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Vergessen
  Sun Oct 17, 2010 5:38 am
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looks nice, well put together, just thought id let you know :)

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kqurmiz
  Mon Oct 18, 2010 3:50 pm
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Post some updates man cant wait.


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saikyo765
  Fri Dec 10, 2010 9:31 pm
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I know I havent released the demo yet. but I been busy with work. Due to a week off from work ill release the demo finally. Christmas break! :D

thanks. 5 more days plz lol.


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Daxis
  Sat Dec 11, 2010 2:16 am
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no offence, but i think you said christmas break release last year too

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Ace of Spades
  Sun Dec 12, 2010 6:44 am
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Well, I don't think I'll be holding my breath. But I will try it if it does come out.


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Juan J. Sánchez
  Mon Dec 13, 2010 2:45 am
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Come on, give the man some time. Anyone who has tried making video games knows just how time-consuming bug testing is. The final product was probably finished a long while ago.

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saikyo765
  Thu Dec 16, 2010 5:33 pm
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Yeah it's a one man project. Meaning everything is done by only me, im responsible for everything. and with the project pretty much tearing clear of any of the rpg systems, its been taking alot of time. But you wont have a watered down mess like any of the other recent horror games. Apologies, but if anyone knows how time consuming life can take up with jobs and school and friends i think youd understand. Anyway, stay tuned. my break started today!


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saikyo765
  Thu Jan 27, 2011 6:09 am
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Patience is a virtue. Sorry for the procrastinating. The demo is finished. I just have to upload now. Theres going to be a small information webpage on it (nothing fancy) and the link to the demo on it. the webpage is going to to explain everything about the game, because you might not understand how the systems work at first since its incredibly detailed. Get your PC controllers ready btw (xbox 360 or playstation type is recommended). keyboards can be used however, the button mapping is made for keyboard users in mind but i think its better with a controller.


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Daxis
  Thu Jan 27, 2011 6:24 am
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saikyo765 wrote:
Patience is a virtue. Sorry for the procrastinating. The demo is finished. I just have to upload now. Theres going to be a small information webpage on it (nothing fancy) and the link to the demo on it. the webpage is going to to explain everything about the game, because you might not understand how the systems work at first since its incredibly detailed. Get your PC controllers ready btw (xbox 360 or playstation type is recommended). keyboards can be used however, the button mapping is made for keyboard users in mind but i think its better with a controller.


o.0
okay didn't expect this so suddenly but great job then man
it's nice seeing a project reach even demo with lots of eloquency (espcially if it actually had incredibly detailed systems)
nice to see you come so far man

inb4 when's the full version

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saikyo765
  Thu Jan 27, 2011 6:34 am
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Daxis wrote:
saikyo765 wrote:
Patience is a virtue. Sorry for the procrastinating. The demo is finished. I just have to upload now. Theres going to be a small information webpage on it (nothing fancy) and the link to the demo on it. the webpage is going to to explain everything about the game, because you might not understand how the systems work at first since its incredibly detailed. Get your PC controllers ready btw (xbox 360 or playstation type is recommended). keyboards can be used however, the button mapping is made for keyboard users in mind but i think its better with a controller.


o.0
okay didn't expect this so suddenly but great job then man
it's nice seeing a project reach even demo with lots of eloquency (espcially if it actually had incredibly detailed systems)
nice to see you come so far man

inb4 when's the full version


Thank you. Everything will be set up for Thursday I'm going to spend all morning getting the release ready when I wake up. Its Wed 11:37 PM here. I didn't do a beta test, so consider this a public beta. I played the game over and over to find and kink out all the bugs. I think I have them all, but if not then i can assure you it isnt anything that will ruin the experience at all. I hope you all enjoy it and thank you for all the support.

Since the systems are all complete, which was the most time consuming part, then the full game can now be completed at a much much faster rate. While I can't date the full games release date at this point, I can only say in all honesty, soon. xD


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kqurmiz
  Thu Jan 27, 2011 12:21 pm
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It's coming!!!


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omerpaz
  Wed Feb 09, 2011 2:46 pm
Damn good.
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I have got to say, that this looks like the most complex, with the most awesome features and graphics, game in RMXP I have ever heard of.
The problem is, as you said, that RMXP has got it's limits. I really don't know how should you solve this problem, but to move in the future to another engine.

That's it, good luck and waiting anxiously to play it!

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SyphonShadow
  Tue Mar 01, 2011 7:37 pm
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... um I'm not sure if I'm blind or not but has it been uploaded yet? I'm really interested to see how this plays out. :)


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maddogcole59
  Sun Apr 24, 2011 11:12 pm
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Bump? Also, happy Easter, hope everyone's having a great day today.


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kqurmiz
  Sun May 01, 2011 12:09 pm
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bump


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Tomas
  Sun May 01, 2011 1:32 pm
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what, why would you bump someone else's topic?
you can 'bump' by saying something constructive or discussion-like, but bumping for the sake of bumping?
what is your purpose then? that people see this thread?

saikyo hasn't been online since 07 Feb.

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saikyo765
  Fri Jun 24, 2011 2:07 am
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Most of the buildings will be able to be entered in the game. Each building you might find something of use such as food, different kinds of melee weapons, and other items that can help you on your survival. Each time you play the items wont be in the same location as the last time you played. Each building will have diffrent graphics, no building will use the same chipset. here is an EARLY test of the inside of a small convenience store (retrieveable items not shown)

the graphics of the items without complete shading are just test. more detail will be added!

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Also been messing around with the forest enviornment some.

(The screenshots do NOT include the "lighting" fog. it's just bare chipset. The maps shown are also still being worked on. )

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Heres the warehouse survival level.. It's still being added to. Start off with a handgun and each kill adds points to your score, with the rewarded points you are able to buy weapons that are around the level (nazi zombie style)
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The survival levels get intense as the number of zombies spawned raises the longer you survive.


