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    Trail of Schabbs - SDL

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    Post by WLHack Mon Sep 16, 2013 11:02 am

    It is time to start a proper thread for the new Trail of Schabbs as the old one is too out of date (you could say that nearly everything has changed after that).

    So what is different? Well, compared to the False Spear SDL, there will be a bit more of everything, but to mention few key features:
    - Two new types of syringes. The other one of them (purple) will give player a perfect accuracy with weapons for a limited amount of time.
    - Armor. Player can now protect him-/herself from the enemy bullets, but in exchange enemies have become deadlier.
    - Slightly edited palette (the left one is from TFS and old TOS - the right one is the new TOS palette):
    Trail of Schabbs - SDL Tv60Trail of Schabbs - SDL U88v (B.J's face in old and new palette)...
    - More enemy types, e.g. doctors. Also there will be more different death animations.
    - 25 regular levels and 5 secret ones. Also some of the leves are timed like the level 2 in Wintersturm.

    Also I have been thinking of making TOS more episodic... Even though the game has seamless progression like TFS, it can be divided to a five level (+ one secret) long chapters that each one of them has their own main boss. After you have won the game, you can start the game from any chapter you like. Another idea is to bring back the Death Cam, but instead of ending the game, it will just end the level.




    I will be updating this post, and my blog, with the current status in every two weeks:
    Maps:0%
    Walls:59,43%
    Objects:0%
    Enemies:34,70%
    Weapons:71,43%
    Music:0%


    Last edited by WLHack on Mon Nov 18, 2013 4:39 am; edited 4 times in total



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    Post by doomjedi Mon Sep 16, 2013 12:35 pm

    Good luck with this project!
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    Post by WLHack Mon Sep 16, 2013 12:50 pm

    doomjedi wrote:Good luck with this project!
    Thanks...



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    Post by lilmanjs Mon Sep 16, 2013 4:02 pm

    I am looking forward to this. I was looking forward to the original TOS as well, and to see this is back is awesome news! Will this use midi music like in TFS-SDL?



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    Post by Richter Belmont Mon Sep 16, 2013 5:10 pm

    I Wish you luck too! Smile
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    Post by WolferCooker Mon Sep 16, 2013 5:25 pm

    Any new weapons besides the ones from The False Spear? i.e. Blitzgewehr?
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    Post by WLHack Mon Sep 16, 2013 11:08 pm

    lilmanjs wrote:I am looking forward to this. I was looking forward to the original TOS as well, and to see this is back is awesome news! Will this use midi music like in TFS-SDL?
    Yes it will...



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    Post by WLHack Mon Sep 16, 2013 11:15 pm

    WolferCooker wrote:Any new weapons besides the ones from The False Spear? i.e. Blitzgewehr?
    Yeah... There will be more weapons to give player more variety to choose from... Also some weapons might be chapter specific.



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    Post by doomjedi Mon Sep 16, 2013 11:30 pm

    Maybe you can make player classes with different weapons...adds to the replay value and tactics....BJ can have allies....Sniper, HeavyGun, Silent Ghost....
    Maybe you can even select characters for an episode - or even every (or some of) particular level. After reading breif description of the upcoming facility and deciding which one to use.


    Last edited by doomjedi on Tue Sep 17, 2013 12:41 am; edited 1 time in total
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    Post by WLHack Tue Sep 17, 2013 12:05 am

    doomjedi wrote:Maybe you can make player classes with different weapons...adds to the replay value and tactics....BJ can have allies....Sniper, HeavyGun, Silent Ghost....
    Maybe you can even select characters for an apisode - or even every (or some of) particular level. After reading breif description of the upcoming facility and deciding which one to use.
    ¨
    That would be interesting idea... Well, I need to think about it.



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    Post by WolferCooker Sat Sep 21, 2013 1:53 pm

    I have a few requests.

    - can all weapon SFXs come from the old-school WWII Medal of Honor games just like the SFX you used for the medicinal canteen?

