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The Last Chapter


#1
Aily

Aily
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Hi to everyone. Long time not se you ;)

I'm on a vacation, in willage, here noting to do, so i found my old (one of million) project and gather 4 levels for it.

Features:

1. almost finished gameplay
2. almost all bugs catched from charachter physics (but still have stacking in some places)
3. almost finished render and snene management

Story content and sound will be added later.

In two words: in far away future on earth leave a robots only. Your mission is to rebirth humanity, and for this you need to collect energy that droped in many different places.

Don't ask me about sphere that flying with charachter, it's small robot "The Satellit", it collecting energy and helps you to kick back angry bad robots.

If you past throu all 4 levels please leave here your game time, it's important to know how many minutes of gameplay i need to make next :)

Hope you will enjoy it ;)

P.S. Scene illumination is still incorrect in forward rendering mode, working on it.

Attached Thumbnails

  • Clipboard01.jpg
  • Clipboard02.jpg
  • Clipboard03.jpg
  • Clipboard04.jpg

Attached Files


"Better" is big enemy of "good"

#2
Naughty Alien

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..veerryyy nice..i like it... ;) .. by the way, dont be long away, Soon ill need some personal info from ya :)
E1 Engine, PC / PS3 / PSP / Xbox360 /

WIP
Procedural AI LOA generator / PC / PS3 / PSP / Xbox360 /

#3
macklebee

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cool Aily... like the look of it...  ;)
Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590
LE / 3DWS / BMX / Hexagon

macklebee's channel

#4
Flexman

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Sweeet. We like it very much.
6600 2.4G / GTX 460 280.26 / 4GB Windows 7
Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT
Tricubic Studios Ltd.  ~  Combat Helo

#5
Pixel Perfect

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Can't wait to try this tonight ... looks great Aily  ;)
Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro,  Shader Map Pro. Development language: C/C++

#6
Mumbles

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"Please tell me your game time. 14:51"

have I won?  ;)


I like it, I really do. There's just nothing quite like a good indie game
LE Version: 2.50 (Eventually)

#7
Gilmer

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Very nice, I lked so much hehe
my time was "27:53" hehe
Is the first time that I saw a game finnished in leadwerks  ;)

#8
Canardian

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You should put this in the Asset Store Games section.
i7 2600kGTX 570 OC16GB XF8 WASD Keyboard
LE 2.53DWS 5.6 Cubase 6.5C/C++Fortran 2008SuperBasic
Official SuperBasic Forum: http://www.siipi.com/forum

#9
Josh Klint

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Awesome. ;)

#10
Guest_Red Ocktober_*

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WOW!!

and i'm not a big side scoller fan...

--Mike

#11
Andr3wHur5t

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only three minor things I would change/add.
1) control options because controls kind of tricky to use for some people.
2) hints to a objective after a period of time of not reaching a objective .
3) move enemy bots away from player when they spawn
4) make sure the player dose not spawn off of a cliff.

besides those things your game is awesome,
Tools:
AC3D | 3D Canvas(pro) | Texture Maker(pro) | Genetica(basic) | 3D World Studio | Fragmotion |Leadwerks 2 | XNA 4 | Visual Studio 2010 Professional | XCode 5.x |UU3D Pro

Programing & Scripting Languages:
C |C++ | C# | Obj-C |  LUA | Javascript |  PHP | Ruby

#12
Josh Klint

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The default controls were very awkward,  Space or up arrow key should be jump.  Control should be shoot.  Enter should be push or whatever that third thing was.

I really liked when 3D details in the foreground came up out of the screen, it felt almost like it was popping out of the monitor.

#13
Josh Klint

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I didn't even realize you could wall-jump until the second time I played it: 39:7

#14
Rick

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Never got past the loading screen. Not sure why. Win 7 32-bit. Unpacked it to my desktop. Installed the AL sound thing. Ran the exe and just used the default settings and it gets stuck on loading screen. I let it sit for about 3 mins.

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c:/users/rick/desktop/last_chapter/graphics.ini
Leadwerks Engine 2.41
Initializing Renderer...
OpenGL Version: 3.3.0
GLSL Version: 3.30 NVIDIA via Cg compiler
Render device: GeForce GTX 260/PCI/SSE2
Vendor: NVIDIA Corporation
DrawBuffers2 supported: 1
32 texture units supported.
GPU instancing supported: 1
Max batch size: 64
Shader model 4.0 supported: 1
Conditional render supported: 0
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READING MATERIAL: zip::c:/users/rick/desktop/last_chapter/data.pak//data/terminal_key.mat
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http://leadwerks.wikidot.com/

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"Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, who am I to be brilliant, gorgeous, talented, fabulous? Actually, who are you not to be?"

#15
gamecreator

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Rick, this is the next line for me:

Quote

Loading shader "zip::c:/documents and settings/x/desktop/last_chapter/shaders.pak//mesh/mesh_skin_diffuse.vert", "zip::c:/documents and settings/x/desktop/last_chapter/shaders.pak//mesh/mesh_diffuse.frag"...
22:33 on first run.  Very impressive.  I'm also a little jealous because I'm trying to make a platformer but I work very slowly.  Gonna PM you some questions, if you don't mind.

Some notes:

  • More enemy types would be fun but I'd guess you're working on that.
  • Loved the wall jump and wall climb features.  Same goes for the switch puzzles.
  • Levels may be a bit long.  I like the exploration aspect but sometimes I got a bit impatient.  Maybe include some shorter levels with larger energy balls that count as 5 instead of 1.
  • I like the keys as most indie platformers have a similar setup and it's natural for me.
  • Wall jump could still use a little tweaking but pretty smooth and natural for the most part.
  • You already noted similar but sometimes the character hangs in the air (next to a ledge).
Very well done!!   :lol:

#16
Pixel Perfect

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Aily ... you're a genious mate!   Best Leadwerks game so far ... by a long way!  The overall design and attention to detail is superb.  I'd love to be able to give you a time, but my 7 year old son won't let me near it, he won't stop playing it.  Once the novelty's worn off I might get to play it all the way through  :)

Just needs some sound to really bring it to life.
Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro,  Shader Map Pro. Development language: C/C++

#17
tkunze

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Looks fantastic and the character controller provides already a nice game feeling.
There are two small things i realized during testing.

