by date
Code Name: Monster Island Promo Art & Beta Info
Code Name: Monster Island Promo Art & Beta Info
| Name: | Alan James | |
|---|---|---|
| Date Posted: | Sep 24, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alan James |
Blog post
Hi Everyone!
Just a small post on the status of the next Beta of Code Name: Monster Island. I have been stripping the directories down to a manageable level for a Beta build distribution (My main working directory is about 2GB, I've leaned it down to about a 160mb for a three to five level Beta).
I am interested in finding out if there are a few folks who would help me out first with a closed Beta. It wouldn't be the next Beta release but a bare-bones build so that I can get a sense of what type of performance everyone else might expect, and what kind of systems/gpu cards would be necessary. If you are interested post here, or email me: alanjames at charter dot net. It will be a rough build without most of the gui's updated, but it will be in a couple cases relatively content heavy to see just how bad things are and what I'm going to have to cut out. It will be a single player Beta.
Also I have been working on the Monster AI trying to pull from a couple different resources, but they're still dumb as stumps. I'll keep at it. At least they attack and can kill you now...instead of wandering *constantly* into walls or wherever.
On another note, I've include here a "Poster" of some promotional art that I'm working on for Code Name: Monster Island The model is one that I aquired from Blake Seow and his team at www.wonder3d.net. The arist name is Sanshi and it's a great main character model. I bought the mesh from them but handled the rigging and animation, there are a few things that I need to tweak, but so far I'm reasonablly happy with the results so far.

Also though I'd include couple screenshots from the Beta build directory. 'Cause you have to with a .plan, right? Hopefully I'll hear from a few of you interested in a rough Beta build. Thanks again.
- Alan
Creature in the Adara Sewer System

Area near the Damged Southern Airstrip

Soldier model in Game

Another shot of the creature in the Sewer System

Soldier on the beach

Soldier in partially submerged Jungle Village

Just a small post on the status of the next Beta of Code Name: Monster Island. I have been stripping the directories down to a manageable level for a Beta build distribution (My main working directory is about 2GB, I've leaned it down to about a 160mb for a three to five level Beta).
I am interested in finding out if there are a few folks who would help me out first with a closed Beta. It wouldn't be the next Beta release but a bare-bones build so that I can get a sense of what type of performance everyone else might expect, and what kind of systems/gpu cards would be necessary. If you are interested post here, or email me: alanjames at charter dot net. It will be a rough build without most of the gui's updated, but it will be in a couple cases relatively content heavy to see just how bad things are and what I'm going to have to cut out. It will be a single player Beta.
Also I have been working on the Monster AI trying to pull from a couple different resources, but they're still dumb as stumps. I'll keep at it. At least they attack and can kill you now...instead of wandering *constantly* into walls or wherever.
On another note, I've include here a "Poster" of some promotional art that I'm working on for Code Name: Monster Island The model is one that I aquired from Blake Seow and his team at www.wonder3d.net. The arist name is Sanshi and it's a great main character model. I bought the mesh from them but handled the rigging and animation, there are a few things that I need to tweak, but so far I'm reasonablly happy with the results so far.

Also though I'd include couple screenshots from the Beta build directory. 'Cause you have to with a .plan, right? Hopefully I'll hear from a few of you interested in a rough Beta build. Thanks again.
- Alan
Creature in the Adara Sewer System