The demo includes 3 survival stages, and a free explore mode that includes sections from the first few chapters. The games areas to explore change with the storyline. The free explore mode starts you off in the country side with no supplies or weapons and and you can explore the different terrains. there is a city to explore with lots of shops, buildings, hotels,alleyways, and rooftops to explore with supplies found in places that make sense. Such as guns at a gun store or medical supplies at hospitals, ect. The interstate that leads out to the vaster country side has forest areas, 2 small rural towns, airports, and military bases.
Theres many items and weapons to find. The urban areas and more populated areas have bigger crowds of zombies and the respawn rate is higher than other places. While the less populated areas such as the forest and parts of the country side are more horror gameplay, expect the unknown.

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kqurmiz
  Tue Jun 28, 2011 4:00 pm
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Hey Nice sreenshots you got here. Whats the demo release date?


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saikyo765
  Sun Jul 03, 2011 8:46 am
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a small teaser of gameplay. Had to record offscreen due to my laptop not being able to record the videos fast without lag. I'm sorry for the bad quality, better on screen version of gameplay test showing multiple weapons will be posted soon.

Gameplay with the silenced MP5SD, USP, and MOSSBERG 500 12 gauge.

Graphics bugs are present in the video, ignore them.


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ChinWizard
  Sun Jul 03, 2011 1:04 pm
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Wow, the gameplay looks so much smoother than last time, very impressive work!
I do have to ask though, is the flashing effect that the items on the ground have permanent? Because it might just be me, but it looks a but weird. Other than that, the visual effects look pretty solid, I love the the blood effects and what I could make of the muzzle flashes were pretty good (I like how you went for the realistic approach of smoke bursts instead of Hollywood light flashes, although I may be mistaken because of the low quality.)

Also, in terms of gameplay, does the aim button now lock the direction? Because having a separate button to lock facing got a bit clumsy at times. Overall, awesome work as always, any news on the progress of the demo?

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saikyo765
  Sun Jul 03, 2011 4:06 pm
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ChinWizard wrote:
Wow, the gameplay looks so much smoother than last time, very impressive work!
I do have to ask though, is the flashing effect that the items on the ground have permanent? Because it might just be me, but it looks a but weird. Other than that, the visual effects look pretty solid, I love the the blood effects and what I could make of the muzzle flashes were pretty good (I like how you went for the realistic approach of smoke bursts instead of Hollywood light flashes, although I may be mistaken because of the low quality.)

Also, in terms of gameplay, does the aim button now lock the direction? Because having a separate button to lock facing got a bit clumsy at times. Overall, awesome work as always, any news on the progress of the demo?


Thank you!
the demo i know I have been procrastinating, i just need a few more small things changed that are bothering me. i also need to fix the audio folder as i have tons of unused mp3's


The flashing items on the ground isnt permenant. It's just more a less a little effect I added onto items when I made the events. I know it non realisit effect. And yes there is mostly muzzle smoke from the particle animations. And yes, hwhen you press and hold the aim button it locks the screen direction, as well as pans the camera over the the way you are facing (longer range weapons pans screen more than other weapons) when you let go the screen pans back to its original location, and lock face turns off


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Jason
  Sun Jul 03, 2011 4:15 pm
It's me, Sauk... or is it?!
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Awesome Bro
Just wondering saikyo, but what are your computer specs? Because that demo you've recorded ran suprisingly smooth, especially for what was going on too... I was impressed, can't wait for this long-spoken-of demo

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saikyo765
  Sun Jul 03, 2011 9:56 pm
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ill post the specs whn im back on, im on mobile right now. but its an ibm thinkpad t23. i probley have the most low tech computer of everyone on this forum. it can barely run 3d games. iim prou because this means it should work flawlessly with any computer. it was so much careful coding and redos and additions to it. took about half a year to even get the bas ics set up to my liking. now i can add freely without having to make new coding. im going to post another video soon and depending on the feedback from the videos i may just upload the demo as iis as a combat test. just need to clear some unused mp3s.


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Jason
  Sun Jul 03, 2011 10:00 pm
It's me, Sauk... or is it?!
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Awesome Bro
Sounds good man, I'm sure your next video will be great, loved how smoothly everything ran in the first! And I don't know about lowest specs on the forum, I'm currently using an 11 year old PC, work that one out :wink:

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Juan J. Sánchez
  Sun Jul 03, 2011 11:18 pm
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It's absolutely fantastic.

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saikyo765
  Wed Jul 06, 2011 4:21 pm
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new AK74 sprite, as well as added a G36c assualt rifle


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Shuriken-Style
  Mon Jul 11, 2011 10:03 am
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Wow, that's pretty to look at. O_O

I wanted to create a small game using a shooter ABS system and I came across Behemoth ABS but this looks much more fluid. Is this an evented system or a scripted one?

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ChinWizard
  Tue Jul 12, 2011 1:53 pm
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Nice work on the sprites man, the G36 series is one of my favourite rifles : )

I noticed some inconsistencies in the shoes though, but I'm sure you already noticed. Looking forward to the next update.

(btw Shuriken, yes it is a scripted ABS)

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Shuriken-Style
  Wed Jul 13, 2011 9:24 am
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Figured, thanks ChinWizard. Do you know if it was based on another ABS? For example, did Saikyo start using BlizzABS then modify it?

Edit: Just watched the off screen recording again, noticed that you spelt 'quarantine mode' wrong. You spelt it 'quarentine'. Um, yeah.

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glorious caesar
  Wed Jul 13, 2011 1:54 pm
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this looks fucking incredible. keep at it bro. maybe one of the best rpgmaker games ever. :thumb:


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