    - 128 X 128 maps instead of 64 X 64?

    - Hold more Panzerfaust rockets since The False Spear still has a problem with that

    - Perhaps add one more syringe powerup to boost weapon power for a limited time when faced with  tons of enemies at once.
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    Post by WLHack Sun Sep 22, 2013 2:33 am

    WolferCooker wrote:I have a few requests.

    - can all weapon SFXs come from the old-school WWII Medal of Honor games just like the SFX you used for the medicinal canteen?
    I was thinking of using them more, but will see..

    WolferCooker wrote:
    - 128 X 128 maps instead of 64 X 64?
    That is something I am still thinking about as it would mean that I need to change the map editor I am using... Well, in this point of development it wouldn't be a big deal though. Anyway, if there is need for larger maps, I might start using bigger maps.

    WolferCooker wrote:
    - Hold more Panzerfaust rockets since The False Spear still has a problem with that
    Unfortunately that is something I am no going to change for the sake of realism... I know there is a reloadable variant out there but I am still sticking in with this one.

    WolferCooker wrote:
    - Perhaps add one more syringe powerup to boost weapon power for a limited time when faced with  tons of enemies at once.
    There will be six different syringes in total (one used only by the enemies) and I think the purple syringe will already do something like that that... If you use the purple syringe you will have perfect accuracy meaning all bullets will hit exactly the same spot. With weapon like shotgun, machinegun or even the STG-prototype, I think you can imagine how easy it will be to clear a room full of enemies.


    Last edited by WLHack on Sun Sep 22, 2013 11:09 am; edited 1 time in total



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    Post by WolferCooker Sun Sep 22, 2013 8:47 am

    ah okay
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    Post by WLHack Sun Sep 22, 2013 1:17 pm

    Time for a small update...
    I have been making the walls and objects for the different themes of the game and I think most of walls / items for the dungeon and facility areas are done. Also I have completed all the different doors I will be using in this game and unlike in TFS, there will be even different door sides. I still won't update the percentage though as I need to complete the list of all items/walls I going to use in this project.

    Anyway here is small spoiler mostly of the new facility walls:
    Trail of Schabbs - SDL 9cei

    Also the temporary chapter names:
    Spoiler:



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    Post by lilmanjs Sun Sep 22, 2013 1:54 pm

    I'm liking the steel. Looks really nice, and those chapter names are good!



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    Post by WLHack Wed Sep 25, 2013 12:34 pm

    Time for a quick update:
    - Added support for 128x128 maps.
    - Added armor for both player and the enemies... Explosions and certain weapons ignore the armor.
    - Added elevator-key and one-way doors.
    - Changed the statusbar and added more frames for B.J... Also changed B.J.'s eyes from purple to blue (no idea why they were purple in TFS)...
    - Players weapons (the ones player found and the one player is currently holding) are now displayed in the statusbar.
    - Added 4 more weapons and organized their order a bit.

    Picture of the new statusbar (those 4 slots in the left are used to display portable medikits):
    Spoiler:



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    Post by lilmanjs Wed Sep 25, 2013 1:35 pm

    Woah, I am liking the look of the status bar. Lots going on, but not too much.



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    Post by WLHack Wed Sep 25, 2013 1:57 pm

    lilmanjs wrote:Woah, I am liking the look of the status bar. Lots going on, but not too much.
    Thanks... I tried to organize the elements so it would be easy to view...
    Everything related to health is in the left, everything related to the weapons are just below the players weapon, items are placed to the right and things you aren't looking that much (score and level) are under the ammo.



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    Post by Kumano Fri Sep 27, 2013 8:32 pm

    lilmanjs wrote:Woah, I am liking the look of the status bar. Lots going on, but not too much.
     Yop, it looks f**king awsome!
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    Post by WLHack Tue Oct 01, 2013 12:08 pm

    First "big" update... About the third of the enemies are ready and weapons are nearly all complete. Rest of the enemies (at least the smaller guards) should be quite fast to make as most of them are just slight variations for the base ones (e.g. white uniforms for the outdoor levels)...