Area near the Damged Southern Airstrip

Soldier model in Game

Another shot of the creature in the Sewer System

Soldier on the beach

Soldier in partially submerged Jungle Village

Recent Blog Posts
| List: | 07/29/08 - What I Did On My Summer Vacation Part 2 07/22/08 - What I Did On My Summer Vacation Part 1 05/22/08 - Sticks & Twigs Environment Pack - Stick a Fork in it... 05/05/08 - Sticks & Twigs - Not just for Breakfast Anymore 04/10/08 - Really Good Things come to the Garage! 03/01/08 - Really Really Good Things Studio - Current WIP 01/02/08 - 2008 Day One - Free Stuff & A Fun Three Years 10/31/07 - Happy Halloween! The best mortgage rate you'll ever see... |
|---|
Submit your own resources!| Michael Cozzolino (Sep 24, 2006 at 20:36 GMT) |
| Stephan (viKKing) Bondier (Sep 24, 2006 at 20:46 GMT) |
Any Mac version? 8-P
STef
Edit: Forgot to menrion, I like the synopsis a lot.
Edited on Sep 24, 2006 20:47 GMT
| Florian (Sep 24, 2006 at 20:51 GMT) |
| Alan James (Sep 24, 2006 at 20:53 GMT) |
@Stephan. Not yet =(
I've had the word out to friends, enemies, family and strangers that I'm in the market for a used Mac, but no love yet. Hopefully I'll be able to line one up 'cause of the GLSL cross platform capabilities and the fact I'd like to have it available to Mac gamers when it's all said and done. I've also have a couple casual games we're working on for TGB, and I'd like to have them available eventually on the Mac platform also. We'll see what happens...
| Phil Carlisle (Sep 24, 2006 at 21:22 GMT) |
| Ben Hickling (Sep 24, 2006 at 21:39 GMT) |
| Matt Vitelli (Sep 24, 2006 at 21:43 GMT) |
| Tom Perry (Sep 24, 2006 at 21:55 GMT) |
| Chris \"C2\" Byars (Sep 24, 2006 at 23:03 GMT) |
| Mark (Sep 24, 2006 at 23:19 GMT) |
| Alan James (Sep 24, 2006 at 23:35 GMT) |
That's a residual hud from the "modern" original version of CN:MI. The one for the 1940's version will be substantially leaner and basic. Thanks!
@Mark,
Yeah, he's sexy but kind of like a male model...not so bright. "That Hansel, he's so hot right now!"
| Eric Forhan (Sep 24, 2006 at 23:45 GMT) |
| Edward Smith (Sep 24, 2006 at 23:53 GMT) |
Can't wait until this beast is released!
| Mincetro (Sep 25, 2006 at 00:16 GMT) |
I can't wait to play this one.
| Ian Roach (Sep 25, 2006 at 00:25 GMT) |
| Tom Eastman (Eastbeast314) (Sep 25, 2006 at 00:40 GMT) |
| John Kabus (BobTheCBuilder) (Sep 25, 2006 at 00:57 GMT) |
| Eric Forhan (Sep 25, 2006 at 02:07 GMT) |
| Blake Lowry (Sep 25, 2006 at 02:45 GMT) |
| Plague (Sep 25, 2006 at 03:57 GMT) |
So far, this keeps looking better and better. I played the first beta and I was already loving it. Keep it up.
| Tom Bentz (Sep 25, 2006 at 04:01 GMT) |
| T Squared (Thanhda Tie) (Sep 25, 2006 at 12:57 GMT) |
Also. i wouldnt mind testing the beta!
BTW, are you using Alex's DRL res? BTW the monster looks awesome. looks almost like its being bumpmap/normal mapped. Also your normal maps, are they working fine in the ATI cards?
once again good job.
.
Edited on Sep 25, 2006 15:55 GMT
| Allyn "Mr_Bloodworth" Mcelrath (Sep 25, 2006 at 17:49 GMT) |
Looks great thoe.
| T Squared (Thanhda Tie) (Sep 25, 2006 at 19:24 GMT) |
Hey, how much did you have to pay for the mesh? i'm thinking of paying that guy to model something for me. :)
| David Montgomery-Blake (Sep 25, 2006 at 20:19 GMT) |
| T Squared (Thanhda Tie) (Sep 25, 2006 at 20:31 GMT) |
Edited on Sep 25, 2006 20:37 GMT
| Alan James (Sep 25, 2006 at 20:47 GMT) |
@T_Squared, I'm using the GLSL Port, we were one of just several teams that got a drop. If you notice Alex S.'s .Plan, he's working on some things in regards to this. Won't be Code itself, but with reading some of your posts, you're clearly sharp enough to figure it out when some of his stuff comes down the line. Regarding ATI cards, I have a x200 in my little Celeron-M laptop and it runs everything, albiet it's a bit of a dog (not the card, but the whole setup. It's just a mobile workstation for me and it was cheap, so what the heck).
I tried to integrate one of the old bumpmapping resources for dts objects a while back and it was a *BIG* mess with all the other changes, so what I ended up doing was running the monsters texture through The Gimp's bumpmapping filter. It turns out pretty cool and doesn't cost anything in performance. Seems to work well for my needs. On the price of the mesh, I'll email you on that one, ok?
@David, yep that's 3drt troll with a Gimp Filtered texture. I've had decent luck converting the .X files. What I do is bring the .X into Fragmotion to add the needed mount points and then export it as a Milkshape MS3D file, from there I brake down the animation sequences, triggers and such then export to DTS with DTSPlus!. It's works, though it's a bit a workflow challenge, i.e. if a mount point is not rotated right, I have to go back to the Fragmotion mesh/rig because you can't rotate an existing node/animation sequence in Milkshape without hosing the whole animation.
@Allyn, yeah the screenshots seem a little over the top, but it really doesn't seem as strong in game, though it's great that you can adjust it (of course as soon as I get the options dialog working right...).
| T Squared (Thanhda Tie) (Sep 25, 2006 at 21:55 GMT) |
Good stuff, cant wait to see the game in action. So you're using the GLSL port eh? that means i should be seeing some of alex's parallax map in your game. and also, a celeron! how dare lol. So anyway When i ask speed, i was talking about frame rate, and in comparison to it being turn off. Also for the attemp of adding bumpmapping to the dts. have you tried implementing this res to it.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5683
I was planning to attemp it myself. but i havnt had time to go around about it. Also it seems they were using an older version of TGE, before my time. I was originally going to compare the difference with WinMerge with the original version it was implemented with, then try porting it to TGE 1.4. but as far as i can tell it looks posibly older then 1.3.5. If you happen to have any of the earlier version of it. let me know, and send me the corresponding files, and i'll take a hack at it.
| Phil Carlisle (Sep 26, 2006 at 10:25 GMT) |
| Phil Carlisle (Sep 26, 2006 at 10:26 GMT) |
http://www.ironfoot.co.uk/dev/
| Alan James (Sep 26, 2006 at 16:41 GMT) |
Yep, that's the one. I have a *LOT* of modifications to the code. As I recall I had hundreds of errors, so it wasn't really worth it to run down the issues. I keep the offer in mind. Thanks!
@Phil
Thanks for the link, love looking at others work for ideas. And you're in on the Beta, I'll email everyone when I have it up and a link to download it. Thanks!
| T Squared (Thanhda Tie) (Oct 03, 2006 at 02:00 GMT) |
| Alan James (Oct 04, 2006 at 20:13 GMT) |
We've decided to go the Dev/Associates Weekend so it will be the first of next week when the Beta will be available. If you happen to end up at the weekend, we'll have it there. I'll email everyone the link on Monday. Thanks again.
| Daz (Nov 11, 2006 at 00:34 GMT) |
You must be a member and be logged in to either append comments or rate this resource.


Not Rated


