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Tunnels Of Tarkus

Re: Tunnels Of Tarkus

Postby StarFire » 23 Nov 2015, 21:52

Yes a better water plane would help. Need to find a good fast water shader ;)
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 08 Jan 2016, 09:38

Still here and still working on Tunnels of Tarkus...Getting ready to get enemies working and a teleporter for next level...Optimized game some for better fps...I hope everyone else's game is coming along....no video this time, most of the work is not visible...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 08 Jan 2016, 10:25

Excellent news :) Enemies should be able to use the mechanics StarFire created which should speed the process up some for yourself, or at least a starting place to create your own unique enemies.

No problem on the video, that's how skyline work feels atm. So much is being done but none of it can be shown in a usable form lol :P

I think a couple of users decided to wait a while as they were having problems with lighting their levels. Personally, this is not too much trouble as i just tend to focus on other aspects of the game until problems are fixed :P

Keep it up! :D
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Re: Tunnels Of Tarkus

Postby epsilonion » 08 Jan 2016, 13:42

I kinda just put the project back on hold until DX 11 and some of the other features come out..

I am still here viewing the forums though, when I open up the browser its the first page that I see... :D
Been messing around with cryengine, since I subscribed might as well learn something.. :)


Happy to hear your games coming along.. :D
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 08 Jan 2016, 19:07

I think a couple of users decided to wait a while as they were having problems with lighting their levels


I see the problems with the lighting, but if I stop and wait for every feature to work perfect then Tunnels of Tarkus will never happen...There is so much work to be done when making a game that I can just work on another part until the part that is holding me back is fixed...

Enemies should be able to use the mechanics StarFire created which should speed the process up some for yourself


Yeah, I have been wanting to work with the visual mechanics...just gotta find the time to learn it....
StarFire has done a great job with this and I do plan to use it....


Been messing around with cryengine, since I subscribed might as well learn something..


CryEngine is a great engine...The learning curve, model import, and lack of tutorials is what has kept me away...

I did mess around with the autodesk stingray engine...It has some nice features, but has some problems...I think it is still in beta but they say it is in release...plus $30 a month for beta to me is too much...

If SolarPortal and StarFire are going to keep making SkyLine, then I will hang in here to the end...I have learned that if you use any engine out there you will eventually find it's faults...What matters is whether the developers put out effort to fix them, or even listen to you when you tell them about it...
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Re: Tunnels Of Tarkus

Postby StarFire » 08 Jan 2016, 19:18

We are listening ;)

Thanks for the support and we wont let you down.

Skyline is getting a major ass kicking this year which will fix the lighting and give us industry standard materials with PBR. Performance tools are going to be added which overall will make Skyline as fast as the top engines. The gap will only get smaller :D

We are also looking to speed up game frame work design and hope to find time for some documentation :?

So all in all we are there to fight alongside anyone who wants to be on this amazing journey with us. Go Skyline!! lol :lol:
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 08 Jan 2016, 19:25

We are listening


This is exactly what I was talking about...Awesome Development Team!...Go SkyLine!!
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Re: Tunnels Of Tarkus

Postby SolarPortal » 08 Jan 2016, 20:21

:D
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Re: Tunnels Of Tarkus

Postby epsilonion » 08 Jan 2016, 21:38

CreativeOcclusion wrote:This is exactly what I was talking about...Awesome Development Team!...Go SkyLine!!


I second this!!, I love the team I have known them for about a year? and it feels like we have known each other for ever, very friendly and I think when Skyline is complete it will be a major contender to the top ones...

Documentation... I will find some time to get something going on that one... maybe someone could write a guide to the qt plugin thing as I have not used it and doubt I will for some time yet...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 09 Jan 2016, 00:31

Thanks :)

As for documentation, perhaps if we ask @Shando nicely, he may help if its no pressure, as he is an advanced user of the Custom Qt Editor plugin system. We will have to put something together on it at some point though lol :P
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Re: Tunnels Of Tarkus

Postby Shando » 09 Jan 2016, 01:18

Hi all,

I think that Skyline is going to be one of the most "indie-friendly" engines out there, since the learning curve is *relatively* low and the Devs are pretty much the most helpful I've come across ;) Also, if lot of the stuff on the roadmap is implemented then I even think it'll start pushing U***y for attention (it's already better in some areas imho)!!!

