Noah's Neighbors

Posted By: Ran Man

Noah's Neighbors - 12/13/07 17:18

This is a short movie that was made using 3D gamestudio in the year of 2004. It uses the 3D engine and is a full screen movie.


Noah's Stubborn Neighbors - A MOVIE MADE WITH 3D GAMESTUDIO!


It used a lot of the old WAITT(16); commands.
Hey, does anybody remember waitt(16); ? I think it was a quarter of a second wait time right? lol

Okay bye.
Posted By: Joozey

Re: Noah's Neighbors - 12/13/07 23:21

wait(16); was around one waitt(1); I thought
Hehe funny movie.
Posted By: Ran Man

Re: Noah's Neighbors - 12/14/07 01:53

HAHA! Glad you liked it!

Yeah, I tried to present it in a FUNNY way. lol

" Noah! What have you built here!? ?!"

"I know, it's a giant casino!"

"No, no, no, it's a MEGA - Sized liquor store!"


I think that's why some of the key traditional "christian" game developer people hated my games, because I used humor for entertainment, rather than storytelling and violence as they do. lol

Storytelling and violence seems boring. Aggh, but humor is fun, yes?
Posted By: Joozey

Re: Noah's Neighbors - 12/14/07 02:07

I do not know the opinions of traditional christian game developers about your work really, but I do know some people don't have a sense of humor .
Most funny thing is how slow mozes talks .
Posted By: Ran Man

Re: Noah's Neighbors - 12/14/07 14:40

Yes, I know he's a "slow-talker", which adds to it and I thought he sounded kinda spaced-out a little? Hehe

but also because of the "lip-syncing" that I was trying to do. Also, had to be sure he was not talking, while the last scene was taking place. lol

But, this technique was improved in the newer movies of the zoorace movies.

But, definetely wanted his mouth mnving, at the very precise time that the .wav file was being played.
Posted By: frazzle

Re: Noah's Neighbors - 12/15/07 21:15

Yup, it's all about FUN
Nice one

Cheers

Frazzle
Posted By: Doof_Guy

Re: Noah's Neighbors - 12/30/07 02:39

Sweet movie
Posted By: Neuro

Re: Noah's Neighbors - 01/21/08 17:28

Quote:


I think that's why some of the key traditional "christian" game developer people hated my games, because I used humor for entertainment, rather than storytelling and violence as they do. lol




Heh, good stuff Randy!
Posted By: Damocles

Re: Noah's Neighbors - 01/21/08 23:53

waitt(16) must be around one second.
(waitt(1) is 1/16 of a second)

I still have that command in several skripts.
As long as the compiler does not complain, I will use it further.
Its quick to write, and useful for function that need a constant fast
update, but not nessesarily every frame.
(wait(-0.16); takes simply longer to write than waitt(1);)
Posted By: JibbSmart

Re: Noah's Neighbors - 01/22/08 00:47

0.16 isn't 1/16 of a second but that just further emphasises your point about the simplicity of waitt(1).

julz
Posted By: Damocles

Re: Noah's Neighbors - 01/22/08 22:21

oh, right its: 0,062

Im not that good in Math.
Posted By: Joozey

Re: Noah's Neighbors - 01/22/08 22:26

wait(-1) is a second
Posted By: xXxGuitar511

Re: Noah's Neighbors - 01/23/08 01:09

...whats so special about waiting 1/16 a second? What if you wanted to wait 1/10 a second, then would you use wait(-n);?
Posted By: Michael_Schwarz

Re: Noah's Neighbors - 01/23/08 18:05

Quote:

...whats so special about waiting 1/16 a second?




its more precise
Posted By: Ran Man

Re: Noah's Neighbors - 01/23/08 21:49

Well, somebody correct me if I'm wrong, but the way that I understood the old WAITT command verses WAIT was:

----------------------------------------------------


WAITT (1); // = waits a fraction of a second depending on system clock.

and

WAIT (1); // This is not system clock, but waits 1 frame cycle.



WAITT, was used before conitec invented SLEEP(x);
Posted By: Ran Man

Re: Noah's Neighbors - 01/23/08 22:06

Oh, hey guys this gamestudio movie now has over 8,000 views on youtube!
The other ZOO RACE one, however, has about 90,000 views ! wow!

But, hey funny thing is that there is a science and atheist site that is featuring this old Noah movie on the internet now.

Funny thing is that I went to their blog site and noticed they were asking my motivation and stuff, so I posted there some of my old demonic experiences and now they think I'm a Psycho or something! LOL RAN MAN THE PYSCHO?!

God, this is crazy, but fun!

Hey, but the next game is going to feature ---> THEM! Yeah THEM! <the demons>
Okay?! I'm thinking that people are going to really freak out on the new game more than these I think. Haha! It will be based on truth too.

Hey Guys, this game and movie making is fun stuff man. Woo, Ha, Ha!

Thank you Conitec, for your 3d-engine and giving the world some free laughs and fun. Hahaha!

Talk to you guys later.
Posted By: xXxGuitar511

Re: Noah's Neighbors - 01/24/08 02:11

Quote:

its more precise




...whats wrong with wait(-0.01); ? Isn't that precise?


...sorry for spamming your thread RanMan, lol
Posted By: Joozey

Re: Noah's Neighbors - 01/24/08 03:15

I still have a printed version of an old PDF A5 manual

Quote:


wait(number);
waitt(number);
Causes the function to pause for the given number of frame cycles or ticks. [...blabla...] Waitt does the same as wait, but the function is paused for a given number of ticks instead of frame cycles. This instruction is able to wait for a fixed period of time. The higher the given number is, the more precise the time will be kept. The minimum time this instruction will wait is one frame cycle.





And on page 46:
Quote:


One tick os equivalent to 1/16 second = the average time between two frame cycles on a very low-end PC.





So that pretty much sums everything up what Damocles said .


Quote:


Oh, hey guys this gamestudio movie now has over 8,000 views on youtube!
The other ZOO RACE one, however, has about 90,000 views ! wow!




Yeah and you have like 3 threads about it now here on the forum haha .

Quote:

LOL RAN MAN THE PYSCHO?!



I'm sure god wont mind if you act a little nuts (not too often though, bad for your health ).

Good luck on the next sequel/story/animation Ran be sure to keep us up to date .
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