Work In Progress / Protascope

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Belidos
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Posted: 22nd Jan 2019 12:58
Quote: "I will ask about a Like Button .. Most forums do seem to have them these days"


Like buttons are the bane of civilisation, and turn communities into needy paranoid entities

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Mrs Baird
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Posted: 23rd Jan 2019 02:41
Quote: "Like buttons are the bane of civilisation, and turn communities into needy paranoid entities "


Absolutely! Even more dramatic: This forum is one of the last posts of civilsation!
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AmenMoses
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Posted: 23rd Jan 2019 23:37
The pickuppables script used for this is not much different from the one you'll find in your scriptbank!

Been there, done that, got all the T-Shirts!
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ShN33Ky
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Posted: 30th Jan 2019 20:13
This is awesome Synch....I just finished playing C*U*B*E on my ps3 ! I love where your going with this !
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synchromesh
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Posted: 30th Jan 2019 22:40 Edited at: 30th Jan 2019 22:41
Thanks ShN33Ky
I not long updated the current demo this evening so not sure which you used ..

1.. Added More information from Protascope in relevant locations and tweaked the voice for clarity.
2.. Added obvious ramps to the exits so the player knows to walk on the pads to exit ..
3.. Marked the Terminals as Communication Terminals as some users tried to put blocks on them
( Well it wasnt obvious what they were )
4.. Redid the first communication message and added more helpful hints ..
5.. Tweaked the teleporter with more pleasant sounds and instant transport
6.. A few other tweaks that will become apparent as the game grows
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Nevin
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Posted: 25th Mar 2019 22:17
Vary nice!
grobyken
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Posted: 30th Mar 2019 08:01
synchromesh. Thought I would remove myself from the modelling forums, get out and have a look around the site. This thread was the first I came upon and WOW!!!!!

Great stuff mate. As a BIG fan of Portal I have to say this has great potential. How is it going now (full disclosure I have not read all the posts on the thread). Great graphics, clean and functional and most important totally reflect the soul of the game.

Hey TGC this would make a great part of a promotional video for GG.
OldFlak
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Posted: 31st Mar 2019 08:08 Edited at: 31st Mar 2019 15:03
@synchromesh - love it - very nicely done, a real showcase of how a game can be immersive, atmospheric, and engaging, without a gun!

Intrigued by the first window to the game - no idea how you have done that.

Also like the puzzles thus far, and the graphics are great very clean, and the lighting fits as well. Is this using DNS or PBR? [EDIT] ok took a peak DNS is the go - nice Looks great and lighter on resources

The only part that really irked me was that you have transparency working flawlessly - still can't get my head around that since DX11 was implemented! [EDIT] Again DNS explains this as well, can get it working for the most part with that, just can't get PBR to work without fighting GG (and I lose more often than win

Fantastic job - would easily buy this when released.

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synchromesh
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Posted: 1st Apr 2019 02:33 Edited at: 1st Apr 2019 10:38
Thanks Guys your feedback is really Highly appreciated … Shows im getting it right
@reliquia
I have attached a small cube , fpe and a Glass texture for you to try out and maybe duplicate ..
To be honest i just use a transparent .png slightly grey ... but its there for you to play with.

I use a Media Studio for the Launcher but its not free unfortunately ... in fact its a £250 piece of kit i used for creating Customers promotion DVD's when that was the thing ... cant moan i made a lot of money with it and use it for my Emulation launchers as well

@grobyken
Its going Great although perhaps too many ideas if im honest lots of demo levels im testing and playing with
I do have to add That Amen Moses amazing custom scripts has made this all possible .. i asked for something simple and he gave me something with endless capabilities .. i can do so much i often wander off playing with ideas ready for implenetation in later levels.

Thanks to evryone who has posted there support ..
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OldFlak
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Posted: 1st Apr 2019 10:26
@synchromesh - Thanks for that, will have a look see.
The only other work around for GG transparency woes that seams to be rock solid, is the one that GraPhix explained, which requires the Ultimate Unwrap 3D application, that program is on my to-get list but I have been holding off simply because I am comfortable with Blender and it's unwrap tools, so I would only use UU3D to ensure the glass is maintained in the right order which is overkill for the price, not to mention that I think GG should handle glass better than it does.

