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 Post subject: A.I.E.C. Game Demo!
PostPosted: Fri Jan 28, 2011 3:51 am 
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I finished a demo for A.I. escape corruption! I hope you guys like it!

https://sites.google.com/site/tankmincr ... /game-demo

The controls are the standard sw2 controls.


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PostPosted: Fri Jan 28, 2011 4:26 am 
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NIce demo, was pretty straight 4ward, not too hard like sum sw games, a bit more detail needs to be added into the levels tho. Mabe a short puzzel the player has to figure out in order to get to a room. More varied textures.

All in all a gud start.

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PostPosted: Fri Jan 28, 2011 11:39 am 
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Beautiful Demo!!!

Levels were well made, just empty :)

By the way how'd you fix the inside out weapon bug?

Looking forward to more!!

-Abdul Ahad


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PostPosted: Fri Jan 28, 2011 2:36 pm 
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AbdulAhad wrote:
Beautiful Demo!!!

Levels were well made, just empty :)

By the way how'd you fix the inside out weapon bug?

Looking forward to more!!

-Abdul Ahad


Simple: i didn't! until you pick up the weapon there is no weapons glitch. when you pick up the weapon the 3d model of the gun is off screen and what you are actually seeing is a screenshot of a 3d model of a hand holding the pistol on one side of a box. the screenshot was taken in the sw2 editor mode with lights on so it added shading, making you think it was an actual 3d model. I left the light effects on the pistol, so the picture gets darker as a whole when you walk away from lights and brighter as a whole when you walk towards lights. Pretty convincing huh? here's a screenshot of the model:



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PostPosted: Fri Jan 28, 2011 2:43 pm 
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Cyberon20 wrote:
NIce demo, was pretty straight 4ward, not too hard like sum sw games, a bit more detail needs to be added into the levels tho. Mabe a short puzzel the player has to figure out in order to get to a room. More varied textures.

All in all a gud start.


This demo is actually a slightly changed version of a game i gave up on a while back. The actual game will be completely different with a few puzzles and I will make more textures later (ms paint FTW!) Also the reason why its so easy is because my friends aren't good with computers and without all the controls and stuff I would get an infinite amount of emails.......


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 Post subject:
PostPosted: Fri Jan 28, 2011 6:02 pm 
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Tankmin wrote:
AbdulAhad wrote:
Beautiful Demo!!!

Levels were well made, just empty :)

By the way how'd you fix the inside out weapon bug?

Looking forward to more!!

-Abdul Ahad


Simple: i didn't! until you pick up the weapon there is no weapons glitch. when you pick up the weapon the 3d model of the gun is off screen and what you are actually seeing is a screenshot of a 3d model of a hand holding the pistol on one side of a box. the screenshot was taken in the sw2 editor mode with lights on so it added shading, making you think it was an actual 3d model. I left the light effects on the pistol, so the picture gets darker as a whole when you walk away from lights and brighter as a whole when you walk towards lights. Pretty convincing huh? here's a screenshot of the model:



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hm thats a great idea just a screenshot :P
might try that too, since im having troubles with the glitch :P

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PostPosted: Sat Jan 29, 2011 2:13 am 
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Oh cool! you guys have been so helpful to me i'm glad i could help! I read on a different topic about having a flat gun wich got me thinking that I could just texture a picture of an actual 3d model onto a cube. You could tell the gun pic was flat without the shading on the model picture.


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PostPosted: Sat Jan 29, 2011 8:48 pm 
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i like it!
couldnt beat the boss but ill try later :D


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PostPosted: Sat Jan 29, 2011 9:13 pm 
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lol even i have trouble beating him! heres what i do: I walk backwards and a little sideways away from him and keep shooting him until I'm out of ammo, then i turn around and run like h*ll to an ammo box. he takes 50+ hits but after you kill him you can see a room with different special textures


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PostPosted: Sun Jan 30, 2011 8:52 pm 
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Here are some more textures


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tell me what you think


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 Post subject:
PostPosted: Sun Jan 30, 2011 8:57 pm 
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some of them look good, but i think you should take some more real world pictures and make them seamless, just makes the game look alot less of a homemade project IMO


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PostPosted: Sun Jan 30, 2011 11:24 pm 
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Ptodab wrote:
some of them look good, but i think you should take some more real world pictures and make them seamless, just makes the game look alot less of a homemade project IMO


well.... honestly

1. games should be about THE GAME, not the graphics.

2. Taking real pictures and making them seamless sounds kinda cool, but I could get a cool floor texture and a cool wall texture but they might not match(also i think it's kinda like stealing)

3. I'm planning on making as MUCH of this game by myself as i can.

Everybody always uses realistic graphics so i want to do the opposite :) I purposely made the walls a little more messy to make them a little bit more realistic. also i kinda gave up on the steel floor texture, it was REALLY annoying to try to make :roll:


Last edited by Tankmin on Mon Jan 31, 2011 1:53 am, edited 1 time in total.

