MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Wed Feb 22, 2012 12:19 am 
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I'll get testing. ny chance of a more in depth list of things you add? We can't really test without some sort of indication.


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PostPosted: Wed Feb 22, 2012 12:39 am 
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The main thing is the MD2 importer and the animated enemy handling.
In the new Enemy Properties form you can set the animation frames of each sequence (only if the imported model has these animations or the texture is animated [if 2D sprite])

I also fixed the enemy shoot through the wall bug.

Added lots of game functions (see the script tutorial for the detailed information)

I removed the MONSTER type object. This was really just the duplication of the ENEMY type. Since you can set the RANGE of the enemy attack, you can create monsters by setting the range to a lower amount. So monsters don't shoot but they bite.

We are now at that point, when you can start planning your game, so if you have any "Is it possible to..." or "How can I ..." questions, please feel free to ask, so I can answer them in details or provide sample projects.


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PostPosted: Wed Feb 22, 2012 12:41 am 
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The problem is though shoot enemies dont come after you they stand move around randomly or stay still dont they? Monsters come towards you however, or did you fix this too?


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PostPosted: Wed Feb 22, 2012 12:48 am 
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Enemy has a FOLLOW PLAYER checkbox in the properties form. If it is checked the enemy should see and attack the player.


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PostPosted: Wed Feb 22, 2012 12:50 am 
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Okay fantastic. Thats me covered with my monsters then ;)

I'll have a quick play about and see what comes up soon. So now that you're so close to a final release what's the future of Silent Walk and ATMO or whatever it's called as well as other things? I really think you should somehow maybe make some kind of blog where you post regular information. I'd hate to think things go silent (No joke intended) for a long time again :/


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PostPosted: Wed Feb 22, 2012 1:04 am 
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I'll change the main site as well. :)
My products will be centralized.


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PostPosted: Wed Feb 22, 2012 1:08 am 
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Let us know on here when it happens and how to find it then. One single website with seperate pages and forums like what thegamecreators website do would be a good example of this I think. But make sure you add some kind of news page and update it! We don't want you to leave us again for so long :( We appreciate all you do and want to support you.


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PostPosted: Wed Feb 22, 2012 1:15 am 
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I am also about to create puzzle games with SWR, so I will be more active here. :)
The current forum will remain here, only the silentworks.hu will be changed.

On the main page there will be direct links to:
- Silent Walk Renaissance
- Silent Walk 2
- Tululoo Game Maker
- Scroller Game Creator

So basically yes, similar to TGC pages, but a bit simpler.


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PostPosted: Wed Feb 22, 2012 1:17 am 
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That's cool. You should certainly keep some kind of little new blog even if it's on this forum, just to let us know what's happening with you etc. I remember you'd make a post and dissappear for so long. It's a shame because you've done so much for us. But this is certainly a good direction for sure!


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PostPosted: Wed Feb 22, 2012 1:19 am 
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I know, but I have another three products and three forums. All of them needs to be developed and maintained. :)


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PostPosted: Wed Feb 22, 2012 1:24 am 
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Yeah that's understandable, which is why you need some kind of special news feed on every site which could be linked to a single .txt file which loads up on every site in a side bar or something. you update that .txt file with the news, everysite shows what you're doing and busy with meaning everyone knows :)


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PostPosted: Wed Feb 22, 2012 1:28 am 
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Yes, I'll make some kind of news feed.


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PostPosted: Wed Feb 22, 2012 1:31 am 
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A good choice im sure. People who visit here can keep up to date with your html 5 engine (which I want to look into very soon!) as well as other projects. I've very excited to see your SWR game too! You've been able to showcase how complex the engine can be in the right hands.


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PostPosted: Wed Feb 22, 2012 3:27 am 
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this sounds awesome, just please dont have anything like an "Upload your game" or crazy games section like yoyogames, that was a huge sellout on mark .O's part, and seemed kinda unprofessional, but a central silent works site and blog sounds fantastic, definitely a long way since the original white silent walk site

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PostPosted: Wed Feb 22, 2012 4:14 am 
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Well, if you do release this and go away, I wish you the very best. It is hoped you won't go away.

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PostPosted: Thu Feb 23, 2012 7:37 pm 
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just a quick question about the enemy properties.
With the animation i see you can specify the frames...
so...... that means we dont have a frame cap? :roll:

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PostPosted: Thu Feb 23, 2012 9:27 pm 
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If your model doesn't have any frames, you don't have to enter anything in the frame numbers.
If your model has animations you have to enter the frame numbers manually. If it has only one animation enter the same numbers for each action.
For example the default swat model has one animation which is 5 frames long. So set each action : 0-4

The stand action actually should be set from 0 to 0, as there shouldn't be any animation when the enemy is standing.


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PostPosted: Thu Feb 23, 2012 10:58 pm 
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ok, so if for example the swat model has 50 frames for multiple animations.. SWR can handle that too?
and not limited by a cap, lets say maximum of 10 frames.. per animation...

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PostPosted: Thu Feb 23, 2012 11:14 pm 
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It is not limited anymore.
For example:

STAND: 0 - 3
WALK: 4 - 12
RUN: 13 - 21
ATTACK: 22 - 36
HURT: 37 - 41
DIE: 42 - 48
DEAD: 49 - 50

:)


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PostPosted: Fri Feb 24, 2012 5:55 pm 
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Ok awsome ;)

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PostPosted: Sat Feb 25, 2012 12:21 am 
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SWR has been released! :)

viewtopic.php?f=18&t=5171


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