As for docs for Qt, I'm actually moving house in the next week or so, so might not have much time in the foreseeable future :( but I'll see what I can do 8-)

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Re: Tunnels Of Tarkus

Postby SolarPortal » 09 Jan 2016, 12:09

Thanks Shando :D, no pressure on yourself though. Its probably something to do after you have settled again :)
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Re: Tunnels Of Tarkus

Postby epsilonion » 09 Jan 2016, 18:13

Even if we get bits n bobs of the documentation written it will make it easier for the devs to rewrite in the long run .

My thinking at the moment is to make the transition from other engines as painless as possible, if the Skyline contributers just put what they know about it will be easier in the long run.

Some of the documentation is well out dated and I was thinking about addressing this next week.

I was also thinking about going through the patch notes and adding the api updates into the api documentation, I just need to come up with a list of priorities for the documentation, Api documentation.
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Re: Tunnels Of Tarkus

Postby StarFire » 09 Jan 2016, 18:24

Thanks this would be a big help. We can pass you data that will help ensure the api is upto date.

Let us know what you need or that anything that would help you and we can see if we can make it happen. ;)
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 11 Jan 2016, 23:58

Going to try to have a demo out by March 1,2016...If I don't run into too many glitches it should be possible...
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Re: Tunnels Of Tarkus

Postby SolarPortal » 12 Jan 2016, 00:22

awesome, we wish you the best of luck :)
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 12 Jan 2016, 00:39

SolarPortal wrote:awesome, we wish you the best of luck :)


I have not met one deadline since I started working on Tunnels Of Tarkus...If the engine will hold up, maybe I have a chance...I try to set some kind of deadline to push myself to get something done...I will not be out anything if I don't make it because I love what I'm doing...Really enjoying your engine, even if I did say 243 cuss words yesterday....lol
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Re: Tunnels Of Tarkus

Postby epsilonion » 12 Jan 2016, 13:18

CreativeOcclusion wrote:
SolarPortal wrote:awesome, we wish you the best of luck :)


I have not met one deadline since I started working on Tunnels Of Tarkus...If the engine will hold up, maybe I have a chance...I try to set some kind of deadline to push myself to get something done...I will not be out anything if I don't make it because I love what I'm doing...Really enjoying your engine, even if I did say 243 cuss words yesterday....lol



243 that's not many lmfao
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Re: Tunnels Of Tarkus

Postby StarFire » 12 Jan 2016, 14:39

Very happy you are enjoying our engine :D
As for the cuss words, lol they happen with every project on every engine, we regularly have a day or two a week where being pee'd off is common. Shit sometimes doesnt go our way lol :lol:
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 12 Jan 2016, 18:41

243 that's not many lmfao


It wouldn't be that many, but that was in 5 minutes...
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Re: Tunnels Of Tarkus

Postby StarFire » 12 Jan 2016, 19:21

:lol:
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Re: Tunnels Of Tarkus

Postby SolarPortal » 12 Jan 2016, 19:23

lol :P
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 15 Jan 2016, 20:12

As of today I have working enemies in Tunnels of Tarkus...I have implemented the health and ammo pickups...I am now trying to get turrets working...

I will try to get a new progress video up this weekend...

The March 1st deadline is coming extremely fast...There is still so much to get done...I have not even started on models for level 2...
Last edited by CreativeOcclusion on 15 Jan 2016, 20:58, edited 1 time in total.
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Re: Tunnels Of Tarkus

Postby SolarPortal » 15 Jan 2016, 20:28

That's good news your enemies are working! :D

Thanks for the info on the sound file. We will remove it for the next release and find a Creative Commons one to replace it :)
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Re: Tunnels Of Tarkus

Postby CreativeOcclusion » 15 Jan 2016, 20:57

I am not sure about the other sound files that are included...I will edit my post above and remove the part about the sound file...

What about the models included with the engine...like the Fell Hound....???
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