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PostPosted: Sun Jan 30, 2011 11:35 pm 
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also the textures were made from scratch from mspaint (and not the good one on windows xp) any suggestions? i tried making the colors fade around the edges but i think i went a little overboard on it on the new ! door....


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PostPosted: Sun Feb 27, 2011 10:30 pm 
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Tankmin wrote:
also the textures were made from scratch from mspaint (and not the good one on windows xp) any suggestions? i tried making the colors fade around the edges but i think i went a little overboard on it on the new ! door....


making everything with mspaint?
hmm may i suggest downloading paint.net
http://www.getpaint.net/

it has way more options and tons of plugins.

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PostPosted: Sun Feb 27, 2011 10:35 pm 
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hmmm... might try it out later, Thanks! I think I'm doing OK with paint right now though.... here, what do you think?

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PostPosted: Sun Feb 27, 2011 10:49 pm 
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Looking good so far, especialy since its made with mspaint :roll:

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PostPosted: Mon Feb 28, 2011 12:19 am 
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yeh, seriously good since your using ms paint. I like the styling, I'm personally more into real world graphics but I really like your concept. Keep it up :)

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PostPosted: Mon Feb 28, 2011 12:34 am 
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Thanks! to be honest one reason I'm not using real world textures is because making textures is my favorite part of making this game. I would love modeling too, but sw2 actor model glitches ARE DRIVING ME UP THE WALL! :evil: seriously is there a secret actor model width height limit or something?!?!?!?!?!? but i'm just ranting now and it's just something I'll have to spend an hour trying to fix on my 2 favorite robot models I've made so far.....


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PostPosted: Mon Feb 28, 2011 2:34 am 
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Fixed It! and it attacks REALLY fast so i'll just say its electricuting you :P but seriously anyone know anything i should do to the textures? I kind of feel like there's something else i should be doing to them....


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PostPosted: Mon Feb 28, 2011 6:34 am 
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Ptodab wrote:
some of them look good, but i think you should take some more real world pictures and make them seamless, just makes the game look alot less of a homemade project IMO


so basically what i tried to do in a better way?

love it. i would love to see high res real world pics used in an SW2 game

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PostPosted: Mon Feb 28, 2011 2:24 pm 
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XTCGames wrote:
Ptodab wrote:
some of them look good, but i think you should take some more real world pictures and make them seamless, just makes the game look alot less of a homemade project IMO


so basically what i tried to do in a better way?

love it. i would love to see high res real world pics used in an SW2 game


Hmmm.... I might try that later in a different game but A.I.E.C. isn't gong to be completely serious. I'm still working on a plot but I know it's going to be about escaping/destroying a base and a computer is going to nag you and try to stop you over the intercom with witty remarks (lol portal). I think nonreal textures would match my plot a bit better in this case. Maybe I'll make a remake in P3D later


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PostPosted: Thu Mar 03, 2011 3:08 am 
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new enemy (my favorite so far), and shadow of a pentagun (gun with 5 barrels) he seems to only take damage when you shoot his legs but i will use this in my favor because he's supposed to be heavily armored

EDIT: note: this is NOT in the final game. this picture is an edited version of the demo.


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PostPosted: Thu Mar 03, 2011 5:14 am 
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im really liking this alot, your making quite good use of sw2

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PostPosted: Thu Mar 03, 2011 5:18 am 
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The demo sort of reminds me of an old game that I have called Nitemare 3D. It's good!!

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PostPosted: Thu Mar 03, 2011 9:50 am 
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Hey, this is great. Thumbs up!


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PostPosted: Thu Mar 03, 2011 2:05 pm 
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Thanks guys! I already have the walls and floors in place for the 1st 5 levels of the REAL game. I am planning on having 20 levels, i just hope it doesnt start to lag way too much.... So far I also have a total of 5 finished robots, 3 finished guns, and even a couple of songs.


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PostPosted: Mon Mar 07, 2011 3:47 am 
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Over the weekend I made some of my textures better

http://www.youtube.com/watch?v=I9P3taTVOSc


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PostPosted: Tue Mar 15, 2011 12:29 am 
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the floors and walls have been placed for levels 1-14. After I finish all 20 i will add in the puzzles, robots, and weapons. Due to the want of a more puzzle oriented game by the sw2 community i have made a sort of compromise between an all out shooting game (Edit:like taking over green edition) and an all out puzzle game (like brainforcer) Examples: pushing boxes to reach platforms, rotating laser shooter to hit a reciever on the wall, picking up card keys, etc


Last edited by Tankmin on Tue Mar 15, 2011 1:15 am, edited 1 time in total.

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PostPosted: Tue Mar 15, 2011 12:52 am 
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sounds good, keep it up

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PostPosted: Wed Mar 30, 2011 8:43 pm 
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prodution is very slow but i've finished puttin the enemies and puzzles. now im starting to decorate each level. here are a couple screenshots.


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