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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesFighting Prison Brawl
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lowpoly
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« on: August 01, 2008, 07:39:39 AM »

Fighting Prison Brawl* is a demake of a certain, amazing prison game that swept the nation with it's open world action and intense morality infused gameplay. However, FPB will feature neither of those things instead focusing on incredible brawling action all presented in stunning, software accelerated orthographic 3D for your IBM/PC running DOS 5**

some wip screens down below, awesome to follow

* name subject to change
** lies
« Last Edit: August 07, 2008, 11:36:44 PM by lowpoly » Logged

Melly
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« Reply #1 on: August 01, 2008, 12:29:59 PM »

Not sure I know which one is that.

Will you be using Saturn-style 3D graphics? Grin Please say yes. Grin
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« Reply #2 on: August 01, 2008, 01:44:10 PM »

Not sure I know which one is that.

Will you be using Saturn-style 3D graphics? Grin Please say yes. Grin
Isn't that what MDickie's Hard Time already has?  Plese let this be Hard Time devolved.
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« Reply #3 on: August 01, 2008, 01:57:58 PM »

Plese let this be Hard Time devolved.

ding ding winner :D
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Melly
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« Reply #4 on: August 01, 2008, 02:32:24 PM »

Saturn graphics! o_o
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« Reply #5 on: August 01, 2008, 02:46:36 PM »

Saturn graphics! o_o
Cool Cool Cool Cool Cool Lots of dithering please  Cool Cool Cool Cool Cool
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William Broom
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« Reply #6 on: August 01, 2008, 08:17:26 PM »

Awesome!

Also, whenever I see your avatar, lowpoly, I have this strange urge to lean forward and bite my computer screen.
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« Reply #7 on: August 02, 2008, 12:07:29 AM »

Awesome!

Also, whenever I see your avatar, lowpoly, I have this strange urge to lean forward and bite my computer screen.

I've been meaning to change it too, hopefully before you damage your computer Smiley

I'll try to be more thorough with this compo then in the past, so here's some REALLY early screens of a rigged prisoner, running around.



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moi
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« Reply #8 on: August 02, 2008, 04:25:16 AM »

Funny thing is : you're using the same language as Mc dikie.
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« Reply #9 on: August 03, 2008, 09:55:22 AM »

Funny thing is : you're using the same language as Mc dikie.

thus increasing the challenge ten fold Smiley

Short update:
I got punching working last night altho it's still a bit wonky. I need to add some enemy models to see how many animated characters Blitz can handle before dying. At 640x480, I think I'll have some room to play. I still haven't settled on a final aesthetic yet but the game will definitely stay orthographic 3D like it is now.
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« Reply #10 on: August 07, 2008, 11:40:09 PM »

Some more screens





So it looks like I can have about 20, fully animated characters on screen at once before performance begins to become a problem. Should be way more than I'd ever need.
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Derek
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« Reply #11 on: August 07, 2008, 11:53:15 PM »

I don't need to tell you I'm excited for this game, do I? Wink
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« Reply #12 on: August 08, 2008, 12:14:59 AM »

Sounds visually promising !!!
Any chance to get realtime shadows at some point?  Gentleman
Maybe just faked one, the same animated mesh, squeezzed on Y axis, all painted in dark gray, should make a proper shadow (while killing the frame rate at the same time Smiley)
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moi
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« Reply #13 on: August 08, 2008, 06:37:03 AM »

Sounds visually promising !!!
Any chance to get realtime shadows at some point?  Gentleman
Maybe just faked one, the same animated mesh, squeezzed on Y axis, all painted in dark gray, should make a proper shadow (while killing the frame rate at the same time Smiley)
May I suggest the devilchild library?
It seems to work very efficiently for that.
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lowpoly
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« Reply #14 on: August 08, 2008, 07:43:45 AM »

thanks everyone!

Sounds visually promising !!!
Any chance to get realtime shadows at some point?  Gentleman
Maybe just faked one, the same animated mesh, squeezzed on Y axis, all painted in dark gray, should make a proper shadow (while killing the frame rate at the same time Smiley)
May I suggest the devilchild library?
It seems to work very efficiently for that.

I agree that shadows would def help, but I'm a bit worried that anything too impressive would break the demake aesthetic. I'll prob just end up doing a little animated rectangle underneath each player and the environment with vertex colors.

I started experimenting with a shadow 'layer', a piece of geometry modeled to look like environment shadows, placed on top of everything at 50% opacity. There's some issues with the angles and seams but I'm hoping I can figure out something by the end.
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« Reply #15 on: August 08, 2008, 08:40:03 AM »

OMG, this one's gonna rock! The good thing about demaking Hard Time is you'll save lots of time by not beta testing ANYTHING. :D or all the opposite, maybe you will have to actually hand code all the glitches and bugs the game comes packed with!  Beer!
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« Reply #16 on: August 09, 2008, 11:40:27 AM »

ohohoho awesome 3D lowpoly godliness
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moi
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« Reply #17 on: September 10, 2008, 05:15:31 AM »

Is there a chance that you finish this one?
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« Reply #18 on: September 10, 2008, 12:19:31 PM »

please.
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