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 Biolab 4 v0.0.0.4b

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Hegemege
Neko
Commander~DEST
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Commander~DEST
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Commander~DEST


Number of posts : 1499
Registration date : 2009-01-16
Age : 29
Location : Quispamsis, New Brunswick, Canada

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 3:52 am

Well, the physics I meant was when there's nothing below a crate it will drop. No tipping, no collisons, it just checks to see if there's anything beneath it. It's very basic, it only used 3 lines of code, and it didn't require a DLL. I am working on making the physics more extensive to support more things. We might eventually end up using a DLL to do some real physics but for now this works fine.
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gullesnuffs

gullesnuffs


Number of posts : 252
Registration date : 2009-05-06
Age : 30
Location : Stockholm, Sweden

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 4:02 am

I think it would be good to choose a dll pretty soon, if we'll use one, I think it would be harder to integrate it later on.
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Commander~DEST
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Commander~DEST


Number of posts : 1499
Registration date : 2009-01-16
Age : 29
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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 4:10 am

Good idea. Hegemege, I'd say you should pick a good one out. Unless someone has a suggestion. I personally have no experience with dlls.
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Commander~DEST
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Commander~DEST


Number of posts : 1499
Registration date : 2009-01-16
Age : 29
Location : Quispamsis, New Brunswick, Canada

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 4:16 am

Quick update:

Version 0.0.0.3d: (In progress)
-Coverted to Game Maker 8 file.
-Added accuracy.
-Added metal crate physics.
-Corrected fade-in and fade-out in dialogue engine.
-Added temporary background to dialogue engine.
-Dialogue engine will now work wherever the room starts at.
-Movement bugfix.
-Adjusted orgin of stairs sprites.
-Completed 2nd and 3rd room.

I am working on a few bugfixes and transitions between the rooms.
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Commander~DEST
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Commander~DEST


Number of posts : 1499
Registration date : 2009-01-16
Age : 29
Location : Quispamsis, New Brunswick, Canada

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 9:48 pm

Biolab 4 v0.0.0.3d:
-Converted to Game Maker 8 file.
-Added accuracy.
-Added metal crate physics.
-Corrected fade-in and fade-out in dialogue engine.
-Added temporary background to dialogue engine.
-Dialogue engine will now work wherever the room starts at.
-Movement bugfix.
-Adjusted orgin of stairs sprites.
-Completed 2nd and 3rd room.
-Added transition from first to second room with fade effect.

Check the first post for download.

Someone has to take on the next version of the engine. I have been doing several of them in a row. And to be honest there are things that I just simply cannot figure out to do, but anyway here's a list of things that need to be covered in the next version. You can take on one or a couple of them. Just tell everybody which ones you're doing, and work off of this latest download and send it to me when you're done. Also keep a log of all of the little changes you do.

-Transitions, I currently have it setup to go from the first level to the second, but no more. Also the way I did it was pretty crappy.
-One data file, self-explanitory. Gullesnuffs, you are probably the one to do this.
-Saving player's position and loading it. Also save and load which room the player is in.
-Save whether the player has started the game ,and whether to show the dialogue box and intro video. Always show the splashscreen though.
-HUD: it would be nice, alright. Don't worry too much about how the graphics are, they can be changed later.
-(Anything else you can think of...)

Thanks!
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Hegemege
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Hegemege


Number of posts : 919
Registration date : 2009-02-21
Age : 31
Location : Helsinki, Finland

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 10:17 pm

The fade uot/fade is quite buggy... I may work on it a bit and draw only a rectangle with draw code to save some sace Razz The code is also a big mess for such an easy thing Smile

I'll make a new function which fades the screen in and out... probably with adjustable length too.

Besides that, I'll work on the HUD too and fix some things I found in the code, I'll keep a log.
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Commander~DEST
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Commander~DEST


Number of posts : 1499
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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Dec 28, 2009 10:57 pm

Yeah, that's another thing. The code is very messy. Feel free to re-code some stuff.
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Nragemachine

Nragemachine


Number of posts : 296
Registration date : 2009-02-25
Location : Illinois

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyThu Dec 31, 2009 4:44 am

Wowee! I did not expect this when I started up the game, I am just so blown away by how awesome this is getting right now, I mean yeah there are obvious things that need to be worked on, but seriously guys very very well done so far! Smile

BTW, who did that gameplay music because that was just awesome!
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Commander~DEST
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Commander~DEST


Number of posts : 1499
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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyThu Dec 31, 2009 10:03 am

Yeah Nrage, I know exactly what you mean. The dedication each and every one of us has is the only reason that this game is doing as well as it is. And yes there is quite a few obvious things to be worked on. Right now the main things are; cleaning up the code, making the HUD, getting a Physics DLL and getting it in the game, and updating the player sprites. If no one does the HUD, I would be able to at least give it a shot and see if any changes are needed.

