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Re: Untitled Platformer - Artists' corner
[Re: FBL]
#346607
11/08/10 01:12
11/08/10 01:12
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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Thanx, I managed to make DOF work more in my favor & also united colors of the level background a bit by placing all background objects under the same sepia panel:) ... I've uploaded a small preview of my last modifications made to the J, J & BUM chapter 3, levels 1 & 2. The background music is composed by Ivan. Check it out here: http://www.youtube.com/watch?v=I4J9C6boeboEnjoy:)
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Re: Untitled Platformer - Artists' corner
[Re: FBL]
#347812
11/19/10 14:29
11/19/10 14:29
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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Hi, I have uploaded new versions of Fortress Chapter levels 3 (Ganderoleg C3 L3 V2.zip) to Sky Drive. Apart from Ello's sky system (that we are going to replace once George finishes his own sky system) the new things are some minor geometry re-designs, background buildings, few bonus/potion items, implemented DOF solution (Shade-C) & screen.txt file for controlling the 16:9/4:3 resolution & camera distance. In this version I have switched to Superku's new mouse-oriented script (Movement0510_D) so that we can see how that concept works for project. I have made some small (& far from final) changes in visual segment to make system-visuals more compatible with my levels. I believe that even cursor (red direction/speed dot) could be preserved if we make it to be a suitable particle effect I have deleted all my (rudimentary:) modifications of Superku's code so some of the gameplay-relevant entities are not working anymore, also potions & bonus item are not functional at this time. DOF can be turned off by putting 0 in Bloom.txt file. The screen txt file controls the 16:9/4:3 resolution which changes the camera distance when switched (0=4:3/1300, 1=16:9/1500). Also there are some changes in audio segment, Ivan composed a new Fortress background music theme that follows a different, more natural sound concept. Any feedback on what should be changed & modified is welcome.    http://i64.servimg.com/u/f64/11/34/97/23/l3v2_015.jpghttp://i64.servimg.com/u/f64/11/34/97/23/l3v2_014.jpg
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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#349008
12/02/10 22:53
12/02/10 22:53
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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Hi2all, I have uploaded new version of Fortress Chapter level 6 (Ganderoleg C3 L6 V2.zip) to Sky Drive. In this version I have added some of the Martin's code solutions. The basket with monster/spider food is working excellent but there are some problems with doors, they are not taking into account the given Z input and, more importantly, they are causing some sort of error when combined with DOF  The error seems to crash the level when the level is started through exe but it can be ignored (by clicing the ok button) when played in WED/SED. DOF can be turned on/off by putting 1/0 in DOF.txt file. There are also problems concerning the movement of the monster outside the cage, the model's geometry has to be placed away from the second lane center in order for it not to get unrealistically 'mixed' with level environment. I made a small ent_morph solution but real solution should have a variable that places/displaces the model to the center/left/right of the lane his positioned in. Any feedback on what should be changed & modified is welcome.    http://i64.servimg.com/u/f64/11/34/97/23/shot_111.jpghttp://i64.servimg.com/u/f64/11/34/97/23/shot_311.jpg
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Re: Untitled Platformer - Artists' corner
[Re: Ganderoleg]
#349081
12/03/10 19:47
12/03/10 19:47
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Joined: Aug 2003
Posts: 2,011 Bucharest, Romania
George
OP

Expert
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OP

Expert
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
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Pavle, Great job! You know that I'm one of your fans Just sent you an email with a few comments and screenshots. George
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