ObsidianLegion
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Final demo release: Dark Salvation
Right. Since I have NO answers to my problems I've now decided to release the demo.
http://www.mediafire.com/?l143u2r9lwb2p8l
Enjoy
This may seem very rubbish. Considering the deadline I gave myself. It's all I could do. Sorry about that.
I promise that the full version will be better.
It will have allsorts. Ranging from 20+ enhanced levels to a full conversion. The full game WILL be better. I assure you.
PEACE!!
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
(This post was last modified: 07-27-2011, 08:34 PM by ObsidianLegion.)
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07-27-2011, 08:29 PM |
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Rapture
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RE: Final demo release: Dark Salvation
Well a zombie didn't have any pathnodes or their not working.
Make the rooms/hallways smaller.
I ran into a problem with trying to load the next map. I'm not sure if that was your intention to have it crash on me or you just didn't put it in yet.
I hope to see yourself complete this project and release it.
btw that Cabinet is evil, the one situated between the hallway and theirs that backspace behind it. Barely managed to escape from that deathly prison when I glitched over it.
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07-27-2011, 09:54 PM |
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ObsidianLegion
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RE: Final demo release: Dark Salvation
(07-27-2011, 09:54 PM)Rapture Wrote: Well a zombie didn't have any pathnodes or their not working.
Make the rooms/hallways smaller.
I ran into a problem with trying to load the next map. I'm not sure if that was your intention to have it crash on me or you just didn't put it in yet.
I hope to see yourself complete this project and release it.
btw that Cabinet is evil, the one situated between the hallway and theirs that backspace behind it. Barely managed to escape from that deathly prison when I glitched over it.
No, mate. I WAS going to have my end credits there but I had an unsolved .hps problem
Do you like it?
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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07-27-2011, 10:04 PM |
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HumiliatioN
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RE: Final demo release: Dark Salvation
(07-27-2011, 10:04 PM)Lolnesia09 Wrote: (07-27-2011, 09:54 PM)Rapture Wrote: Well a zombie didn't have any pathnodes or their not working.
Make the rooms/hallways smaller.
I ran into a problem with trying to load the next map. I'm not sure if that was your intention to have it crash on me or you just didn't put it in yet.
I hope to see yourself complete this project and release it.
btw that Cabinet is evil, the one situated between the hallway and theirs that backspace behind it. Barely managed to escape from that deathly prison when I glitched over it.
No, mate. I WAS going to have my end credits there but I had an unsolved .hps problem
Do you like it?
This was umm... not very good. That zombie don't have any pathnodes and design was stupid some points and there is no entities lot founded few them. But it was good try. But you need to improve more and add cool scare scripts and keep that atmosphere better, more good designed lighting perhaps.
It was ok. I've seen worse
“Life is a game, play it”
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07-28-2011, 01:36 AM |
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ObsidianLegion
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RE: Final demo release: Dark Salvation
Quote:This was umm... not very good. That zombie don't have any pathnodes and design was stupid some points and there is no entities lot founded few them. But it was good try. But you need to improve more and add cool scare scripts and keep that atmosphere better, more good designed lighting perhaps.
It was ok. I've seen worse
:S Okay then. It IS my first custom. And i DID give you a little warning, telling you about how shabby it would be. Sorry :/
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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07-28-2011, 03:09 PM |
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convolution223
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RE: Final demo release: Dark Salvation
(07-28-2011, 01:36 AM)HumiliatioN Wrote: (07-27-2011, 10:04 PM)Lolnesia09 Wrote: (07-27-2011, 09:54 PM)Rapture Wrote: Well a zombie didn't have any pathnodes or their not working.
Make the rooms/hallways smaller.
I ran into a problem with trying to load the next map. I'm not sure if that was your intention to have it crash on me or you just didn't put it in yet.
I hope to see yourself complete this project and release it.
btw that Cabinet is evil, the one situated between the hallway and theirs that backspace behind it. Barely managed to escape from that deathly prison when I glitched over it.
No, mate. I WAS going to have my end credits there but I had an unsolved .hps problem
Do you like it?
This was umm... not very good. That zombie don't have any pathnodes and design was stupid some points and there is no entities lot founded few them. But it was good try. But you need to improve more and add cool scare scripts and keep that atmosphere better, more good designed lighting perhaps.
It was ok. I've seen worse
Does every enemy need to have pathnodes to be interesting? I haven't played the demo but in my custom story I had planned to have one enemy in particular not have pathnodes, but spawn him in random areas when the player died. what you say?
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07-29-2011, 08:45 AM |
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ObsidianLegion
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RE: Final demo release: Dark Salvation
(07-29-2011, 08:45 AM)convolution223 Wrote: (07-28-2011, 01:36 AM)HumiliatioN Wrote: (07-27-2011, 10:04 PM)Lolnesia09 Wrote: (07-27-2011, 09:54 PM)Rapture Wrote: Well a zombie didn't have any pathnodes or their not working.
Make the rooms/hallways smaller.
I ran into a problem with trying to load the next map. I'm not sure if that was your intention to have it crash on me or you just didn't put it in yet.
I hope to see yourself complete this project and release it.
btw that Cabinet is evil, the one situated between the hallway and theirs that backspace behind it. Barely managed to escape from that deathly prison when I glitched over it.
No, mate. I WAS going to have my end credits there but I had an unsolved .hps problem
Do you like it?
This was umm... not very good. That zombie don't have any pathnodes and design was stupid some points and there is no entities lot founded few them. But it was good try. But you need to improve more and add cool scare scripts and keep that atmosphere better, more good designed lighting perhaps.
It was ok. I've seen worse
Does every enemy need to have pathnodes to be interesting? I haven't played the demo but in my custom story I had planned to have one enemy in particular not have pathnodes, but spawn him in random areas when the player died. what you say?
It doesn't need to have pathnodes. But it does make it better for when you want the enemy to patrol a certain area. Then Dissapear. Just to scare people (;
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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07-29-2011, 11:06 AM |
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Ongka
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RE: Final demo release: Dark Salvation
You have to use pathnodes so the monster wont get stuck...
This happens very often if you don't use them.
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07-29-2011, 11:11 AM |
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