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Monster Mega Mayhem - New Screens #133424
06/03/07 12:05
06/03/07 12:05
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
Expert
sPlKe  Offline OP
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
Well, as a result of the still ongoing redesign, i am posting a few new screenshots. Some Graphcis still bear the old design, and you can really tell wich ones. howeer, most of the stuff has been redone and so im posting here 9 pics...

CONSTRUCTIVE critics are welcome as ever, im looking forwad to those actually...

Here be Screens:

This Scene with jack features a Polycount of rough 18 000 polys. The Framerate lies at 37FPS on my AMD1.6GHZ, 512 RAM GeForce5200FX. Jack allone has roughly 5000 polys, and the cow has about 2000. The fence is made of models as well as everything else on this pic. Only the Floor is a block


Anythign with a ? over it is scareable. Its neccesary for some Levels to scare stuff like Cows, Grannys, Kids or Cardrivers...


Enemies have between 2000 and 4000 Polys, depending on what type. This poor little fella here has rougly 2500 polys and a skinsize of 256*256, so pretty small. but you wont notice during gameplay...


We are Bakc on Error014s Cheese Planet. Remember that? anyway, the chese is gone, and so is the bad and ancient lightning


Thos Guy is about to get sliced up and he knows it. Unfortunately for him, the escape route in front of him will be the last thing he will ever see...


Meister Propper is Mr. Glance. Alex here is a member of the Armstrong Company. The Armstrong Company is a security company that features thousands of securitys all aroudn the globe that all look act and think the same. And they are freaking strong. Stay away from them because you cannot harm them but one hit from them and half your energy is gone...


AS you can see, i´ve added lots and lots of background stuff. the cars you see here actually drive


this fella here wants to attack poor little lucy. boy, i dont hant to be him...


heh, he attacked her and she attacked back. now he got scared and flees. but he wont come too far...


thats it, hope you like them^^

Last edited by SPlKE; 06/03/07 12:11.
Re: Monster Mega Mayhem - New Screens [Re: sPlKe] #133425
06/03/07 12:27
06/03/07 12:27
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
very interesting i'd like to see video. can't crit much... the outline gets clipped in some places and that looks a little silly but there ain't much you can do about that...

do the poly-counts include the outlines? or were those shader-made?

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Monster Mega Mayhem - New Screens [Re: JibbSmart] #133426
06/03/07 16:53
06/03/07 16:53
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
The screens where more models are in the screen look better as the screens where are more level blocks taking screenshot pixels. The level block architecture has too less details and too less contrast. (<--- Wow! Check out the bad english!)

The top screens look to grey, like if theres a black transparent panel over the complete screen. Raise the contrast by using brighter and espacially COLOR FULL lights, like a totally orange light for fire for example. For the ambient color I would use a dark brown. Not sure if a warmer or colder brown. It´s up to you.

And I think the player model is too small. THe camera should be closer. Otherwise it isn´t very cartoony.

Just some ideas. Best hint I can give you to check how other people did cartoony 3D graphics. Check for example MonsterMash how they did the grafics (contrast, colors, details (leveldesign)).

And whats more important as good graphics, make the game fun!


:L
Re: Monster Mega Mayhem - New Screens [Re: EX Citer] #133427
06/03/07 18:17
06/03/07 18:17
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
As I already mentioned, I like your cartoony game style spike !!
This may sound very cliché but your style has got a unique look which fits the theme of the game for the full 100% so keep up the great work

Cheers

Frazzle


Antec® Case
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Re: Monster Mega Mayhem - New Screens [Re: frazzle] #133428
06/03/07 18:40
06/03/07 18:40
Joined: May 2007
Posts: 41
Core Offline
Newbie
Core  Offline
Newbie

Joined: May 2007
Posts: 41
The graphics purhaps, but the Gameplay really cool.

Re: Monster Mega Mayhem - New Screens [Re: Core] #133429
06/03/07 23:00
06/03/07 23:00
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
The style is great, and the game looks really original !
It could be selled as a lot of little games are.

For levels cartoon style , you could use birghter colors , but
that don't are too ocntrasted.
Best example take a look at
the game Ratchet And Clank on PS2 , Or Wind Walker, look at their colors used on textures.

But perhaps it's the style of the game ?

Another key you oculd use is trying t odiversify gameplay, beat em up on one
level , treasure serach in another , some simple arcade racing on another in a
straight line track if you don't have tools/time and all
to make curved roads ?

Keep it up you have something good , original
even if i don't have played it for the moment

Re: Monster Mega Mayhem - New Screens [Re: TheExpert] #133430
06/03/07 23:48
06/03/07 23:48
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Nice looking game..I esp. like the pumpkin headed guy in the top screen. I'm sure a nice coat of polish will make it even better, but this is one of the cooler looking 3DGS projects I've seen. As for color intensity, that's a matter of style and designer choice. Just because it's a toon style game doesn't mean the colors have to be vibrant. That's nonsense, and there's plenty of muted color toon examples out there.

Which toon shader did you use? If it isn't the Wiki one, is it available elsewhere?


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Monster Mega Mayhem - New Screens [Re: TheExpert] #133431
06/04/07 00:05
06/04/07 00:05
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
Well I have to be honest homie, the game looks pretty good, I do agree with what the other guy said, I would try using stronger colors so they stand out more, Would definately like seeing a demo to see the game in action.

Re: Monster Mega Mayhem - New Screens [Re: Orange Brat] #133432
06/04/07 07:46
06/04/07 07:46
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
Expert
sPlKe  Offline OP
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
thanx for the comments

the colors hve been chosen to represent some kidn of dark feeling. its night, isnt it?

the shader is far better crafted than that in the wiki. it runs on a ps1.4, is faster, better coded, supports fog as well as overlay and shades with the toonlookup.bmp in any color you want. four lines of rgb stats even allows you to create a new way of outlining and shading.

have a look at this:


i simply coloured the toonlookup.bmp in paint with soem colors and now there is a "rainbow in the dark"... funny isnt it?

the shader was created by ello, so all thanx to him for this. it should be in the forum somewhere.

Re: Monster Mega Mayhem - New Screens [Re: sPlKe] #133433
06/04/07 08:13
06/04/07 08:13
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
Although i don't like this kind of games, i enjoyed first 3 screens, they got the style, and i find the contrast/brightness perfect, besides they look funny. I also like the UI. But there are some things i didn't like on the next screens
-few details
-ground textures don't look "toonish"
-fire in the barrel and the newspapers on the ground look too realistic and doesn't fit the overall look
Anyways, nice work!

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