- The player was kicked down from the roboter and it always respawned next to the roboter and got kicked down again leading to an endless loop.
- The player count goes below zero

But as said really great work.

Posted Image

#18
Josh Klint

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I think you can set the light quality setting higher, it seems like there is very little edge filtering on the shadows.  I also felt the controller needed more friction with the ground.  It slides quite a bit which can make some jumps tricky, like that really hard part in level 3.

You have basically as many lights as you want, at no cost, so I would use them!  A side scroller with awesome graphics is a niche, but it has little competition, so I would push the graphics to their full extent.  I could definitely see this on Steam.

Can't wait to see what you do with this next.

#19
Aily

Aily
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View PostNaughty Alien, on 12 October 2011 - 08:12 AM, said:

by the way, dont be long away, Soon ill need some personal info from ya B)
Ok, i will be here now often.

View PostMetatron, on 12 October 2011 - 03:17 PM, said:

You should put this in the Asset Store Games section.
Yes, but first it must be finished ;)

View Postryao, on 12 October 2011 - 11:56 PM, said:

only three minor things I would change/add.
1) control options because controls kind of tricky to use for some people.
2) hints to a objective after a period of time of not reaching a objective .
3) move enemy bots away from player when they spawn
4) make sure the player dose not spawn off of a cliff.
I'll try to implement it. In final version 2 types of controls will be - such as now, and Ctrl+Space at same time, so player can use both of them.

View PostJosh Klint, on 13 October 2011 - 12:10 AM, said:

The default controls were very awkward,  Space or up arrow key should be jump.  Control should be shoot.  Enter should be push or whatever that third thing was.
Space is a big button, in such game you need to push in 1000 times, it can broke your keyboard  :D Anyway i will add it as i said before.
But up arrow is impossible in such gameplay, when you attached to metal wall and pressing up - you should crouch up, not jump, i thiking :)

View PostRick, on 13 October 2011 - 04:17 AM, said:

Never got past the loading screen. Not sure why. Win 7 32-bit. Unpacked it to my desktop. Installed the AL sound thing. Ran the exe and just used the default settings and it gets stuck on loading screen. I let it sit for about 3 mins.
I don't know what reason of it. All other people runs good it's demo. May be you can try to unpack it direct on c:\ or d:\ drive?

View Postgamecreator, on 13 October 2011 - 04:49 AM, said:

Some notes:
  • More enemy types would be fun but I'd guess you're working on that.
  • Loved the wall jump and wall climb features.  Same goes for the switch puzzles.
  • Levels may be a bit long.  I like the exploration aspect but sometimes I got a bit impatient.  Maybe include some shorter levels with larger energy balls that count as 5 instead of 1.
  • I like the keys as most indie platformers have a similar setup and it's natural for me.
  • Wall jump could still use a little tweaking but pretty smooth and natural for the most part.
  • You already noted similar but sometimes the character hangs in the air (next to a ledge).
Some different enemy types will be
You very intolerant man, as me, i thinking that my levels is too short
Thanks for notes.

View Posttkunze, on 13 October 2011 - 07:15 PM, said:

- The player was kicked down from the roboter and it always respawned next to the roboter and got kicked down again leading to an endless loop.
- The player count goes below zero
Will fix it, thanks

View PostJosh Klint, on 14 October 2011 - 05:17 AM, said:

I think you can set the light quality setting higher, it seems like there is very little edge filtering on the shadows.
If i turn on soft shadows it acne all scene :( and does not matter when shadow map size is 2048 or higher, looks almost like raytrace.
There have not any filtering, only sharpen postfilter that affecting shadow enges because it high contrast.

View PostJosh Klint, on 14 October 2011 - 05:17 AM, said:

I also felt the controller needed more friction with the ground.  It slides quite a bit which can make some jumps tricky, like that really hard part in level 3.
:) He, so then the game will be very simple. It's platformer feature - gamer some nervice when cant pass throw some hard place :) Me myself long time learning to pass those place after creating it  :D.

View PostJosh Klint, on 14 October 2011 - 05:17 AM, said:

You have basically as many lights as you want, at no cost, so I would use them!  A side scroller with awesome graphics is a niche, but it has little competition, so I would push the graphics to their full extent.  I could definitely see this on Steam.

Can't wait to see what you do with this next.
I thinking it have cost. Because each light need to be culled before rendering, and many notebook CPU can't fast render many different "tentity", as i maked stress test: 1000-1500 tentity in scene is not slowdown FPS, 2000 - is many. So that is why i don't using many lights. But in level 2 each of energy sphere have light source.

Maybe in next dark level i will attenuate scene by meny spot lights.

It will be just fine, if it will be sold on STEAM or any other market.

Thanks all of you guys for replys!

Now i know that i need 6-8 levels more for 1 hour gameplay, i thinking it will be enough for such game.
"Better" is big enemy of "good"

#20
Pixel Perfect

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We have no real issues with the game play or the controls, works well enough for us.  The only issue we have seen, but have been unable to reproduce again, was one occasion where my son managed to get stuck inside one of the platform blocks and was unable to get out (a collision failure of some sort).  Seeing hows he's played it every day since you released it I don't really think it's much of a problem though.  We will definitely buy the finished game B)
Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro,  Shader Map Pro. Development language: C/C++