Keep up the awesome work - really looking forward to more of Protascope.

Reliquia....
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Wolf
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Posted: 1st Apr 2019 17:58
Quote: "not to mention that I think GG should handle glass better than it does."


I'd appreciate a separate shader with some cubemapping or refraction. (I've gotten glass working with a "break" animation earlier but its a really unelegant solution. I'd greatly appreciate the old FPSCreator shatter feature or something more modern.)

Quote: "Keep up the awesome work - really looking forward to more of Protascope."


Me too!

synchromesh
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Posted: 8th May 2019 17:06 Edited at: 8th May 2019 17:07
Just uploaded an official Protascope Phase II Level Demo.
Its the transition between Phase 1 and Phase II and hopefully blends in well. I think its a pretty easy level.
Feedback appreciated as usual.
https://drive.google.com/file/d/13gjMaxbSfhy61T_JoAHWP6xqMOGyKSZR/view?usp=sharing

The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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Avenging Eagle
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Posted: 8th May 2019 20:45
Excellent work again, synchromesh! I prefer the design of the cubes in this one. It took me ages to work out you could stand on buttons to see what they did, I assumed you had to place a cube on them for them to work. Once I'd figured that out, I went around standing on all the buttons to see what they did. I like that the blue button deployed a cube but it would be cool to have the cube visible to the player before the drop, a little like how in the penultimate area you can see the orange cube at the top and you have to figure out how to get it down from up there.

Aside from me being dumb at the beginning, I solved the level fairly quickly and really liked the puzzle at the end with the orange cube.

This is definitely coming along nicely - keep up the brilliant work!

AE
synchromesh
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Posted: 8th May 2019 22:02
@AE
Thanks the feedback is really appreciated ….
Standing on pads is covered in Phase 1 so I must admit I forgot to add that bit of info in this one so sorry about that . I tried not to make this particular puzzle hard so it was enjoyable rather than frustrating and mainly so everyone could have the satifaction of completing it.
I do have some devious puzzles up my sleeve that may well take a lot of thought so don't worry. Later i will also be throwing in traps so there may be various right and wrong ways of doing things..

Again thanks for trying it out and the feedback
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Tarkus1971
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Posted: 9th May 2019 08:07
As soon as I am home from work I will try this out, I just think the clean look is very NOT GameGuru so full marks for that. Clean, bright and very professional, the lighting is very subtle too which works with the "inside the computer" feel, awesome work Synchromesh.
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OldFlak
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Posted: 9th May 2019 12:11
Yeah, gave it a whirl - love it. I can honestly say although I completed the level, I am not entirely sure how I solved it lol

Great project - much more in the precinct of what GG can actually handle I think - using minimal resources, DNS textures, and no terrain.

Keep it up synchromesh.

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synchromesh
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Posted: 9th May 2019 16:26 Edited at: 9th May 2019 16:28
@reliquia
Thanks for the feedback mate ..
Actually only the wall lights use DNS textures everything else is png ..
In fact Phase II is all png including the new wall lights … Except for the 2 wall lights from Phase 1 in the beginning and I may convert those

I originally tried DNS but they looked exactly the same so I didn't bother .. I wanted a dead flat effect anyway so it seemed pointless and png's are lot easier to edit on the fly.
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Belidos
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Posted: 9th May 2019 17:17
Quote: "Actually only the wall lights use DNS textures everything else is png ..
In fact Phase II is all png including the new wall lights"


I think you're confusing DNS (Diffuse/Normal/Specular) with DDS (image format)

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synchromesh
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Posted: 9th May 2019 17:50
LOL ..
Yes I did misread there …
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OldFlak
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Posted: 9th May 2019 23:21 Edited at: 9th May 2019 23:35
Yeah, I noticed the liberal use of png's, but as Belidos pointed out I was referring to the use of DNS as opposed to PBR.

Be interesting to see how many levels the engine will be able to handle using your approach here. Although I imagine you could get quite a few 'levels' within the same level, due to being inside and the amount of different entities required to create the environment.

I really think Protoscope is a great project and fits well with Game Guru's graphical capabilities.

Awesome stuff!

EDIT - by the way are you using pbroverride=0 in setup ini?

