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Development Forum |
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| Past Seas Progress Thread 1 | 2 | |
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 Sanely Insane
RisenAngel
     Manager

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7/1/2010 | |
Past Seas is now released (see below). As such, this thread now has a different purpose. Although I made sure that most of the major (fixable) bugs were squashed, there may be some minor ones that got past me. If you encounter a bug that isn't one of the following, drop a post here.
Known Bugs (as of V1.3):
None, at the moment.
Current Downloads:
Past Seas V1.3
Past Seas Patch v1.2 (Should still work with V1.3)
Old version (for the curious):
CCSF Release (V1.0)
The rest of the original post follows.
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Well, I managed to successfully contact Nirax about the Past Seas background (much thanks to Liam for that). Not only did I obtain the better-looking background, Nirax also improved on it. Which means I can finally get my stuff together, finish the room, and release it for the Community.
I'm not much in the mood to post the new background just yet (you'll see it when the room's released), the background as it were back on Gameware looks like this. As you can see, it's an extremely major step up from this.
The direction I'm taking with this room is to make it a platform-based aquatic area for the non-swimming creatures to call home. The grand majority of the other aquatic metarooms (such as Aquatilis Caverna and Aquatopia) either were meant primarily for swimming creatures and as such aren't very navigable for non-swimmers or have walls that babies and children can run up and get stuck.
Life in the metaroom, as you may guess from the background, will partially come from C1 and C2. You will see the Angelfish, Seahorses, and Jellyfish from C1, as well as the Zanderfish, Jellyfish, and possibly Borland from C2. However, I also plan on adding some ancient creatures from Earth's history into the room (such as orthocones and crinoids).
Progress:
Background - Complete
Mapping - Complete
Sprites - Complete
CAOS - Complete
The room is completely finished! About time, huh?
Here's who was involved in the creation of this room:
-Grendel Man (Project Leader/CAOS/Mapping/Favorite Place Icon)
-Nirax (Background/Spritework)
Keep an eye on this thread for updates and other things. Should I have something of note to announce, I'll post it here.
Cross-posted from Ctopia.
~ The Realm ~
Risen Angel's Creatures Blog
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Uzag
 

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7/2/2010 | |
I'd like to give it a try, if you're interested ^^
(It would be great if you could provide me with the C2 elevator sprite. I got C2 but rather not install it to grab a single sprite unless I reaaally have to XD ). |
 Sanely Insane
RisenAngel
     Manager

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7/2/2010 | |
Yes, I would most certainly be interested. o 3o Sent you the sprite in an e-mail.
~ The Realm ~
Risen Angel's Creatures Blog
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 Sanely Insane
RisenAngel
     Manager

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7/5/2010 | |
Update:
The elevator and orthocones have been kindly sprited by Nirax, with the ammonite shells being in progress. The work goes slowly, but steadily.
If anyone still wants to take a shot at the other things mentioned, please feel free. 
~ The Realm ~
Risen Angel's Creatures Blog
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Malkin
     Manager

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7/16/2010 | |
Nice. Looking forward to more tidbits!
My TCR Norns |

Draconorn
    
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7/17/2010 | |
I could have a go at the crinoids if I can find where I hid the sprite editor on my computer. I might need a poke every now and then to make sure I remember, though <_<; |
 Sanely Insane
RisenAngel
     Manager

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7/17/2010 | |
As of this time, I actually don't need any more help. Nirax has everything covered sprite-wise.
About the only help I'll need now will involve CAOS glitches that I wasn't able to find a cause for (and probably help for coding the lift, but that's another story), and eventually beta testers to see if the ecosystem remains stable.
Edit: And because I'm feeling nice today, here's a screenshot featuring one of the ammonite shells, the crinoids, and the zanderfish. 
~ The Realm ~
Risen Angel's Creatures Blog
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 Prodigal Sock
Ghosthande
    

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7/17/2010 | |
That looks very nice! Can't wait to see the whole room.
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Liam
  

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7/17/2010 | |
Looks fantastic! Keep up the good work!
Once I get back (2 and a half weeks), if you haven't had the lift coded by then I can take a look at it. Least I can do for all the help you've given me!
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Uzag
 

