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Re: Preva - Screens [Re: Albert] #87862
08/28/06 23:46
08/28/06 23:46
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
as far as armore, you you going to do some kinda vertex attaching to make the extra armor visible, or is it just going to be a number?

Re: Preva - Screens [Re: lostclimate] #87863
08/29/06 17:53
08/29/06 17:53
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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Posts: 2,185
changing the armor amount will not be visible on the outside, this game is the first one, so it's a learning experience. Further details may be posted later, by me or my counterpart.


- aka Manslayer101
(updated) Screens - Preva [Re: mpdeveloper_B] #87864
09/08/06 19:12
09/08/06 19:12
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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Posts: 2,185
Here are some more preva screenshots:

The hover mecha's completed skin:



The Slim mecha's boosters:


The Boosters in use:


As you can tell, the hud is 95% done. Comments welcome, enjoy.

Last edited by Manslayer101; 09/08/06 19:16.

- aka Manslayer101
Re: (updated) Screens - Preva [Re: mpdeveloper_B] #87865
09/08/06 19:41
09/08/06 19:41
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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also, if anyone is interested in helping with this project, we need another scripter, it is a paid position, if you are interested, throw me a pm or email, the original post for this job is here:
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/685372/an/0/page/0#Post685372


- aka Manslayer101
Re: (updated) Screens - Preva [Re: mpdeveloper_B] #87866
09/09/06 04:47
09/09/06 04:47
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
it seems to be coming along nicely, still open to check your script for you.

(updated) Preva Screens [Re: mpdeveloper_B] #87867
09/19/06 20:19
09/19/06 20:19
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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Here are 3 more development screens of a hangar on a moon map:






- aka Manslayer101
Re: (updated) Preva Screens [Re: mpdeveloper_B] #87868
09/19/06 21:08
09/19/06 21:08
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
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Joined: Jul 2002
Posts: 5,181
Austria
coming along great.

keep it up
cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: (updated) Preva Screens [Re: Blattsalat] #87869
09/20/06 18:29
09/20/06 18:29
Joined: Oct 2005
Posts: 196
ambe Offline
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ambe  Offline
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Joined: Oct 2005
Posts: 196
I Like IT well .. im an anime fan the game looks good , still needs some work but dont give up. btw did you draw the girl your self ?


- code monkey
Re: (updated) Preva Screens [Re: ambe] #87870
09/20/06 20:34
09/20/06 20:34
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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Innsbruck, Austria
im telling you this now, and i HOPE that im the first to take my post serious (see morbius)...

i will explain my first comment here, and give advice in order to help you...

i fully understand that this is one of your first projects, and that you are hyped, and i hope you understadn what i say...

now lets begin:

it still looks like 1998. this is not a bad thing though, depending on where you want to take it.
if you are aiming for realistic graphics, we are talking about this later in this reply.
if youre in for style, read on:

Style:
blocky and simple grafix are in comming, in terms of art style. games like animal crossing use this style just to do it. and it is good.
an art style like this needs to be thought over though. if youre into this, you might want to rework your skins to chagne the style of this. more edges, more rough stuff, less shiny stuff.

realistic:
your models are basically too low poly and unspectacular skinned. the skin is your own choice, i woudl say paint the model with a basic texture and work wtih shaders to improve the lightning. you also may wanna add a few more polys, say, 1000 at least for every model to make it blend better together, especially the parts that are dynamic like arms or rounded surfaces.

the level looks like a test, since it is one. but the textures are wayy too small. use bigger textures at least 512*512 and scale them down, or work entirely with models, wich works rather good by now.
i dont know what your code is worht, since screens down show code, maybe you could focus a little on what is already implemented and how you did it. that would help alot to understand the gameplay better. maybe even a video?

about that 1998 comment: as it is, it looks outdated. depending on where you want to take it this can only change for the better. no offense, i really hope youre improving, since i like this project. it sounds like fun if executed right^^

Re: (updated) Preva Screens [Re: sPlKe] #87871
09/20/06 22:19
09/20/06 22:19
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
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mpdeveloper_B  Offline OP
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Posts: 2,185
no offense taken, however:
1. the graphics are meant to look like an anime style mecha game (i.e. macross, gundam, etc...) they look blocky like this for style, also the specular skins are the type of style we are going for.
2. gameplay is really good, believe me when i say this, when a video is available i will post it, for now, we want to get visual elements done before doing so, also there are a few bugs in the code that i am trying to work out, because i am the only coder -_-', this is why i say we are looking for another coder(link at bottom of post).

also we try to get something visual before posting it, there are more models and levels being worked on, but we won't post anything until they are visually acceptable.

http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/685372/an/0/page/0#Post685372


- aka Manslayer101
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