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TIGSource ForumsCommunityDevLogsCloud Scream 0.51 Released
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Author Topic: Cloud Scream 0.51 Released  (Read 13752 times)
tim-bo-jay
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« Reply #20 on: January 30, 2010, 01:32:27 PM »

One idea it throw out there, I haven't played in about a version or two so it may already be there (damn shitty netbook I miss mah gaaaaames) but instead of a distance of view that the game cuts off at, maybe adding a fog effect like Minecraft and the like uses? It would give the view a more organic feel for those of us with PCs that can't run full view Smiley

As for textures, YAY! :D <3

I look forward to seeing the world develop more of a visual character of it's own now you can texture stuff Smiley
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Outcast Orange
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« Reply #21 on: January 31, 2010, 06:08:29 PM »

Your comment made me think.
I should take this in a new visual direction.
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tim-bo-jay
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« Reply #22 on: January 31, 2010, 06:28:37 PM »

Your comment made me think.
I should take this in a new visual direction.

You've sparked my curiosity now good sir! What do you have in mind? It may be a wise idea because I've noticed any game with this visual style tends to get refereed to as 'Minecraft style' even if the game play is nothing like it.
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Outcast Orange
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« Reply #23 on: January 31, 2010, 06:48:34 PM »

I have no idea.

I'm going to have to sit and think for a while to get anything good.

Maybe something in the bizarre direction?
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tim-bo-jay
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« Reply #24 on: January 31, 2010, 07:03:22 PM »

Hmmm...well admittedly the second you mentioned a style change this popped into my head


Bizarre could be an interesting direction. May be wise to try some concepts and get feedback before you integrate it into your game though encase it doesn't work Hand Thumbs Up Left styles are a risky thing.
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Outcast Orange
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« Reply #25 on: January 31, 2010, 08:00:12 PM »

You know, you are the second person to suggest something like that to me.

Well, here it is:





Tell me what you think.
It's important to me.
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mokesmoe
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« Reply #26 on: January 31, 2010, 08:56:17 PM »

I like it.
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Maxim Schoemaker
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« Reply #27 on: January 31, 2010, 11:22:02 PM »

I have to say that looks Awesome! =^,^=
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Outcast Orange
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« Reply #28 on: February 01, 2010, 06:50:40 AM »

Why thank you.

I suppose I'll stick with the style then.

Time to tweak the textures...
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tim-bo-jay
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« Reply #29 on: February 01, 2010, 07:37:43 AM »

Ooo it looks like playing with a giant collection of kids building blocks :D I oddly love it! lol You may wanna look into giving Orange some more character, or maybe not and then if you do add multiplayer people could play different colors I guess
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Valter
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« Reply #30 on: February 01, 2010, 07:44:02 AM »

That looks really good.

I need to keep track of this project  Beer!
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Outcast Orange
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« Reply #31 on: February 01, 2010, 10:14:04 AM »

I'm got a few hours, so I think I'll optimize it now,
 finish the textures, and fix the hiding bugs,
 so everything should be more fun and playable.
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Crimsontide
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« Reply #32 on: February 01, 2010, 10:34:23 AM »

Crashes for me.  I can see the initial world and move around (mouse control would help here), but as soon as I hit enter (to do whatever it is I need to do next, I'm not really sure) it crashes.
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iPope
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« Reply #33 on: February 01, 2010, 11:43:24 AM »

Is there a way you can get the yellow cursor to move up a level, or am I being really stupid?
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Outcast Orange
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« Reply #34 on: February 01, 2010, 11:58:04 AM »

First off, to not crash it, just wait a bit, and don't hit keys.
Hit enter, give it 40 seconds, if nothing happens, then it has crashed.

There is a display problem sometimes,
 where if it goes for too long without checking input,
 the screen can black out.

Really, this happens on everyones computer.
Just because nothing happens for a few seconds,
 doesn't mean that it crashed.

Unless you are getting an error,
 in which case there is nothing I can do about it.

You should only get an error if you keep pressing things,
 as windows will assume it is unresponsive,
 and try to terminate it.

Also, the fifth or sixth line of the readme lists E and R as up and down.
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Outcast Orange
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« Reply #35 on: February 01, 2010, 12:37:52 PM »

Okay, here's the link:
Cloud Scream 0.41 (Block Textures)

The game is a lot faster now in general.
There still isn't a toggle for graphics,
 so if you are having performance problems,
 you need to let me know.
I might forget to add that for a few more versions,
 as it isn't super important to me.

Hiding should be fixed so that any decent cave should be able to keep you hidden.
If anyone wants to test this, just stay in a cave and let it run for 10 minutes.
If the ground above is still unmolested, then it is fixed.

Tell me if you find any conflicts with the textures,
 as I can still change them.

I'll change the pictures in the first post when I get the chance.
Maybe that will give me something to do during classes.
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bood_war
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« Reply #36 on: February 01, 2010, 12:56:25 PM »

Love the new style, but this doesn't work for me anymore. It always worked rather fast before.

I have a 1.6 Ghtz compie with a crappy video card.
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tim-bo-jay
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« Reply #37 on: February 01, 2010, 02:53:15 PM »

Yeah it's murdering my poor little netbook but I can run it with a draw distance of about 8 tiles lol
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Outcast Orange
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« Reply #38 on: February 01, 2010, 07:29:39 PM »

Don't worry, a graphics toggle is in the works.

Those of us with crappy computers (me included)
 can just mess around with it in flat color mode,
 until we get our hands on more glorious video cards and RAMs.

Anyways, here are some new screens to replace the ones on page 1:

An entire universe:


Ruined Mountainside Building:


Paradise Island:


Underwater Gathering:


Waterplate:
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Outcast Orange
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« Reply #39 on: February 05, 2010, 10:51:28 AM »

Okay, the new changes are added, and there are quite a few of them.

First off, 't' toggles graphics.
If nothing else works,
 you can now turn off the textures for massively improved frame rate.

When you are Orange, you can modify the draw distance with 'f' and 'g'.
Just pull the draw distance in closer and the frame rate will sky rocket.

Eventually these will have default values set in some sort of init file,
 so you can customize your draw distance and stuff so it always runs at an optimum speed.

Okay, so now that lag is permanently fixed,
 lets cover the game play changes.

Hiding is finally fixed.
You are now capable of staying alive for indefinite lengths of time.

You can now suffocate.
That's right, stay underwater or in a confined space for too long,
 and you will run out of air and die.
It doesn't insta-replenish either,
 so you will need to recuperate after lengthy cave dive explorations.

Also, I had the game running at a ridiculous frame rate for over 20 minutes without a crash.
I think those bugs are gone.

I've got a lot of plans for what to do over the weekend,
 so this game should get new features piled on heavy.

Here's the DL link:
Cloud Scream 0.42 (Hiding and Suffocation)

I'm sorry I kept these necessary features out for so long.
I was just sidetracked.
As always, enjoy!
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