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Old 14 June 2019, 12:53   #41
amipal
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Quote:
Originally Posted by DamienD View Post
Using Wayback Machine, out of these 2 files:



The only I can get is the second one...

Have a look in The Zone!
Thank you DamienD! I'll get those files over to my 1200 once my SD card adaptor arrives!
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Old 16 September 2019, 16:13   #42
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I found myself spending an hour or so playing AB3D yesterday and thoroughly enjoyed it. The technical aspects of the game still seem to surprise me - the water effect, the way that you drop slower through really deep water and sounds deaden underwater, the fire effects on some levels and the explosions from the barrels and the size of some of the levels are impressive let alone the fact that it is a true 3D world unlike in Doom. But I feel maybe it would have benefited from a more simple game engine and, at times, the level design is impeded by the game engine such as not being able to see what is shooting you at the top or bottom of a flight of stairs or a ledge.
IMHO the demo level layout was as near to perfect for the game engine as was possible (and I still prefer the feel of the demo) but it is still a good game.
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Old 17 September 2019, 09:24   #43
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Also with the Alien Breed 3D engine the enemies are 4 directions not 8 like Gloom. Good fast engine though, too bad there is no map/graphics editor for it. A Look Up/Down and mouse option would of been great.
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Old 19 April 2024, 21:10   #44
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Sorry for the thread resurrection but does anyone know if there is a secret in the demo triggered when you first walk inside the complex and if so what and where it is? There’s a sound effect that plays whenever you enter or leave through that main door.
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Old 24 April 2024, 19:57   #45
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Quote:
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Sorry for the thread resurrection but does anyone know if there is a secret in the demo triggered when you first walk inside the complex and if so what and where it is? There’s a sound effect that plays whenever you enter or leave through that main door.

Maybe check Youtube playthroughs and see if someone found it.
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Old 24 April 2024, 21:15   #46
Karlos
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I loved the playable demo. I've taken inspiration from it in my reimagining of level M, with the dark exteriors punctuated by bright areas.

[ Show youtube player ]
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Old 24 April 2024, 21:37   #47
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I loved the playable demo. I've taken inspiration from it in my reimagining of level M, with the dark exteriors punctuated by bright areas.

[ Show youtube player ]

Is that green alien from the demo in the source material anywhere?
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Old 24 April 2024, 21:41   #48
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Is that green alien from the demo in the source material anywhere?
Yes, but full frontal nudity only and somewhat low resolution. They could be upscaled of course but you need side views also, if it's going to be useful

Ideally I'd want to 3D model it so that a light sourcable version can be built.
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Old 27 April 2024, 21:02   #49
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Yes, but full frontal nudity only and somewhat low resolution. They could be upscaled of course but you need side views also, if it's going to be useful

Ideally I'd want to 3D model it so that a light sourcable version can be built.
Or use some AI Wizardry ;-)
[ Show youtube player ]
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Old 27 April 2024, 21:42   #50
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To be honest, I was thinking more along the lines of voxels, creating a 3D voxel object from the sprites. This is what Cheello did with the Doom sprites to make his amazing Voxel Doom mod. It's a lot of effort and takes a good amount of skill too, but it works superbly for Doom because the sprites were actually digitised images of clay models taken from the 8 different directions. He only used the front and sides, however. Likewise, this should work OK for the 3D rendered sprites in TKG.

Obviously I'm not thinking of putting Voxel objects into the game, rather I'm thinking that I can use Voxel models of the original sprites to produce the missing diagonal views. In theory, I can then create the required light map and basic colour maps. I think having 8 different views of the light sourced sprites would really improve things.
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