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Project Page for Jedi Crystal is Up
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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 28, 2004 22:54    Post subject: Project Page for Jedi Crystal is Up View user's profile Send private message Send e-mail Reply with quote

AH HA HA HA HA HA HA!!!!!

Microsoft Word did all my HTML stuff for me!

But for some reason, opening my project from the site won't go directly to my index page. It just gives that message that the area is under construction. If someone could tell me how to fix that, I would greatly appreciate it.

But for now, you can just link to it from here

The Jedi Crystal Page

I'll have images up ther of my first level most likely tonight so stay tuned and check it every now and then. And I've only got up to level 5 on my synopsis stuff. There really aren't any errors except all the titles are Level 1: The Discovery.

Enjoy.

_________________
I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Mar 29, 2004 12:17    Post subject: View user's profile Send private message Send e-mail Reply with quote

FYI, Microsoft Word makes really really really BAD HTML files.

<3 Notepad Very Happy

[Edit: And you have Õs instead of 's, and És too... O_o]

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Mar 29, 2004 18:25    Post subject: View user's profile Send private message Reply with quote

Word can be used to make HTML, but it usually makes some sort of wierd hybrid between HTML and XML. Since us in the DF community never have any accessability issues, it would be best to write plain HTML; as it would get the same pages, and the HTML files would only be about 40% of their current size.

As for the site itself, you did a fairly nice job. Actually getting to look at a more in-depth description of some of those has made it more interesting, even though a couple of them sound too much like the LEC Nar Shaada and Jabba's Ship levels, just in reverse order.

As for suggestions, screenies would be the reccomended next step.

_________________
Wake up, George Lucas... The Matrix has you..

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Mar 29, 2004 23:21    Post subject: View user's profile Send private message Reply with quote

Ah a level Completely under water, I've always wanted to do that. I would start on an Island and then find a sub that would take you down to a hidden water base, but you have your own ideas. As a recommendation, use a blue PAL/CMP for underwater (not inside the underwater base, but outside) for best under water effects.

I have Done this trick before and have found it useful.

NOTE: not toooooo blue, you still want to see fish in their natural color. Do it like the flashing red lights in cond red only not flashing and blue.

Question:

You mentioned 4 new Wax’s replacing the DT1, Ree Yees, and DT3. What’s the fourth replacing?

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Mar 29, 2004 23:29    Post subject: View user's profile Send private message Reply with quote

I don’t mean to take your project glory away from you Burning Gundam, but wile reading the basic story outline on your project page I got an Idea, what if Kyle was captured and you played as Jan to rescue him. Weird Idea, eh?

No offense to any DF girl fans out there.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 31, 2004 02:01    Post subject: View user's profile Send private message Send e-mail Reply with quote

No no, that's a good idea, but it would make things a little more difficult. For some reason, I don't like making games with multiroles.

As for the underwater section, that's exactly how I had it planned. The planet is mostly water, but there are many rock spires that stick out like spikes from the water (Inspired by another LEC game called "The Dig"). There was going to be a small chasm where Kyle has to jump into the water with a cross current and will take him out to sea. And I am definitely going to have the blue CMP for that level, but since I am a mac guy, I'll need someone to do it for me. Any takers? But it won't be for a while.

Answering the question of the 4 waxes, there will be two similar waxes replacing DT1s. They are assassin twin sisters who will try to get in Kyle's way, but who they relate to I won't tell Wink .

The capture and data retrieval levels resembling Jabba's ship and Nar Shaddaa may not be added to the series, I just failed to note that when I made their pages. Recently, I had a spur of inspiration for a cool city level, but didn't know how to incorporate it into the original plot, so I altered it a little by adding a third party to find the crystal. If it sounds too close to the original DF, I may not include them, but for now, it's in consideration. It's just too early in the game (literaly) to tell for sure though. I'm almost done with level 1 though, and it's looking great.

I have a lot to do this week, so i probably won't be doing too much, but I promise I'll have screenies up by next week of my first level, since I'll be on Spring Break (No, I'm not going to Miami....but I wish I was).

And forgive the bad HTML stuff, but I'm too lazy to write it by hand.

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Mar 31, 2004 18:28    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
No no, that's a good idea, but it would make things a little more difficult. For some reason, I don't like making games with multiroles.


Agreed. I think MotS was the only one that had a multirole, and didn't come off worse as a result of it.

Burning Gundam wrote:
As for the underwater section, that's exactly how I had it planned. The planet is mostly water, but there are many rock spires that stick out like spikes from the water (Inspired by another LEC game called "The Dig"). There was going to be a small chasm where Kyle has to jump into the water with a cross current and will take him out to sea. And I am definitely going to have the blue CMP for that level, but since I am a mac guy, I'll need someone to do it for me. Any takers? But it won't be for a while.