    Anyway here is a list of some of the bosses:
    Spoiler:



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    Post by doomjedi Wed Oct 02, 2013 12:03 am

    You're a modding machine, heh Smile
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    Post by WLHack Wed Oct 02, 2013 1:38 am

    doomjedi wrote:You're a modding machine, heh Smile
    Hehe... Not really. Now when I have something actually planned it is just faster to make things.



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    Post by WLHack Sun Oct 06, 2013 12:06 pm

    Time for update...
    The end of the week has been kind slow as I have put all my time to finish up a code sample for a company that I hopefully will work in the future... Aside that, all the basic enemies are now finished and I only need to make their variations.



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    Post by WLHack Thu Oct 17, 2013 9:19 am

    As I were working on the advanced shading demo, I ended up doing a new palette that I decided to share with you:
    Trail of Schabbs - SDL Bgyb

    As you can see, I made two different variations of the palette... First one has several shades of orange that you could use for e.g. B.J.s hair - in the second one there is no orange-colors but there is more shades for the rest of the colors...

    So what is included in the archive?
    - Palette-files to be used in ChaosEdit / WDC...
    - Gamepal.inc that you can directly use in your source
    - Separate images of both the palette and the shade-chart...



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    Post by WLHack Sun Oct 20, 2013 1:59 pm

    Okay... Time for update.
    Now all the variations are done as well, next I am going to work on the bosses.



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    Post by WLHack Wed Oct 23, 2013 11:40 am

    As I was making the bosses, I though that it would be cool to have a huge boss. This however required that everything needed to be converted to hi-res - so I made some sample sprites in hi-res format...

    Here is small comparison between old and new sprites (yes, they still need work):
    Trail of Schabbs - SDL Sprite_comparison_by_tsalop-d6rjm6t



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    Post by Richter Belmont Wed Oct 23, 2013 9:44 pm

    Awesome that your doing 128x128 Sprites....if you need testing....I'm up for it...for helping with the Shade thing...
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    Post by WLHack Wed Oct 23, 2013 11:44 pm

    Richter Belmont wrote:Awesome that your doing 128x128 Sprites....if you need testing....I'm up for it...for helping with the Shade thing...
    Thanks... I keep that in mind.



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    Post by doomjedi Thu Oct 24, 2013 12:44 am

    Impressive Smile
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    Post by WLHack Thu Oct 24, 2013 2:04 am

    doomjedi wrote:Impressive Smile
    Thanks...



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    Post by WLHack Sun Nov 03, 2013 9:29 am

    Time for quick update...
    For the past week I have been making hi-res variations of the objects and working on the new walls... Wall and object list is nearly complete and I will be adding the percentage for walls/objects next week.



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    Post by WLHack Mon Nov 04, 2013 6:06 am

    Trail of Schabbs - SDL Red_bricks_by_tsalop-d6t0aru
    Small example of the new walls I made (feel free to use). Everything, except the portrait is made from scratch.



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    Post by doomjedi Mon Nov 04, 2013 7:04 am

    Simply great art.
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    Post by lilmanjs Mon Nov 04, 2013 2:30 pm

    WLHack wrote:Time for quick update...
    For the past week I have been making hi-res variations of the objects and working on the new walls...  Wall and object list is nearly complete and I will be adding the percentage for walls/objects next week.
    I'm sure those would work well for FF2, but I haven't touched that in a while. I need to get back to that and do something other than helpart stuff. Also that does look like your usual high quality material.



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    Post by WLHack Tue Nov 05, 2013 1:56 am

    lilmanjs wrote:
    WLHack wrote:Time for quick update...
    For the past week I have been making hi-res variations of the objects and working on the new walls...  Wall and object list is nearly complete and I will be adding the percentage for walls/objects next week.
    I'm sure those would work well for FF2, but I haven't touched that in a while. I need to get back to that and do something other than helpart stuff. Also that does look like your usual high quality material.
    Thanks... If you need wall-textures for FF2, I can make you some.



