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the unKnowing #195737
10/06/05 23:07
10/06/05 23:07
Joined: Oct 2003
Posts: 218
USA
frozenbaby Offline OP
Member
the unKnowing

Hi;

Screenshots for "the unKnowing".

NOT be confused with a previous project "unSpoken, Glyphs of the Ancient Souls" - (a DEAD project [for now])!

On the left - screenshots of "the Castle of Discovery". On the right - exterior shots of some new terrains.

I expect to release to the community in the next 7 - 10 days a couple of levels (COMPLETE) WITHOUT hiding (ie., rapped in a .wrs file) the files as a user contribution.

Right now ... tell me what you think of the screenshots. C and C welcome! But, please note - from the castle, the soul is "a soul" and morphs into a "lower" form to play the first part of the game.

-Thanks, myKael.
35 Comments
Re: the unKnowing [Re: frozenbaby] #195747
10/11/05 19:35
10/11/05 19:35
Joined: Mar 2004
Posts: 216
YeaWhatever Offline
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YeaWhatever  Offline
Member

Joined: Mar 2004
Posts: 216
Those are really nice screen shots. But I have to admit that whenever I see the default texture in any level, it seems like it's only half way done. Are you really keeping the default texture in the level? I suppose that unless you use 3DGS, you wouldn't recognize that texture.


Windows XP, SP2 Commercial Edition V6.31.4 Pentium 4 CPU 3.4Ghz (2 CPUs) 510MB RAM NVIDIA GeForce FX Go5200 64MB
Re: the unKnowing [Re: YeaWhatever] #195748
10/11/05 19:50
10/11/05 19:50
Joined: Oct 2003
Posts: 218
USA
frozenbaby Offline OP
Member
frozenbaby  Offline OP
Member

Joined: Oct 2003
Posts: 218
USA
The default texture is being used right now until I create a few more textures. It's a place marker because I haven't decided what will work in the "scene". But you didn't comment on the rest of the level - what, can't recognize a "marker"? Besides that - what did you think of level design?

Certainly more involved than noticing a default texture - don't you think?


Some electrons may have been harmed in transmission, but most were caught in the "electronic condom" and recycled.
Re: the unKnowing [Re: HackerL] #195749
10/11/05 21:00
10/11/05 21:00
Joined: Aug 2005
Posts: 218
Z
ZZZgames Offline
Member
ZZZgames  Offline
Member
Z

Joined: Aug 2005
Posts: 218
Now with larger screenshots ,i still think the level building looks good .
But,to me,the lighting is not as good as the map.
I would like less contrast between dark and bright areas .
Some textures look cool like on the 15th screenshots,its a good screenshot .
I hope you'll fix the "default" texture on the floors and columns .


Its a pleasure to play around with A6. zzzgames.ifrance.com : go try & buy Streetkicker
Re: the unKnowing [Re: YeaWhatever] #195750
10/11/05 21:07
10/11/05 21:07
Joined: Mar 2004
Posts: 216
YeaWhatever Offline
Member
YeaWhatever  Offline
Member

Joined: Mar 2004
Posts: 216
Sorry. My bad. The level geometry is quite professinal looking, especially when looking up. The ceilings are a nicely done and score big points in my book. Usually, it's the little things that, when done right, really put a level over the top.


Windows XP, SP2 Commercial Edition V6.31.4 Pentium 4 CPU 3.4Ghz (2 CPUs) 510MB RAM NVIDIA GeForce FX Go5200 64MB
Re: the unKnowing [Re: YeaWhatever] #195751
10/11/05 23:01
10/11/05 23:01
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
When counting from the lower picture upwards I like the shadows of about 15 of the screens you've posted, lighting is done really good in those 15, but the top few screens could use some more shadows or lights for that matter, keep going like you did up to now and it'll be great,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: the unKnowing [Re: frozenbaby] #195752
10/11/05 23:13
10/11/05 23:13
Joined: Oct 2003
Posts: 218
USA
frozenbaby Offline OP
Member
frozenbaby  Offline OP
Member

Joined: Oct 2003
Posts: 218
USA
OK ...

Here's a demo of the castle. As promised, I haven't hidden anything except the levels. All code and models are available. Remember - this is a commercial product that am developing but have used suggestions, code snippets and such from the community here - so giving back my interprations of those.

Alot of code has been change to accomadate the needs of the game. USE THAT as examples (how to apply) in your game.

Unique models (like the confessional) are mine but up for grabs - meaning you can design something "like" it or based on "it" and I won't complain

That being said - GAMEPLAY:

1.) You will find a inventory system in use. This is base on A5 (yeah, I lazy) and uses the arrow keys to move around (shift-arrow to run [va6 is in development])
a - when you start ... enter the room with the goblin - and yes - he's supposed to act like that. If you are an ASTUDE gamer - will note that thro his animation, "he's in pain" - but points to a reference point. REMEMBER that for now, but - walk past him - RIGHT CLICK on your mouse to bring up a "grab cursor" and get the sword in the confessional.
b - turn around ... walk "thro" the skull, and using your right mouse again ... open both doors.
c - explore the castle and figure the rest out YOURSELF - rofl. If you get it right will be able to visit the chapel ... get all 4 card which will "release" you into the throne room and outside. <- HEY, can't give it all away (LOL )
c - any doors or "lifts" can be activated using the right mouse botton and clicking on them.

So here is the link. Since I didn't compress it - is ~ 23 meg:


unKnowing level one Beta

Enjoy - figure it out ... get to level 2 and write me - what you think!

myKael.

Last edited by frozenbaby; 10/11/05 23:38.

Some electrons may have been harmed in transmission, but most were caught in the "electronic condom" and recycled.
Re: the unKnowing [Re: frozenbaby] #195753
10/11/05 23:39
10/11/05 23:39
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The part in which players should grab the sword is totally unclear without this 4 line walk-through, you'd better change that, it seems as if the sword is way out of reach. Apart from that I've noticed some slow-downs near the table with the goblin. I think maybe the game's character is out of proportions, but that kinda depends I guess, since it's obviously not a normal person judged from it's appearence.
Anyways, I'll check it out some more if I've got some more time to spend,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: the unKnowing [Re: PHeMoX] #195754
10/11/05 23:47
10/11/05 23:47

A
Anonymous
Unregistered
Anonymous
Unregistered
A



your game is so good! great job and thanks for contributing!

Re: the unKnowing [Re: ] #195755
10/12/05 06:28
10/12/05 06:28
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
i tested it and noticed the following things wich may help you:

-click distance for the sword is very big (too big to pick it up in my opinion)
-you can get stuck in the 2 doors behind the skull
-the fps in the rooms after the skull is real bad you should think about methods to improve the fps
-the sword wasnt there after i made a restart new game

all in all it looks good, i saw you know how to make levels, you really should think about redesign because of the fps. use fewer polygons/blocks, less particles. make the world smaller or so that the gameplay is fluid.

good luck !

Re: the unKnowing [Re: ulf] #195756
10/12/05 11:23
10/12/05 11:23
Joined: Mar 2005
Posts: 80
S
SirSven Offline
Junior Member
SirSven  Offline
Junior Member
S

Joined: Mar 2005
Posts: 80
I had no FPS problems and I like the athmospere very much, but I don't like the controlling of the character. I also don't like the position of all these stuff you have to find. There is no methode behind the positions. It's just running around and hope that you find something. But I think you will be able to solve these problems, and all in all I think it's good.

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