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Re: Daemonica [Re: Rad_Daddy] #69705
04/08/06 02:36
04/08/06 02:36
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Very nice !
I had read the Daemonica review on Adventure Gamers a few months ago, but did not realize that it's a 3DGS title. Good luck with sales !

Regarding demo size: it is annoying, but demos have grown a lot recently. For AAA title it's not unusual to find 600-800MB demos.

Re: Daemonica [Re: Marco_Grubert] #69706
04/09/06 11:43
04/09/06 11:43
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
I would prefer a progress bar for the startscreen. It´s annoying to wait a long time and it seems that nothing happens.
Beside that, it´s a very powerful game! Congratulations, that was a big amount of work...!


no science involved
Re: Daemonica [Re: fogman] #69707
04/09/06 14:11
04/09/06 14:11
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Congratulations, this is definitely the first good looking 3DGS commercial product I have seen.


Sphere Engine--the premier A6 graphics plugin.
Re: Daemonica [Re: Matt_Aufderheide] #69708
04/09/06 20:15
04/09/06 20:15
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline
Serious User
Nicolas_B  Offline
Serious User

Joined: Apr 2005
Posts: 1,058
Luzern
Wow... its a very nice game.
The graphic its very beatifull.

gg Nicolas

Re: Daemonica [Re: Nicolas_B] #69709
04/10/06 15:47
04/10/06 15:47
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
iam still curious how you have done the different lightning. i guess that the light from inside the buildings shining through the window on the ground is also baked in the groundmodel?

how have you done the overall lighting then where a latern is making the surrounding brighter? is that also done with only changing the textures of the models?

thanks in advance!

Re: Daemonica [Re: ulf] #69710
04/10/06 16:12
04/10/06 16:12
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
It could have been done with dynamic lights.


Models, Textures and Games from Dexsoft
Re: Daemonica [Re: Machinery_Frank] #69711
04/10/06 16:41
04/10/06 16:41
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
shure but you are limited to 32, so you would have to turn them on and off if you come close i believe? maybe templar can tell us something about that...

iam also highly interested in how big your model blocks are and what texture size(s) you use for them?

it must be hell lot of work to bake in all those shadows and lightning from the houses so how was your workflow? i know a lot of questions but this could really help us.

thanks in advance

Re: Daemonica [Re: ulf] #69712
04/10/06 18:05
04/10/06 18:05
Joined: Mar 2005
Posts: 442
Germany, Hamburg
Blitzblaster1 Offline
Senior Member
Blitzblaster1  Offline
Senior Member

Joined: Mar 2005
Posts: 442
Germany, Hamburg
The screens looks good. Now i start the download and after then, i give more feedback.

Regards
Blitzblaster1


Casual Games: www.playsmallgames.de
Re: Daemonica [Re: Orange Brat] #69713
04/10/06 18:15
04/10/06 18:15
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
OMFG! That looks amazing! *Controls himself* Herm, the screens look nice. Reminds me of baulders gate a bit. I love it. Congrats on the release aswell!


A8 Pro 8.45.4
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Re: Daemonica [Re: Blitzblaster1] #69714
04/10/06 18:31
04/10/06 18:31
Joined: Jan 2003
Posts: 710
T
Templar Offline OP
Developer
Templar  Offline OP
Developer
T

Joined: Jan 2003
Posts: 710
Hi guys,

terrain: yes, everything is indeed baked into the texture. It really was hell of a job to make the terrains and the guy who did that (along with the lighting, materials,textures and many, many other things ) has done _absolutely_ amazing job considering what techniques were available to him at that time.

the area around the torches and lights look different because there are flares (billboarding sprites) used there - if that's what you mean. It is a pretty common thing in games.

the terrain models were of different sizes and textures used on it ranged, I think, from 512x512 to 1024x1024. I think you can uderstand why we really missed compressed textures that were not implemented at that time.

we could use max. 8 visible lights at once so I did some pretty basic scripting to switch on / off the lights that were not needed based on their distance from the camera and some other conditions that could affect their visibility.

T.

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