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    Post by WLHack Mon Nov 18, 2013 4:46 am

    Added the current percentage of walls... More than half of them are now done (of course this is just there might be changes to the amount of walls). Also I have been planning the appearances of the bosses and I might post some sketches later this week.



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    Post by snuffi Mon Nov 18, 2013 8:44 am

    when will it be done??? great ideas
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    Post by WLHack Mon Nov 18, 2013 8:50 am

    snuffi wrote:when will it be done??? great ideas
    Next year at the earliest.



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    Post by WLHack Mon Nov 18, 2013 2:58 pm

    Here is a quick sketch of SS-Gruppenleiters new armor inspired by the cybermen from Doctor Who (shadows are bit off):
    Spoiler:
    Now I just need to make the actual sprite...



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    Post by Richter Belmont Mon Nov 18, 2013 9:15 pm

    WLHack wrote:Here is a quick sketch of SS-Gruppenleiters new armor inspired by the cybermen from Doctor Who (shadows are bit off):
    Spoiler:
    Now I just need to make the actual sprite...
    ooohhh....I'm like the sound of this already ^_^
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    Post by WLHack Tue Nov 19, 2013 5:02 am

    First attempt to convert it to sprite form:
    Trail of Schabbs - SDL Dbbd2ae72d0e9dbe42fa49de4f5b1ae0-d6utkvr



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    Post by doomjedi Tue Nov 19, 2013 5:16 am

    Top notch stuff. both art and palette. You are omnipotent.

    Still it's a bit too simular to original Han's armor (recolored to green) so "effort to effect"-wise I'm not 100% sure it was worth it. But it looks great.
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    Post by WLHack Tue Nov 19, 2013 5:36 am

    doomjedi wrote:
    Still it's a bit too simular to original Han's armor (recolored to green) so "effort to effect"-wise I'm not 100% sure it was worth it. But it looks great.
    Yeah, I think I will make some more edits to it... Maybe I should drop the miniguns and make him take the weapons from holster like normal guards?



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    Post by doomjedi Tue Nov 19, 2013 10:23 am

    Yeah, different weapons.

    Maybe partially damaged armor? Can make it a more unique and less simmetrical look if made older/rusty/damaged. Also adds Boss "veteran" reputation and character.

    If it's not Hans - you can consider face hair and maybe some hat.
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    Post by WLHack Wed Nov 20, 2013 3:54 am

    Trail of Schabbs - SDL Ss_gruppenleiter_2_by_tsalop-d6uxjch
    Take two... Also variation for laboratory and outdoor levels.



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    Post by dunkelschwamm Wed Nov 20, 2013 8:46 am

    Those look absolutely fantastic!  Great work!  I always enjoy your ability to make graphics and atmosphere that make the Wolfenstein aesthetic fresh again!
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    Post by WLHack Wed Nov 20, 2013 9:47 am

    dunkelschwamm wrote:Those look absolutely fantastic!  Great work!  I always enjoy your ability to make graphics and atmosphere that make the Wolfenstein aesthetic fresh again!
    Thanks...



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    Post by WLHack Sun Dec 08, 2013 6:35 am

    Another two weeks have gone... I have now finished the frames for the new SS-Gruppenleiter and made more sketches for the bosses. Progress has been bit slow as Christmas is just around the corner.



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    Post by doomjedi Sun Dec 08, 2013 8:21 am

    It's ok, those times progress is slower on most mods Smile
    Nice to hear about the progress.
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    Post by WLHack Sun Dec 29, 2013 8:38 am

    Early New years update... Due the holiday season, the progress has been a bit slow. Currently I am planning maps to this progress and I believe things will start moving faster after new year.



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