No, it's not. It just appears to be the invisible. It's just the same color as the wall behind it due to the fog color mixing with the bright light. No rendering problem.

If you look at what the shrubs are on, you can see it there too. They look like they slowly fade into the wall.

Though I think what you're referring to is happening to the trees, but it has nothing to do with the flare, just a depth issue. I could probably resolve it, but it's not that important.

Edited by STARFOXROX, 20 July 2007 - 03:38 AM.

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#112 Sulfuric

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Posted 02 August 2007 - 07:35 PM

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

Sorry it took so long for an update. I was busy finishing Lilium.
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#113 Soillbegone

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Posted 02 August 2007 - 08:02 PM

Sweetness! I was looking forward to an update.
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#114 Sulfuric

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Posted 02 August 2007 - 11:22 PM

Woops, I was just notified that I forgot to get rid of the unlimited jumping for testing purposes. Sorry about that (if any one else noticed). It's fixed now.

Oh, and here's of a list of the things you can check so far:

The statue
The grave stones
The blood shack

They will eventually be used for puzzles when I finally decide to make a game with this.

Edited by STARFOXROX, 02 August 2007 - 11:29 PM.

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#115 x-death

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Posted 02 August 2007 - 11:36 PM

cool game beats most games in 3d here i think i cant think of any way you could improve this game its just great
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#116 nodata10101

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Posted 03 August 2007 - 01:25 AM

Yeah, this is really neat, I could really get into this, especially if you make a mystery type game you have to solve, with puzzles and lots of letters and stuff you have to read and transcribe <_<

This is really awesome!
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#117 IamCalle

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Posted 03 August 2007 - 05:13 AM

I tried your bloodtutorial, but I must say; if you fickle around with the artistic filters, after having added a 100% red patch with an more or less abstract brush, the result gets much better. :D

Here is a picture showing something I put together. (I have never used Photoshop very much :/)
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The bloodsplats are alphamapped. (The right blood splat would preferably need a better alphamap if being used in a game, etc.)


Oh, nice 3-D example you have there!
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#118 Wolf017

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Posted 03 August 2007 - 05:23 AM

ooh, that 'bloodshack' is scary :D
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#119 Roopfert

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Posted 03 August 2007 - 05:33 AM

you should have a key in the maze to get in the mansion, and give the mansion a basement
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#120 Blazed

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Posted 03 August 2007 - 06:00 AM

Nobody can convert this into a Windows Vista version, its a EXE file. :D
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#121 hotshotscott

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Posted 03 August 2007 - 06:44 AM

you can convert exe's to work on vista..Thats how i did it..

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#122 Sulfuric

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Posted 03 August 2007 - 03:25 PM

you should have a key in the maze to get in the mansion, and give the mansion a basement

<{POST_SNAPBACK}>

The maze won't be unlocked right away. The key to the mansion will be easy enough to find though...

It's going to have a wine cellar in the basement. Actually probably a full winery.
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#123 Soillbegone

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Posted 03 August 2007 - 03:36 PM

awesome. You going to do models?
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#124 Sulfuric

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Posted 03 August 2007 - 04:05 PM

awesome. You going to do models?

<{POST_SNAPBACK}>

Yes. I have 2 texture mapping programs, so ones bound to make texturing easy. It's the main reason why I don't like putting models in my games. I suppose that's a lazy excuse :D .
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#125 Soillbegone

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Posted 03 August 2007 - 04:23 PM

Yeah, I don't know if you can pretexture models with the 3D program then they stay textured when you use them with GM.
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#126 Sulfuric

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Posted 07 August 2007 - 04:34 PM

Yeah, I don't know if you can pretexture models with the 3D program then they stay textured when you use them with GM.

<{POST_SNAPBACK}>

They don't. Go to the 3d forum and look at the top topic by Fred. It shows you how to texture models correctly and gives a good program to use. I already knew how to texture models, though, and that's why I never credited him. I also have LithUnrap, which gives you quite a few new options, but is more difficult to use.
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#127 Soillbegone

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Posted 08 August 2007 - 03:15 AM

ok.
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#128 NinjaBril

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Posted 10 August 2007 - 01:29 AM

ever thought about making this a mystery game? i got some good storys.
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#129 PehJota

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Posted 18 August 2007 - 07:58 PM

Nice!

The wall collisions look like kinda the ones from Mark's tutorial, but the column ones are good. I liked the reflection on the floor.

If you want, I could help you with the physics. For example, prevent the player from changing direction or speed while jumping or falling, or make the player slide to a stop without changing direction when the player stops holding the WASD keys and turns around.
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#130 Sulfuric

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Posted 18 August 2007 - 09:04 PM

Nice!

The wall collisions look like kinda the ones from Mark's tutorial, but the column ones are good. I liked the reflection on the floor.

If you want, I could help you with the physics. For example, prevent the player from changing direction or speed while jumping or falling, or make the player slide to a stop without changing direction when the player stops holding the WASD keys and turns around.

<{POST_SNAPBACK}>

Nah, physics are easy to do. I just find it annoying NOT having the super man jumping. Not being able to turn around in mid air just annoys me because of how hard it makes platforming.
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#131 Wolf017

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Posted 18 August 2007 - 09:07 PM

it can make a game very unique in gameplay, take zelda type platforming, that was pretty cool =D
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#132 Sulfuric

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Posted 27 August 2007 - 07:23 PM

it can make a game very unique in gameplay, take zelda type platforming, that was pretty cool =D

<{POST_SNAPBACK}>

I don't know how much platforming there will be when I actually start this game. Lots of little puzzles and exploring, but only a tad bit of platforming. Though I suppose things can always change.
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#133 The eleventh plague of Egypt

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Posted 27 August 2007 - 08:58 PM

Why don't you use a DLL for 3D ?
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#134 Sulfuric

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Posted 27 August 2007 - 10:06 PM

Why don't you use a DLL for 3D ?

<{POST_SNAPBACK}>

Why would I? I suppose making the graphics look a little better would be okay. The thing is, I REALLY DON'T CARE ENOUGH.

Hmm... I read a few of your other posts and it seems you really like the ultimate 3d dll. Is it because this game runs slow on your computer? If so, that's your problem.

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#135 Soillbegone

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Posted 27 August 2007 - 10:29 PM

If you really want to make a good 3D game, use C#, its structured way better for 3D.
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#136 Sulfuric

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Posted 29 August 2007 - 01:04 AM

If you really want to make a good 3D game, use C#, its structured way better for 3D.

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Cool, but I didn't get GM to make fast 3d stuff, I got GM to make games.

I really don't feel like learning a new language to make a game I'm not that interested in.
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#137 Soillbegone

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Posted 29 August 2007 - 08:55 PM

I know, I was just putting it out there. When is the next version going to be up?
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#138 Sulfuric

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Posted 29 August 2007 - 08:59 PM

I know, I was just putting it out there. When is the next version going to be up?

<{POST_SNAPBACK}>

Yeah, I'm sorry, I was a little harsh.

I dunno. Right now I'm working on a new game called Decobliss, but I guess I wouldn't mind working with 3d again. Once Decobliss is done (it's a shmup game, so it's more for score than lengthly game time) I'll probably start working on this again as a side project from Lilium II.
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#139 Soillbegone

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Posted 29 August 2007 - 11:22 PM

Awesome.
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#140 gmuser

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Posted 20 January 2008 - 01:36 AM

I tried to download it but it says 'User is not allowed to use direct links'. anyone who has the zip please upload it to a mirror.

Edited by gmuser, 20 January 2008 - 01:37 AM.

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