I might reccomend begging Matt H for help, as I currently have no experience with CMPs as of yet.

Burning Gundam wrote:
The capture and data retrieval levels resembling Jabba's ship and Nar Shaddaa may not be added to the series, I just failed to note that when I made their pages. Recently, I had a spur of inspiration for a cool city level, but didn't know how to incorporate it into the original plot, so I altered it a little by adding a third party to find the crystal. If it sounds too close to the original DF, I may not include them, but for now, it's in consideration. It's just too early in the game (literaly) to tell for sure though. I'm almost done with level 1 though, and it's looking great.


I'd probably leave that out, if that'd be the theme... I've currently got a nice looking city level... I figured out how to apply it to my plot, although all I've got so far for arcitecture is a dockyard... I may post screeneies from it, presuming I ever get arround to updating MY project page...

Burning Gundam wrote:
I have a lot to do this week, so i probably won't be doing too much, but I promise I'll have screenies up by next week of my first level, since I'll be on Spring Break (No, I'm not going to Miami....but I wish I was).


For me, spring break is already past by two weeks. Kinda sucked, as there was still plenty of snow on the ground, and I wasn't going anywhere...

_________________
Wake up, George Lucas... The Matrix has you..

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 06, 2004 22:24    Post subject: View user's profile Send private message Send e-mail Reply with quote

I have decided that I will put those two levels in. But don't worry, they won't be too much like the Jabba Ship and Nar Shaddaa levels. I had a striking inspiration for the city level and I just have to do it. However, if there's a way I can make it so the city level is a part of the whole plot without the need for the smugglers and what-not, I will abandon the whole save-Jan level. For those of you who have read the plot description, are there any suggestions for how I could do that? Plus, it would make work on it go faster.

Level 1 should be done soon and ready for testing, but until the rest of the series is complete, this is the only level that will be released.

_________________
I don't think outside the box... I customize it.

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Apr 12, 2004 01:48    Post subject: View user's profile Send private message Reply with quote

So when will the screenshots be in?

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 12, 2004 02:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

Soon, I just (literaly) finished the first level for the series Very Happy ! Mind you though, this has been in the works for over a month, so it'll be a little more than 6 months approximately until this project is finished. But until then, I will submit the first level so you guys may beta test it. I'll have that up ASAP but it may take some time because I have one slight drawback. That is 1) I have to switch computers. 2) Reconfigure the G3's network everytime I boot it up (because it's formatted for the G4). 3) Copy all files from the network computer to my G4. It's kind of a pain in the arse sometimes so I've had little insentive to do that lately. But I promise I will have at least some screens up by next saturday at the latest. This week is going to be hell because I might be getting a new job, so things will be slowing down for me.

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 12, 2004 18:07    Post subject: View user's profile Send private message Reply with quote

I'm still interested in seeing screenies of any new level/levvel. I'd also be willng to beta/bata test it, if you would like to use my incredibly harsh judgement to hammer out any bugs, HOMing, instances of bad taste, etc., leaving you with a single, gray, square room for your level, with a single Commando.

_________________
Wake up, George Lucas... The Matrix has you..

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 12, 2004 21:49    Post subject: View user's profile Send private message Send e-mail Reply with quote

I walked every square unit of my level and could not find a single issue with it. the only thing you might have a problem with is maybe one or two halls that have bad texturing, but only because I was lazy. I'll finish those when I get the bulk of the series finished and worry about the details later.

But I would be more than happy to have you beta test, NTK.

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 12, 2004 22:25    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
I walked every square unit of my level and could not find a single issue with it. the only thing you might have a problem with is maybe one or two halls that have bad texturing, but only because I was lazy. I'll finish those when I get the bulk of the series finished and worry about the details later.

But I would be more than happy to have you beta test, NTK.


Also, I could find ways to make it much more cooler for the PC, while leaving Mac users such as yourself sobbing... And I'm good at finding errors, even when they don't exist! Wink

_________________
Wake up, George Lucas... The Matrix has you..

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Apr 12, 2004 23:12    Post subject: View user's profile Send private message Reply with quote

Actually a survey showed reviles that 75% of errors on a computer is due to human error.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 13, 2004 01:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

Screw it, maybe I just won't release it at all. How about that Twisted Evil ?

_________________
I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 13, 2004 12:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
But I would be more than happy to have you beta test, NTK.



⌐_⌐;; I'm a good beta tester. Very Happy

Jimmy Chickin wrote:
Actually a survey showed reviles that 75% of errors on a computer is due to human error.



Try 100%. Computers were completely made and programmed by humans, remember?

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 13, 2004 23:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

Okay, I'm booting out NTK for being too picky and The Mega ZZTer is my new Beta tester. I can have it to you tonight, along with some new screenies for my page Very Happy !

