MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Sun Feb 10, 2008 8:16 pm 
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Platform demo

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This is a one room demo to try the gravity and player movements.

In the editor the following parameters can be defined:
- walk speed
- friction
- gravity
- max gravity
- jump speed

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Please report any bugs. Thank you. 8)


Last edited by Zoltan on Fri Apr 18, 2008 12:03 pm, edited 3 times in total.

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PostPosted: Sun Feb 10, 2008 8:39 pm 
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This is great! I love the idea of a platforming side-game to take you off the shooting for a little while. Kind of like the Tomb Raider series. I also like the moon in the background.

I did, however find an error with the title screen: If you click the background and then rollover the "START" button, it would behave as you clicked it even though you didn't.

I can't get over how awesome B3D powering SW2 is.
I'm just happy we won't have to use a 2D editor for multiple floors, that was a mess.


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PostPosted: Sun Feb 10, 2008 8:39 pm 
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Thats a great demo, the textures are higher quality, and the falling is more realistic. That could be a good puzzle game.

Once I got to the top I jumped straight off the edge and it was much better realism.

Keep of the even better work!

I'm looking forward to SW2.

Also, what Runtime version are you using, 1.98 or 1.99?

I would also suggest maybe trying out some of the add-on DLL's that people are making, some add alot of functionality to the code. I am making one as we speak. (more planning, as well as making).

Good Luck.


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PostPosted: Sun Feb 10, 2008 8:41 pm 
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A little laggy for me but good.

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PostPosted: Sun Feb 10, 2008 8:59 pm 
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New unwanted feature: When you jump and hit the ceiling, you stick to it before falling back down.


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PostPosted: Sun Feb 10, 2008 9:03 pm 
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Looks good. Only sometimes the character seems to float next to object.


Last edited by mrfix on Sat Aug 21, 2010 10:29 am, edited 1 time in total.

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PostPosted: Sun Feb 10, 2008 9:36 pm 
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It took me forever to get to the top! I liked how it starts in a smaller window and I really like the collision for models. When you look up at the platforms they look black is there a way to apply light so you can see the bottoms too?


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PostPosted: Sun Feb 10, 2008 11:23 pm 
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Very nice! Are you going to make it so if you fall too far you get hurt?

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PostPosted: Mon Feb 11, 2008 12:34 am 
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AWESOME demo although there are 2 bugs

1. Stop the stick to the ceiling for a second before dropping that sucks lol.

2. fix the crouching, when you crouch then release you kinda "jump" when you get up.

other than that it looks fantastic!

Runs super smooth even on my old machine. Cannot wait! March 15th is not too long away =)


Last edited by Aydan on Mon Feb 11, 2008 3:29 pm, edited 1 time in total.

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PostPosted: Mon Feb 11, 2008 12:55 am 
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can i make it run in full screan. i had some beastly lag :cry:

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Last edited by Dr.Acula on Mon Feb 11, 2008 1:54 am, edited 1 time in total.

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PostPosted: Mon Feb 11, 2008 1:19 am 
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most impressive

yea stick to the ceiling gotta be fixed, but...what if the ceiling is a claimable surface eh? like monkey bars or something. that possible?

LOVING the button title option

i noticed that it is a windowed mode game EXCELLENT.

possible customizable HUD?

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PostPosted: Mon Feb 11, 2008 1:48 am 
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I don't see what you guys like about windowed mode. It lags more and is a smaller screen to view. Can we have an option in the beginning for whether or not you want fullscreen?


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PostPosted: Mon Feb 11, 2008 2:43 am 
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very nice. Could those blocks be pushable?


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PostPosted: Mon Feb 11, 2008 3:27 pm 
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PLEASE READ!!!!!!!!!!!!

1. THERE IS A MENU EDITOR WITH OPTIONS FOR RESOLUTIONS AND WINDOW OR FULL SCREEN

2. YES THE HUD CAN BE CHANGED

3. ALL THE OBVIOUS THINGS WILL BE FIXED

PLEASE KEEP IN MIND THIS IS NOT A FULL DEMO ITS SHOWING BASIC THINGS LIKE HOW IT RUNS AND LOOKS/FEELS LIKE!

THANK YOU. :lol:


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PostPosted: Mon Feb 11, 2008 5:47 pm 
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Aydan wrote:
1. THERE IS A MENU EDITOR WITH OPTIONS FOR RESOLUTIONS AND WINDOW OR FULL SCREEN

Well, of course. But I meant to have a screen come up at the beginning of the game for you to choose.

Thanks for clearing some things up.


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PostPosted: Mon Feb 11, 2008 11:09 pm 
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Will water be implemented into SW2 or is that more for SW3? If there is one...

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PostPosted: Mon Feb 11, 2008 11:35 pm 
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I would like to see the specs of the user content that can be created for SW2.

Then we could get a start on creating some while we are waiting.

EDIT - perhaps it would be clearer if I asked for a sample terrain file, sample object building block file, sample everything else that a user can add in themselves.


Last edited by y offs et on Tue Feb 12, 2008 3:41 am, edited 1 time in total.

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PostPosted: Mon Feb 11, 2008 11:57 pm 
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Well I can honestly work out an easy minimum requirement for this.

any gfx card with 64mb or more.
probably a minimum of around 256 to 512 ram.
Directx 7?? (I know some games that used it, not sure if blitz supports higher???? not 100% sure on that so dont hold me to it)

if the game still runs slow then it must be some other problem on the pc, i wont say virus cus not all of them do that but it could be having a good few programs running at the same time but mine sitll works fine when I do.

