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Re: Finally - The first Dragonrise Demo [Re: Pappenheimer] #43403
05/04/05 18:28
05/04/05 18:28
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
@ PHeMoX
You're right, I haven't spent time on 'breast shading' yet, I'll fix that!

@ Pappenheimer
Ops I never recognized that leetle mistake... I think I should fix that...


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43404
06/12/05 00:41
06/12/05 00:41
Joined: Jul 2003
Posts: 63
Brooklyn
MindChamber Offline
Junior Member
MindChamber  Offline
Junior Member

Joined: Jul 2003
Posts: 63
Brooklyn
Quote:

@ PHeMoX
You're right, I haven't spent time on 'breast shading' yet, I'll fix that!

@ Pappenheimer
Ops I never recognized that leetle mistake... I think I should fix that...




this is incredble work I had alot of fun with the game. The graphics themselves are amazing!!!Im baffled on how you did the transparencies on leaves on the trees and the hair on the main character!! how did you do that?

Re: Finally - The first Dragonrise Demo [Re: MindChamber] #43405
06/12/05 08:22
06/12/05 08:22
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
Thanks MindChamber!

It's quite simple how I did that.
Activate Transparency and Overlay, set alpha to 100 and call a short shader function to recreate the Z-Buffer with ZWriteEnable.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43406
06/18/05 04:50
06/18/05 04:50
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
I gotta say this again. This is a really awesome game ShoreVietam!! Every thing about it is great!! It has a really good RPG feel to it and you have put in alot of work to get it like this. You definately have the skills to climb high in the gaming world!! Do you plan to work further with this game? Or start a new game all together? Either way great work dude!!

Re: Finally - The first Dragonrise Demo [Re: DavidLancaster] #43407
06/18/05 05:32
06/18/05 05:32
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
Thanks alot AccessPhenomenon!

At the moment I'm on to create the next level, which is the dark forest.
There even has to be the beginning of the story.

I have a quite big story concept in mind, maybe you like to see the worldmap, but it is written in german...



1. Is where the demolevel is, the game starts at 22. goes over 21. to where the demo starts.

There is still an old wizzards tower missing in the north-east of the first level, but it will be quests for later..

I startet to translate everything into german, since this is my tounge language it'll be easier for me to give the dialoges a more medieval touch.

But I had only few time the last weeks, I have to be very long at the university and learn for the finals ect....


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43408
06/18/05 06:50
06/18/05 06:50
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
Bad Tono, hast du vergessen das zu übersetzen oder ist das eine Badeanstalt? Die unvergesslichste Map die ich kenne war die von BloodOmen-Legacy Of Kain. Irgendwie war die genial (die Idee von dem Puppenspieler fand ich besonders gut).


:L
Re: Finally - The first Dragonrise Demo [Re: EX Citer] #43409
06/18/05 07:04
06/18/05 07:04
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
Das ist eine Badestadt, kein englisches 'bad'.

Erinenrt mich doch wieder an den Pfarrer der den Metaler mit seinem Fan-T-Shirt sah und meinte 'Oh dieses Bad Religion moechte ich auch mal besuchen.'!


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
New Dragonrise Screens [Re: ShoreVietam] #43410
06/28/05 16:19
06/28/05 16:19
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
I thought it was time for a few new screens, and here they come:

When opening the status menu there is now a 50% chance that she'll appear as close as she does on the screen.
And she can now open/ close her eyes (however that is called in english.. ).


When speaking to other people the camera now zooms in a bit, when getting/ picking up items they fly into the screen and 'show that they are now yours' like the bottle here does.


I finally started making the skills which still are unuseable in the demo, this one is called 'Water Breath' and regenerates 20 - 40% of the characters health within 10 seconds, depending on the 'Water Elemental Skill'.


While the effect of the regeneration keeps healing the lost hit points, the player flashes in a blue color, the same thing now appears when the player has been poisoned, but then in green color.


This skill cures all status changements like poison or confusion and is called something like 'cleaning'.


Spookey! All around the castle of the dead soldiers randomly tombstones appear and disappear!


The new level 'Dark Forest' is under construction! This is an early state of the trees there.


Deep in the Dark Forest is the goblin fortress (or something like that) and they must have cut lots of trees for that!


Beside the screens I fixed some bugs I recognized and did some other performance stuff that can't be seen on screen.
So I hope you like what you saw and we'll see when I'll be able to show new stuff.

Last edited by ShoreVietam; 06/28/05 16:23.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: New Dragonrise Screens [Re: ShoreVietam] #43411
06/28/05 17:01
06/28/05 17:01
Joined: Mar 2005
Posts: 527
Netherlands
RJDL Offline
Developer
RJDL  Offline
Developer

Joined: Mar 2005
Posts: 527
Netherlands
WOW, looks like very nice effects to me
keep going!

RJD

Re: New Dragonrise Screens [Re: RJDL] #43412
07/03/05 07:47
07/03/05 07:47
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
This morning I made a little function I was planing for a long time now.
The player can now be striked away by getting a critical hit, I only have to copy the little code extension to the enemy function and give them animations as well and everyone can do that.
I think I'll code it so that big enemys can't be affected in that way by smaller ones...




My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
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