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7/19/2010 | |
Oh, that's looking really cool! Great fun to visually see how the coding is coming together ^^ |

LoverIan
    
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7/20/2010 | |
Never heard of this project, but I look forward to it's creation! I'm confused as to if the first image is the newer version, or the second is. I didn't see the pulley, so I was expecting a teleporter down to the water level.
If you guys are open for options or ideas on any little parts of the metaroom, like agents, or critters, I'd love to help! I'd especially like to give my input for this metaroom.
If I can figure out coding and CAOS, I'd even be willing to code, and create my ideas so you can see how they look!
I was looking at the list of critters, animals, and plants, so, I'd love to help with the flora of the metaroom!
EDIT: *Reads Posts* Ooops, sorry! I'm sorry for jumping the gun, I kind of always do this when seeing something. Well, since you need no more help creation-wise, then I'd be willing to beta test for you guys!
beep |

Draconorn
    
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7/20/2010 | |
Those sprites look fantastic and it sounds like the room is really starting to come together. Great work, guys! *applauds* |

Malkin
     Manager

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7/26/2010 | |
I'm glad to see that the lift is almost done, aside from call buttons. 
My TCR Norns |

Liam
  

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7/26/2010 | |
Use of _P1_ and _P2_ will be helpful with the callbuttons.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
 Sanely Insane
RisenAngel
     Manager

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7/26/2010 | |
I should probably tell how exactly I did this thing.
No matter how much I looked over the lift scripts that involved extra scripts (e.g. script 1000), I just wound up getting confused every time. So instead, I took a similar path as to what the C3 Sea Lift did and had the lift's push/pull scripts do all the creature moving.
This makes coding the buttons a bit difficult, though. At the moment, when they try to call the lift they get carried by it if I don't make the lift check if it was activated by a creature, and even if I do the buttons just break the lift.
~ The Realm ~
Risen Angel's Creatures Blog
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 Prodigal Sock
Ghosthande
    

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7/26/2010 | |
Having the buttons themselves move is pretty bizarre. Maybe double-check to make sure you're TARGing the lift before you move it? I seem to recall having similar problems a while back.
I don't like using extra scripts either, especially for something that's already as complicated as lifts tend to be. You're welcome to take a look at the KT lifts if you're looking for ideas, the coding isn't particularly pretty but as long as you give it valid parameters to run on it works.
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Liam
  

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7/27/2010 | |
Once you get over the initial idea that mesg writ etc are "complex" and difficult, you'll find these things much simpler.
They're really not that complex, I promise. Here's what I do: write a detailed "code-plan" before you attempt any object you consider complex. This helps me keep things clear and transparent, at least.
mesg writ really is an easy command to use, as are user-defined scripts. When I get home, I'll write a tutorial on them for lifts, promise.
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |
 Sanely Insane
RisenAngel
     Manager

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7/27/2010 | |
I got the "mesg writ" bit. It was all the "script 10##" stuff that confused me. The script for the Sea Lift didn't have those scripts and was a lot easier to understand.
At any rate, I've managed to fix the problem with the lift buttons and now they work correctly. They don't stay lit the whole time while the elevator is in motion, but I plan on leaving it like that.
The best part is that creatures are actually using the lift without me having to tell them to. The link command does wonders in getting creatures to use lifts, I've found (I previously used it for my modification of the Sea Lift, and I have creatures using it all the time now).
~ The Realm ~
Risen Angel's Creatures Blog
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 Sanely Insane
RisenAngel
     Manager

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8/21/2010 | |
Just letting everyone know that this project isn't dead - I just got stumped on how to code some of the critters. Those same critters are the only thing left to do before the room's ready for beta testers.
In the meantime, here's a screenshot I showed off in the IRC a while back, showing one planned critter and a plant that hasn't been mentioned before....
~ The Realm ~
Risen Angel's Creatures Blog
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Moe
  

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8/21/2010 | |
Oh! it is gorgeous!  |
 Geek Ettin
eprillios
    

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8/22/2010 | |
Really nice! Especially the C1 style. 