Reliquia....
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synchromesh
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Posted: 10th May 2019 01:04 Edited at: 10th May 2019 01:05
Quote: "EDIT - by the way are you using pbroverride=0 in setup ini?"

Mine is set to pbroverride=1
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OldFlak
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Posted: 10th May 2019 02:09
Quote: "Mine is set to pbroverride=1"

That is what mine is set to as well. I am intrigued as too how you have obtained a clean consistent look.

I have been unable to get any interior scene look right since the PBR update, using PBR\DNS or DDS\PNG. If I use PNG I get lots of banding happening lol.

But no bother, I don't want to clutter your thread so just keep doing what you are doing as it is obviously working great.

Reliquia....
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cybernescence
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Posted: 14th May 2019 17:37
Looks utterly stunning

I would use dds format (without mip maps) as it works faster with GG in that it doesn't have to convert the pngs to dds at load time. But not really necessary to change if all working well anyway.

If pbroverride=1, GG will force all assets to use the PBR shaders, and if the assets don't have all the required textures (e.g. gloss, metalness etc), it will add common generic ones based on material type in fpe.
If pbroverride=0, then GG lets you choose which shader (PBR or DNS) it will apply by what is stated in the fpe per entity, note though terrain and veg will not (cannot) be PBR rendered in this mode.

Cheers.
synchromesh
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Posted: 15th May 2019 01:04
Thanks cybernescence.
I will have a play and see what looks best .. I can easily convert all to .dds in an hour or so if that's a better option.
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OldFlak
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Posted: 15th May 2019 08:47 Edited at: 15th May 2019 08:52
Yeah, DDS is better for the engine.

There is no need to add mip-maps, but they are required, and the engine will add them if they don't exist.

Reliquia....
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Defy
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Posted: 16th May 2019 05:06
Always enjoy clean interiors and this has that right feel to the scene based on context. All the best with development
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synchromesh
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Posted: 16th May 2020 21:33
I know I haven't posted anything in ages but its all still going on with lots been done since.
Just a few shots of later levels.








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darimc
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Posted: 21st May 2020 13:43
It's cool to see this is still being worked on. It was one of the demos I played a while ago as a reintroduction to GameGuru, and I had a lot of fun playing it. I love a good puzzle game, so I'm excited to see how this progresses.
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Tarkus1971
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Posted: 21st May 2020 15:53 Edited at: 21st May 2020 15:53
Those textures look great and such a clean look, and with the subtle lighting added. It looks fantastic. AAA+ work.
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Bored of the Rings
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Posted: 22nd May 2020 09:24
lovely screenshots, looks like it will be an awesome game. stunning work-stunning effort. also AAA+ congrats on this
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synchromesh
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Posted: 24th May 2020 12:29 Edited at: 24th May 2020 12:30
Wow thanks Guys ,
That's a great boost although not so sure about AAA work but the fact you like what you see means means im still on target
I have started throwing in a few curves here and there and more textures in the environment to give the feeling that the system is upgrading itself which is part of the storyline as you progress through the level.

@ Tarkus1971
I have been going through your tracks for background music and found some really cool ones but I may just loop chunks that blend in well if that's ok .. Its the subtle beat im really after
Trapped being one of them ..
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Tarkus1971
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Posted: 25th May 2020 18:10
Any that you need, let me know, I got your PM, and replied.
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synchromesh
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Posted: 30th May 2020 20:54 Edited at: 7th Aug 2020 21:24
@Tarkus1971
Well I got a loop, Hard to make a subtle beginning and a subtle end that join well so it starts with a beat but still playing to get something in between them that blends well ( for me anyway ) hence not mailing you anything to join up for me. Even so what to you think ?

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Tarkus1971
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Posted: 30th May 2020 23:04 Edited at: 31st May 2020 11:43
Nice one Synchromesh, that sounds really good. I like the low chord sounds really foreboding. If there is anything you need give me a shout.

And the game is looking very sleek as well, keep it up

Just sent you a link in your PM for a custom mix of Trapped. Just using the drums part and some of the more atmospheric sounds that weave and out.

3 Links sent to your PM, the third is the best version. Link 1 may not work. Link 2 is a rough version, the 3rd link is the better with tighter mix and a better looping point.

Regards
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Posted: 31st Jul 2020 11:41
I hope you are still working on it, looking forward to more

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