_________________
I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 14, 2004 11:40    Post subject: View user's profile Send private message Send e-mail Reply with quote

W00H00! Very Happy

The e-mail icon in tha bar up there will work for sending stuff to me. Smile --^

_________________
http://www.mzzt.net/ | I am a respectable admin with a respectable sig.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 14, 2004 17:24    Post subject: View user's profile Send private message Reply with quote

Jimmy Chicken wrote:
Actually a survey showed reviles that 75% of errors on a computer is due to human error.


Um... Where's that survey? The number should be 100%. It was either the programmer's fault, or a problem between the user's Chair and Keyboard (I forgot the acronym for this one, though)

But anyway, I'm perhaps the only person that's so good at finding errors (I give the "three finger alute" to my computer a minimum of thrice daily), I'd swear that the percentage would be 99.99999999999%, with the remainder being errors caused by the computer itself, not some programmer(s) at Microsoft that I'd really like to strangle...

_________________
Wake up, George Lucas... The Matrix has you..

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 14, 2004 17:26    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Okay, I'm booting out NTK for being too picky and The Mega ZZTer is my new Beta tester. I can have it to you tonight, along with some new screenies for my page Very Happy !


Too picky?! I wouldn't mess up you level... Much! Wink

How many winkie faces do you need to understand my point?!

::Goes on smiley spree::
Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink Wink

_________________
Wake up, George Lucas... The Matrix has you..

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 15, 2004 13:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

*sends PM to Burning Gundam with Beta Report* Smile

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 15, 2004 23:58    Post subject: View user's profile Send private message Reply with quote

For some reason, I could not run the demo. Apparently, there's a line missing from the .GOB, probably the second. Since all .GOB files I've seen have different second lines, I cannot repair the error, and thus was not able to test your level.

_________________
Wake up, George Lucas... The Matrix has you..

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 16, 2004 05:36    Post subject: View user's profile Send private message Send e-mail Reply with quote

I sent you another copy and The Mega-ZZTer has already beta tested it.

Mind the errors reported
- any default.bm seen. I forgot to add the actual BM to the GOB so it shows up as Default in some areas. Just so you know Wink .

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I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 16, 2004 11:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

default.bm waterfalls! w00t! Wink Very Happy

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 16, 2004 17:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah, I know. Oops.

But that should show to everyone else that there will be a different texture for a waterfall Wink . But it won't be the DEFAULT.BM Laughing .

I have fixed all of those errors you listed (except for the sounds), thanks again.

_________________
I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 16, 2004 17:54    Post subject: View user's profile Send private message Reply with quote

Sorry. I haven't tested it yet; I was too busy last night pounding out a paper. I'll see to it this night.

As for Defalt.BM waterfalls, I never thought of that before! I'll have to remember it, and include it as an easter egg (though not with DF).

_________________
Wake up, George Lucas... The Matrix has you..

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 16, 2004 20:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

Unfortuantely, all of the waterfalls in that version have default. Plus all the windows and stuff are default so just ignore the texturing stuff. I know that I have texturing errors.

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I don't think outside the box... I customize it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 17, 2004 07:16    Post subject: View user's profile Send private message Send e-mail Reply with quote

I changed my mind, I won't be adding levels 4 and 5. I did my best to include them to the plot but couldn't find anything reasonable. So it will be 6 levels instead of 8, as I had originally planned 6 anyway.

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I don't think outside the box... I customize it.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Apr 19, 2004 17:59    Post subject: View user's profile Send private message Reply with quote

Anyway, I finally managed to squeeze in the time to play it through, though I only did so on hard.

It definitely shows potential as a four-or-five death star level. arcitecture is quite nice, albeit mild (only the front gate stretches the engine). I liked the faking of it being 3D; you did the best job I've seen (no doubt using many SPIRITS), besting all other attempts, including those in the HoF levels. As for difficulty, it is challenging enough, with the enemies providing a good challenge in such small rooms. As for the rooms themselves, they seemed only slightly repetitive in theme, which is only a minor issue. Fix those texturing issues, and touch up the level enough (don't forget to make sufficient all-new textures to match the new environment!), and you've got a good 5-star level to start your series with.

The only notable problem that hasn't been stated already is that the stormie enter the water. Since there's no real way to make WAXes properly "amphibious", I would reccomend setting the WALL FLAG 3 to have bit 4 (value 16) on, so that they won't walk "onto" the water. Keep up the great work, and remember that the FLAGs are some of your best friends in making plausable-looking level.

_________________
Wake up, George Lucas... The Matrix has you..

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 21, 2004 00:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

WOW! Shocked

I thought you were totally going to chew me out! Very Happy

Those bugs have been dealt with and I will release the finished first level ASAP. I'm glad you think it's that good, wait until you see level 2 Very Happy !

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