Geek Ettin's Lab (New!)
Bill Gates: "Be nice to nerds. Chances are you'll end up working for one."

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 Prodigal Sock
Ghosthande
    

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8/24/2010 | |
Love it! And can't wait to play with it.
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LoverIan
    
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10/13/2010 | |
She's a beaut!
Can we take her for a spin on her virgin/maiden game some time?
I love how it looks. By now, guessing how long ago last comment was, it should be near completion!
beep |

Jodie


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10/15/2010 | |
Can I test for you too? It looks beutiful ^-^ I love C1 but I can't play it due to my PC dosn't play C1 I wish Windows XP could play C1.
(I am going to be a Ginniepig for people who want me to test things on Creatures 2 and DS)
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 Sanely Insane
RisenAngel
     Manager

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10/26/2010 | |
Remember when I said this room would be out by the CCSF?
Unfortunately, mostly due to the fact that I haven't the urge to do anything for Creatures recently and the fact that I'm really lazy, Past Seas will most likely not be one of the festival's releases.
At this point, I can only really say it will be done when it's done. Sorry.
~ The Realm ~
Risen Angel's Creatures Blog
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 Sanely Insane
RisenAngel
     Manager

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11/7/2010 | |
Well, yesterday I finally managed to get my lazy rump into gear and coded the final critter for Past Seas. It's only a matter of squashing some last technical bugs now before the metaroom is ready for beta testing. 
Who knows, maybe what I said last post may be well null and void. I wouldn't count on it, though.
~ The Realm ~
Risen Angel's Creatures Blog
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Malkin
     Manager

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11/21/2010 | |
Ah, bugsquishing. Good luck! 
My TCR Norns |

Harlequinade
 
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11/25/2010 | |
Nice graphics, I love the warm, C1 look. |
 Sanely Insane
RisenAngel
     Manager

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10/27/2011 | |
Super epic bump, yay. \o/
However, that's because I have news to report. Provided all goes well, this thing will be out during this CCSF. If it isn't, it's most likely because my computer crapped out (it's been acting up a fair bit lately...).
As far as things go, coding is completely finished apart from one critter who acts oddly (probably due to it being a bottom dweller in the C2 part, which has a rather uneven floor) and the actual "let's throw everything together in one .cos file" part.
Edit: And I fixed the thing with the critter just now, so I'll soon be packing everything together, finding a good location for the door in DS (since I did all the coding in C3 standalone), and then shipping the finished product off to Laura for release during the CCSF. Epicness.
~ The Realm ~
Risen Angel's Creatures Blog
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Malkin
     Manager

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10/28/2011 | |
*waves a rubber chicken over Grendel_Man's computer*
There - that should do it. 
Good luck! 
My TCR Norns |
 Tea Queen
Laura
    

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10/28/2011 | |
Epicness indeed. If the screenshots are anything to go by, then I'm super excited about releasing this!  |
 Sanely Insane
RisenAngel
     Manager

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10/28/2011 | |
This originally was a post about how presumably PRAYBuilder refused to cooperate, but ultimately showed how ignorant I can be sometimes.
So instead, I'll just say that Past Seas is completely finished and hopefully waiting in Laura's inbox. Only a few more days to go before the CCSF and you'll be able to play with it!
Since its release is soon, here's the room's promo banner to get you all stoked and stuff.

~ The Realm ~
Risen Angel's Creatures Blog
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silvak
  

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10/28/2011 | |
definately stoked!!
www.CrazyShee.com - Updated: Daily!
Lost Content, help find it a home! |
 Prodigal Sock
Ghosthande
    

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10/29/2011 | |
Ooh, love the revamped elevator, and the restyled fishes are excellent! Definitely something to look forward to.
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Malkin
     Manager

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10/29/2011 | |
Beautiful! I can't wait to see the whole thing!
My TCR Norns |

sam999
  

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11/9/2011 | |
Two things:
1. After some testing I am happy to report past seas is 100% mac compatible.
2. It's AWESOME!
Thanks Grendel Man and Nirax.  |