Search found 186 matches

by xilef
Oct 9th '12, 11:46
Forum: Mapping
Topic: tips for making maps based on a house or other building
Replies: 22
Views: 13958

I recreated some real locations in alephone, they were very cool, with multiple floors and everything (Had to use a lot of 5D space trickery though...). Everyone here will discourage you because real locations don't make playable net maps or campaign maps, marathon needs open areas, not cramped up l...
by xilef
May 7th '11, 20:31
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Not much has been updated this week besides the final game settings. The game world is adjusted depending on the frame rate, however, some people would like framerates above 20 so there's a low resolution option (Like the original game) and a draw no floor option (Like in the PPC release). And of co...
by xilef
May 2nd '11, 15:13
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Hmm, I would think that if you needed a random generation of a maze, you would want to take a peek at dungeon coding for Elder Scrolls 1:Arena. It was very talented at generating random mazes, being as 99% of the game was RandomGen. I'm going to tackle the problem when I get to it, I'm part of a ga...
by xilef
Apr 22nd '11, 19:18
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Update on development:


Map editor is now good enough to map the layouts of any level (But not the labyrinth!), I need to add texturing and sprite-placement into the editor then levels can start being created.
by xilef
Apr 9th '11, 23:40
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

It works. So i guess you are trying to say that there will be classic and modern mode options? Perhaps, perhaps not. I was thinking of ways to make the 3D window bigger but keeping the screen resolution the same, so thinking of having it go: 640x480 classic:modern - small3D:large3D 800x600 classic:...
by xilef
Apr 9th '11, 20:12
Forum: Editors, Emulation, Etcetera
Topic: VisualMode Saving
Replies: 18
Views: 7161

I put in ".save level Angry.sceA" without the quotes, then the console spits back "An error occured while saving the level." I've tried typing just ".save level" as I had earlier been able to save in VisualMode with the exact same result. The map file is located at C:\Program Files (x86)\Marathon\E...
by xilef
Apr 9th '11, 14:13
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Idea:
by xilef
Apr 8th '11, 01:15
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

W wrote:Really, the ability to resize the main game window is the most important, however you do that.
Why?

Do you mean increase the size of the 3D view? (Resolution of entire screen would need to be up'd as it's all in one window now, but it can be done)
by xilef
Apr 6th '11, 22:13
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

you could try making it look like a journal/notebook I hate games that have paper-looking UIs, it always seems needless. It won't be modernised ammo counters, etc, I meant a facelift with skinning or something to make it more gamey and less like a Mac OS classic application, to give it a more multi...
by xilef
Apr 6th '11, 19:35
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Here is my first UI design plan (Mockup)

Of course, the OS window borders will be removed.

Everything is in the game window, it's not all seperate.

Any suggestions for modernisations?

I might see if I can start getting some actual PiD textures
by xilef
Apr 4th '11, 17:00
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

That looks good, but the other side of the pyramid should be lighter so it is visible. There is no other side [spnkr] I just finished programming an external line and sprite lodaer, unfortunetly the lines are encrypted, I've been trying to keep the formats as open as possible so people can learn fr...
by xilef
Apr 3rd '11, 14:28
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Progress report:


And I also made this:


:D

anyone interested in getting me some PiD resources?

EDIT: Would also be nice if someone analysed the PiD enemy AI and give a rundown of what it goes through!
by xilef
Mar 6th '11, 11:36
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Nice work, Xilef! Good to see you're making progress, I for one enjoy seeing what you've got working and hearing about the techniques you use. The technique used for the 45 degree walls is horrible at the moment, it's based on what's being rendered, as opposed to being drawn into the world. As the ...
by xilef
Mar 5th '11, 16:23
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

I'm working on angled walls again:


I came up with several methods, this is the most promising however the way it's coded it sticks to the screen and other walls and texture calculations are really weird (Y texture is easy, X texture is harder)
by xilef
Jan 5th '11, 03:25
Forum: Aleph One Discussion
Topic: Aleph One icon
Replies: 209
Views: 92948

TectonInd wrote:My favorite one so far would have to be this one:
[attachment=4513:m1logo.png]

Followed by the original.
that one is very nice indeed
by xilef
Jan 4th '11, 22:17
Forum: Aleph One Discussion
Topic: Aleph One icon
Replies: 209
Views: 92948

Something about the Aleph One icon has always bothered me but I've not been quite able to put my finger on it. Looking at it a moment ago I realized it was the bevelling that seemed very... simple. [attachment=4492:AlephOne.png] The icon does look bad. But I don't see yours as much of an improvemen...
by xilef
Dec 25th '10, 00:13
Forum: Projects
Topic: Mr. Project DX
Replies: 822
Views: 319306

Are you able to make it so every time the player gets damaged the screen blurs?

Or do something like Goldeneye Wii, bloom the screen ridiculously when reloading so the player thinks it's distance blur.
by xilef
Dec 22nd '10, 15:24
Forum: Projects
Topic: Mr. Project DX
Replies: 822
Views: 319306

I made this grass and normal map for you <3



by xilef
Dec 21st '10, 14:18
Forum: Chat
Topic: Never Such Implici7 Bas7ards
Replies: 7
Views: 5374

how poetic
by xilef
Dec 7th '10, 20:24
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

chinkeeyong wrote:Is there an in-game map function?
There was one in PiD, so yes there will be one with this engine, however i'll make it slightly different in functionality.
As it's sector-based mapping, I can easily render a top-down view of the level.

I just tried out SDL, but framerates are really poor
by xilef
Dec 5th '10, 00:42
Forum: Chat
Topic: Pathways into Darkness Remake
Replies: 106
Views: 98194

Has there been any progress since the last update? Just curious. Yes an optimising re-write. http://www.youtube.com/watch?v=Pw6kJNMqTE0 I had to swap out the pixel-editing for this new method (Increased the FPS from 40 to 60 for me), with this new method comes other benefits, each texture now has a...
by xilef
Nov 8th '10, 21:05
Forum: Aleph One Discussion
Topic: Use your Xbox Live Arcade Marathon: Durandal textures in Aleph One
Replies: 164
Views: 102381

Ares Ex Machina wrote:Nice work. I noticed new glow map effects, such as glowing blood for the assimilated Bobs, and glowing lights in wall textures. Is this how the glow map effects appear in the the XBLA version?
It didn't have glow map effects, that's an AlephOne feature
by xilef
Nov 3rd '10, 23:59
Forum: Aleph One Discussion
Topic: Use your Xbox Live Arcade Marathon: Durandal textures in Aleph One
Replies: 164
Views: 102381

glowing lava always looks great
by xilef
Nov 3rd '10, 22:17
Forum: Aleph One Discussion
Topic: Use your Xbox Live Arcade Marathon: Durandal textures in Aleph One
Replies: 164
Views: 102381

The problem with the xbla player model is that AlephOne uses the original Software rendered sprites from the shapes file during the color selection and post-game carnage reports screens - texture overrides wont work there which leaves the graphics completely distorted. If you want to find a workaro...
by xilef
Nov 3rd '10, 10:45
Forum: Aleph One Discussion
Topic: Use your Xbox Live Arcade Marathon: Durandal textures in Aleph One
Replies: 164
Views: 102381

I really think we should fix the player sprites :(