MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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 Post subject: FEUDAL
PostPosted: Mon May 27, 2013 9:26 am 
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Title might be changed.
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Work will be on and off and this. I have barely have any time to work on it, but when I get bored in lectures I can usually whip up a model like the tavern above. So it will form slowly but surely. I'll keep you posted. Story as such hasn't been formed, feel free to suggest anything. Magic is going to be a big part of it. I've got the opening level planned in my head. It's going to be a small village that serves as a starting level with portals leading to other areas.

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Last edited by ynyr on Mon Sep 26, 2016 4:08 am, edited 1 time in total.

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 Post subject: Re: Shadow Realm
PostPosted: Mon May 27, 2013 2:54 pm 
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 Post subject: Re: Shadow Realm
PostPosted: Mon May 27, 2013 5:24 pm 
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:shock: ohhh me like :D

Screens look awesome, title is okay :)

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 Post subject: Re: Shadow Realm
PostPosted: Mon May 27, 2013 5:56 pm 
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Nice model! You could make a fortune on the internet.

Marv

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 Post subject: Re: Shadow Realm
PostPosted: Tue Jun 18, 2013 3:24 am 
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Thanks guys!
Interior of the tavern is now nearly done.
Included is an animated character - Going to add some dialogue with him.
Working on a animated fireplace with particles etc...
Highly customised and is built to be the exact interior size of the outside model.
I'll post a video demo soon :D

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 Post subject: Re: Shadow Realm
PostPosted: Thu Jun 20, 2013 11:56 am 
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Development of the interior partially textured (there is a second floor above which I need to add a ladder to etc.).

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 Post subject: Re: Shadow Realm
PostPosted: Thu Jun 20, 2013 5:01 pm 
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looking great, i sure hope this project is going to be finished :oops:

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 Post subject: Re: Shadow Realm
PostPosted: Tue Jul 23, 2013 8:22 am 
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Oh my god I love you, and this. Mostly this.
Amazing dude. :D

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I'm finally back... woo!


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 Post subject: Re: Shadow Realm
PostPosted: Wed Jul 24, 2013 12:51 am 
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Looking good ynyr, keep it up.

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 Post subject: Re: Shadow Realm
PostPosted: Sun Jul 28, 2013 10:52 am 
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Cheers guys! Don't worry, I'm still working on this although progress is extremely slow since I don't spend much time dabbling about in game creation anymore. But when I do it's this I want to work on...
Could do with someone who's really familiar with kerma script to help me out though, I don't really have the time to get into it despite it being very easy!

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 Post subject: Re: Shadow Realm
PostPosted: Thu Dec 26, 2013 7:24 pm 
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This is still ongoing but need help with scripting. hollah at me if you're available to give me a hand!

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 Post subject: Re: Shadow Realm
PostPosted: Sat Dec 28, 2013 4:07 am 
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Check it out, particles turned out nicely...

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 Post subject: Re: Shadow Realm
PostPosted: Sat Dec 28, 2013 4:47 pm 
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The video looks amazing! Very professional. Keep it up.

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 Post subject: Re: Shadow Realm
PostPosted: Sun Jan 05, 2014 10:01 pm 
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Cheers man! More to come soon...

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 Post subject: Re: Shadow Realm
PostPosted: Mon Jan 06, 2014 10:01 pm 
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Looks very cool! :D


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 Post subject: Re: Shadow Realm
PostPosted: Sun Mar 02, 2014 2:07 pm 
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How did you made player hands? Or moving character?


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 Post subject: Re: Shadow Realm
PostPosted: Tue Apr 08, 2014 10:52 am 
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They're just animated models attached to the camera.
I think the command is attachobject

I can't completely remember

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 Post subject: Re: Shadow Realm
PostPosted: Tue Aug 02, 2016 8:23 am 
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// UPDATE

Shadow Realm is heading over to Japan... Time to hide in the Shadows and keep out of sight from the Ninjas.

View the Screen below...
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 Post subject: Re: Shadow Realm
PostPosted: Fri Aug 05, 2016 11:16 am 
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A cool projectile weapon for a ninja type fps game would be a throwing star(might be easy to make in Mk) I also got this blue slash flashplane that looks cool when attacking like a sword slash(I'm using that as my plasma sword attack in my 3d shmup game.
I'd like to invite you to switch your project over to SWR if you can/want and ill help out with it. I think MK has alot going for it but the lack of adding videos just kills it for me( though you could have story book style videos where as its an image with an audio clip narrating what your seeing) sometimes those videos are cool.


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 Post subject: Re: Shadow Realm
PostPosted: Thu Sep 01, 2016 1:09 pm 
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ATLUS wrote:
A cool projectile weapon for a ninja type fps game would be a throwing star(might be easy to make in Mk) I also got this blue slash flashplane that looks cool when attacking like a sword slash(I'm using that as my plasma sword attack in my 3d shmup game.
I'd like to invite you to switch your project over to SWR if you can/want and ill help out with it. I think MK has alot going for it but the lack of adding videos just kills it for me( though you could have story book style videos where as its an image with an audio clip narrating what your seeing) sometimes those videos are cool.


I like your thought. In my mind throwing star is really great projectile weapon too.

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Last edited by Natalie Schuler on Wed Sep 07, 2016 7:17 pm, edited 1 time in total.

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 Post subject: Re: Shadow Realm
PostPosted: Tue Sep 06, 2016 6:27 am 
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I've actually used throwing stars as a weapon before in SW2 (it was a "gun" with the firing animation styled to be like a projectile), this is something I am most definitely planning on in MK...
However, this is massively dependent if I can make a good firing system (nearly there!) AND enemy AI (a long way off :( ).

I've used SWR a fair bit in the past - check out DUSK in the WIP section. I find the lack of proper collisions to be very tiresome though. I also find getting my models into MK to be a much smoother process. Thanks for the offer though!
The plasma sword you mentioned sounds great - I look forward to seeing it in action

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 Post subject: Re: Shadow Realm
PostPosted: Tue Sep 06, 2016 9:16 am 
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I was just working on a firing system for my not yet announced the game (its theme is not yet in the forum). It will complete shooting system (counting rounds will be conducted as a "Call of Duty"). I also worked on the AI system. Of course it will not be perfect, but it is working (of course, each unit of the enemy will be firmly fixed to a certain scene, which is why it will be difficult to write a generic script for all enemy units).


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 Post subject: Re: FEUDAL
PostPosted: Mon Sep 26, 2016 4:24 am 
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Let me know how the AI goes MicrobProd, we might be able to get something working between us.

// UPDATE

Game is now called Feudal.

The opening village level which I mentioned in my first post is almost complete. Just needs some walls, fences, market stalls and some animated characters.
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 Post subject: Re: FEUDAL
PostPosted: Mon Sep 26, 2016 11:32 am 
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Great news :D
But with the AI will have to wait. I've got to study there were problems. It is necessary to protect the summer practice. But oh well. The complexity of creating AI in this engine is that you can not bind to the variable object. Clones I work to ensure that there will be a bunch of scripts with the AI for each scene. So far, I have one scene takes 3-5 scripts (do not remember exactly how much).


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