It's blitz and it doesnt really have high requirements.

Any pc with a half decent video card and some ram should have no problems. If you do then it might be some problem with the pc and its virtual ram

also as for the start I know what you mean but 99% of games start full screen and you can switch then from options lol.

As for water who knows. I'm not officially part of the project im just a mod but I can clear things up easily 'cus I know what has been added etc 'cus persch has answered these questions on several occasions to me and others.

I noticed in the first demo there was terrain ;) which was awesome I wonder if it can be made easily or if it was some kinda seperate model.


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PostPosted: Tue Feb 12, 2008 6:10 am 
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Yeah, like a start menu when you start the game, and every time (or the 1st time) the game will check the system, and adjust everything to be to optimal performance, and then the options menu so you can change them if you want etc.?

I'm sure this will be added.


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PostPosted: Tue Feb 12, 2008 2:14 pm 
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Very nice! Are you going to make it so if you fall too far you get hurt?
Yes. Player gets hurt when falling from a higher object.
The "hurt-value" is calculated from the time being fallen with maximal gravity.

possible customizable HUD?
Yes. you can define:

- position of any 2D image on the HUD
- position, font, fontsize, color of weapon name
- position of currently used weapon image (any 2D image as small icon on the hud)
- position, font, fontsize, color of ammo value
- position, font, fontsize, color of any of the registers.
Registers are built in variables, which can be controlled by triggers.
These can be used for example as HP, Money, Points.
This will be documented in the final manual. ;-)

You can turn off displaying these info.

Will water be implemented into SW2 or is that more for SW3? If there is one...
Currently you can turn on "Water". This means there is an infinite flat plane object, which can be textured, so it represents the sea or ocean in an outdoor game.

perhaps it would be clearer if I asked for a sample terrain file, sample object building block file, sample everything else that a user can add in themselves.
Terrain is generated from a simple greyscale 2D image.
The black color is the bottom, the white color is the top. So you can draw terrains with any image editor.
Then in SW2, you just place a terrain object (built in), then apply an image on it, and SW2 creates the terrain.
You can then scale it, texture it, move it. Whatever you want. :-)

Other elements are also ready to use. But if you want to use your own models, instead of the built in objects, you can use 3DS, B3D or X models.


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PostPosted: Tue Feb 12, 2008 7:14 pm 
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ahh awesome news!

A few questions regading features you said you were going to add, have they made it into the newer engine?

such as,

trigger zones to show text on screen, play a sound or show an image etc etc.
Encrpyion for graphics and sounds (optional by the person who compiles the game)

etc.

Also as for grey scale good idea, a commonly used thing and I will deffinately be experimenting and having fun with!

Cannot wait man so close! please release one more demo showing some things haha =)


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PostPosted: Tue Feb 12, 2008 9:11 pm 
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a thought. Near and far plane clipping. The developer would like both. If the user could change the far plane clipping, it would enable more lower powered setups to have a better experience playing the game.


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PostPosted: Wed Feb 13, 2008 8:11 am 
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this is great!

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2010 SILENTWALK WORLD EXPO!:

Everyone join, even ZOLTAN (percsich) has.

http://www.silentworks.hu/forum/viewtopic.php?t=4719


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 Post subject: Physics
PostPosted: Sat Feb 16, 2008 12:33 am 
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Does anyone now if Blitz3D supports Physics like weight, mass and body?
And if it does will their be physics implementation in SW2?

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PostPosted: Sat Feb 16, 2008 4:16 am 
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Just curious but where does percsich.hu say he's using Blitz3D? I knew he was using something different than GM6 I just didn't read where he said which language he's using (I'm not doubting anyone, just curious.)

The are some real neat techniques I've seen in Blitz3D. For example, swaying grass and trees for nice outdoor areas.

I believe Blitz3D can access DLL's. If that is the case then Newton could be used. It works great and is free.

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PostPosted: Sat Feb 16, 2008 4:30 am 
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i think it was for the whole programme behind it :?:

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PostPosted: Sat Feb 16, 2008 5:28 am 
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I think he said he was using Blitz in the normal SW2 Beta thread.

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PostPosted: Sat Feb 16, 2008 8:25 pm 
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a thought. Near and far plane clipping.
Yes, it is done. You can set it in the Editor.

Does anyone now if Blitz3D supports Physics like weight, mass and body?
And if it does will their be physics implementation in SW2?

There is no build in physics, only collision detection.

Just curious but where does percsich.hu say he's using Blitz3D?
Yes, it is Blitz3D.

I believe Blitz3D can access DLL's. If that is the case then Newton could be used. It works great and is free.
It can. But Blitz is still a new thing for me. I didn't want to waste more time to find and test external DLLs, but I definitely want to extend the next versions.


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PostPosted: Mon Feb 18, 2008 6:57 am 
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percsich.hu wrote:
Does anyone now if Blitz3D supports Physics like weight, mass and body?
And if it does will their be physics implementation in SW2?

There is no build in physics, only collision detection.

Just curious but where does percsich.hu say he's using Blitz3D?
Yes, it is Blitz3D.

I believe Blitz3D can access DLL's. If that is the case then Newton could be used. It works great and is free.
It can. But Blitz is still a new thing for me. I didn't want to waste more time to find and test external DLLs, but I definitely want to extend the next versions.


Don't worry about it now, but here's something to bookmark for future reference:
Newton is great for 3D physics and is free.
http://www.newtondynamics.com/

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PostPosted: Mon Feb 18, 2008 8:26 am 
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hey newton looks pretty good!

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