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Re: downhill - gravity powered racing game prototype [Re: txesmi] #413147
12/08/12 23:38
12/08/12 23:38
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
yeah, this is somehow confusing
you should try to use http to transfer the files
much more security and also faster communications


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Re: downhill - gravity powered racing game prototype [Re: MasterQ32] #413149
12/09/12 00:52
12/09/12 00:52
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
That kind of depends on what kind of transfers you want to make. If it's a single shot file, FTP is probably going to be faster than HTTP. And FTP would also be a bit faster than HTTP 1.0, because neither of these protocols allow picking up TCP sockets (and yes, there are still servers out there that don't run HTTP 1.1). In terms of security, both are bad. Both have various attack vectors and neither is build to be actually secure. If you want it secure, use HTTPS (and for heavens sake, check the goddamn certificate on the client site, otherwise you are still vulnerable to man in the middle attacks).


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: downhill - gravity powered racing game prototype [Re: WretchedSid] #413301
12/11/12 18:06
12/11/12 18:06
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline OP
Serious User
txesmi  Offline OP
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
I'd be proud of been hacked tongue
----

Added a length ditorsion with a camera arc change for the impulse and drawn a new tree: a white poplar (chopo).




Re: downhill - gravity powered racing game prototype [Re: txesmi] #413305
12/11/12 20:20
12/11/12 20:20
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Don't like the new motion blur or what it is at all, sorry, at least until I see it in motion. If you keep it, please add an option to disable it in your menu. (This does not only apply to your game alone but to games in general, for example I wouldn't have played Duke Nukem Forever if I wasn't able to deactivate its horrible postprocessing effects.)


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: downhill - gravity powered racing game prototype [Re: Superku] #413309
12/11/12 21:56
12/11/12 21:56
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline OP
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txesmi  Offline OP
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
That image is not a good representation of the effect in motion, that's true.

Here is a VIDEO!

Re: downhill - gravity powered racing game prototype [Re: txesmi] #413311
12/11/12 22:20
12/11/12 22:20
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I'm pleasantly surprised, looks much better in motion! Still, every screenshot that you or someone else takes of this game when the effect is active will look a little weird and may give a negative impression. I obviously don't know how you've realized this effect in detail but couldn't you use different weights (maybe Gauß?) to smooth the look of the blur?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: downhill - gravity powered racing game prototype [Re: Superku] #413312
12/11/12 22:46
12/11/12 22:46
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline OP
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txesmi  Offline OP
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
That is it! I put my hands on it right now.

In real pixel render, but not in the compressed video, the steps are slightly noticeable too.

Thank you for the idea!

Re: downhill - gravity powered racing game prototype [Re: txesmi] #413322
12/12/12 08:41
12/12/12 08:41
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
really cool project! but the scene is a bit too dark, and the vehicle does not have headlights, imo that could improve the appearance a bit.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: downhill - gravity powered racing game prototype [Re: sivan] #413343
12/12/12 13:07
12/12/12 13:07
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline OP
Serious User
txesmi  Offline OP
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
thanks!

Yes, darkness and high contrast. I love it grin
I believe that it does not hurt the gameplay and the road visibility at all.

There is something in the colors concept that is not yet implemented. I want add selflightened human buildings in the middle dark and cut the skyline with dark shaped light spots.

I did a quick collage:



I have a big fight in my brain with the vehicle light. By one side the effect would be cool and will overlight the vertical signs, but by the other side my asfalt singlepass pixel2.0 shader is exausted with the shadows and specularity.

In this part of the world, this kind of vehicles does not have electric intallations and lights. Is true that they do not race at night too xP


Last edited by txesmi; 12/12/12 13:23.
Re: downhill - gravity powered racing game prototype [Re: txesmi] #413362
12/12/12 17:40
12/12/12 17:40
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
I would be really glad about a standard downloadlink. wink


no science involved
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