And I was the one who made the background music. If you look in the Dropbox folder you will see that soundtrack and a second one I made. The two tracks go very well together. I am currently working on another one which will sound different, but they will still match.
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Hegemege
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Hegemege


Number of posts : 919
Registration date : 2009-02-21
Age : 31
Location : Helsinki, Finland

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyThu Dec 31, 2009 6:52 pm

I can work on the HUD Smile

I have quite plenty of time in my hands, if most of it wouldn't go to ArmA 2...
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Commander~DEST
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Commander~DEST


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyThu Dec 31, 2009 8:27 pm

Alright, sounds good. You have a clear visioon of what you want it to look like anyway.
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Neko
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Neko


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyFri Jan 01, 2010 4:58 am

With the accuracy thing, can you not updae the accuracy untill the bullet either hits a target, or a wall? If you have 100% accuracy and shoot, it goes to 0, then it hits an enemy at goes to 100% again. =/
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Commander~DEST


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyFri Jan 01, 2010 6:23 am

Yeah, I know. But the accuracy won't be displayed in the HUD so it won't matter. It will be on the stars page, and you won't notice the difference then.
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Gamerx

Gamerx


Number of posts : 195
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Location : Ohio, USA

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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 5:50 am

Hey guys are these the final graphics for the character? He has no feet... And the glare on his legs are way too bright. It looks like he's wearing like rubber pants. Its a great animation but he just looks strange. And he could use some texturing or something.

Anyway the game is looking great. I think we should add a lot more gun physics, I can help with that. My engine has basic shooting physics but I could make it a lot more advanced easily. You should check it out if you haven't yet.
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Hegemege
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Hegemege


Number of posts : 919
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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 6:17 am

What do you mean with shoting physics exactly?

And no those are not the final graphics Smile
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Gamerx

Gamerx


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 6:48 am

I mean like the recoil of your gun, the effect of gravity on your bullets, all of that stuff.

And we could also set up an AI that goes from alert to unalert. I think we could set it up so that they kind of just walk around a bit and patrol the area when they aren't alert of your presence.

And then we could make it if they see you or hear your gun or bullets they could become alert. And we could make some guns much more noisy than others and give away your position more easily.
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Neko
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Neko


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 6:54 am

Effect of gravity on your bullets? At the speed the bullets should be moving, gravity isn't going to really be visable. Speaking of which, should we make the bullets faster and invisable? Make them a bit more realistic?
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Hegemege
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Hegemege


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 8:00 am

Gamerx, I have been thinking similar enemy behavior. But no, gravity wont effect the bullets in this short distances.
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Neko
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Neko


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 8:17 am

alert and unalert? Differen't level ismore like it.
Enemies are at level 1...
If they hear a noise, they go to level 2, They don't know your there, but they are checking out the area.
If the enemies know your there, just not your exact location, they are at level 3 They search, call in other enemies, and have there weapons ready for action.
if they see you but you run off, they're at level 4, they chase you and follow where they last saw you.(Around corners and stuff). They're down to business now.
If your off rampaging around like a madman in plian sight, they are set to level 5 where all the enemies in the area know your there and your pretty much a dead man.
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Commander~DEST


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 9:39 am

Yeah and the security camara could help determine if there is a threat too. Sweet ideas so far! For sure, no gravity on bullets, and I would think that shooting instantly would be the best idea. Only thing is that there needs to be a very visual way to see that you shoot, so wherever you hit with the gun, something needs to happen.

Character is being worked on by nrage righht now, he showed us a WIP and it's looking good!
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Hegemege
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Hegemege


Number of posts : 919
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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptySun Jan 03, 2010 9:46 pm

we can make the the speed of the bullet so fast that you cat see it. Remember that with the current code, it won't skip objects! maybe a white-ish line?
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Neko
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Neko


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Jan 04, 2010 1:18 am

It wont? Lets make th bullets travel at about 700 feet per second. Smile
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Hegemege
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Hegemege


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Jan 04, 2010 8:37 am

I use repeat and variable spd, no GMs speed.
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Commander~DEST
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Commander~DEST


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyMon Jan 04, 2010 9:52 am

Yeah, I checked hege's script and it is flawless!
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Commander~DEST
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Commander~DEST


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PostSubject: Re: Biolab 4 v0.0.0.4b   Biolab 4 v0.0.0.4b - Page 2 EmptyThu Jan 07, 2010 4:40 am

For those of you who might have noticed... Gullesnuffs posted a new version. It is v0.0.0.3e. It has achievements and one data file. Hegmege will be posting a new version sometime soon. That will be v0.0.0.4.

Things to work on next: (If they are not already in the works)

-GM Physics DLL and Implentation (Still up for grabs!)
-HUD (Hege offered to do this, but anyone can still sign up. I might end up doing this one which is fine with me!)
-Updated Character Sprites (Nrage has already got a hold on this)
-Ability for player to walk up and down stairs. (Hege's got this on his list)
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