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Re: Puzzle Castle, Betatesters needed [Re: Samb] #142396
07/20/07 19:08
07/20/07 19:08
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Well, this is a casual game,
and therefore requires a certain performance on low-end machines.
Stencil Shadows are about the worst sollution, giving performance.

Re: Puzzle Castle, Betatesters needed [Re: Damocles] #142397
07/20/07 19:14
07/20/07 19:14
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Posts: 1,534
hamburg
com'on.. you can set it as default "off" but the user can set the shadows "on".
so casual gamers, who never goes into the graphic options, will never have the perfomance problem.
but even with a slow machine, the perfomance should be fine with stencil shadows.

Re: Puzzle Castle, Betatesters needed [Re: Samb] #142398
07/20/07 19:29
07/20/07 19:29
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
The stencil shadows dont work even when implemented.
There are only errors in the displaying them. And it is very slow.
Other sollutions require wither shaders (no valid sollution for casual games),
or massive workarounds, or blocklevels
(which are not as flexible and take up too much memory)
3sgs is simply not that strong regarding shadows.

Re: Puzzle Castle, Betatesters needed [Re: Damocles] #142399
07/20/07 20:04
07/20/07 20:04
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
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Joined: Apr 2007
Posts: 582
Germany
you must set the shadows so in this way:

stencil_shadows = 2; // for Z-Ray


Everything is possible, just Do it!
Re: Puzzle Castle, Betatesters needed [Re: Poison] #142400
07/20/07 21:04
07/20/07 21:04
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Posts: 752
Portugal
Quote:


stencil_shadows = 2; // for Z-Ray





Humm.. could you explain to me what does it means? I only know shadow_stencil engine variable, with two values on/off, 1/0.

o_O

Re: Puzzle Castle, Betatesters needed [Re: Damocles] #142401
07/20/07 21:26
07/20/07 21:26
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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S

Joined: Oct 2006
Posts: 873
in A7 stencil_shadows=2 enable z-fail stencil shadows
Manual:

Quote:

Z-fail stencil shadows are slower than z-pass shadows, but more robust. They are independent of the camera position and allow LOD models to differ greatly from the original model, which would otherwise cause shadow faults with the z-pass algorithm.




Re: Puzzle Castle, Betatesters needed [Re: demiGod] #142402
07/20/07 21:33
07/20/07 21:33
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Your first showcase of the game already showed that it has a good gameplay.
Will it be a downloadable game?
And what's the size in Mb? What's the size of the textures?

I ask, because I would like to know wether 3dgs is capable to the download casual market.

You could add sprites instead of shadows... shouldn't hurt the framerate much.

Re: Puzzle Castle, Betatesters needed [Re: Pappenheimer] #142403
07/20/07 21:46
07/20/07 21:46
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Ok, here the Beta demo
I need more feedback on how the game runs and plays.

http://www.wasteland.at/dexon_knight_puzzle_castle_beta.rar

-> The animation when stopping looks rough, and the idle Animation does not play. This is caused
by a bug when assebling this version. It is actually smooth in the working version.
enjoy

Re: Puzzle Castle, Betatesters needed [Re: Damocles] #142404
07/20/07 22:51
07/20/07 22:51
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Works great so far, but I played only the first 8 Levels so far.

About the gameplay:
Some suggestions: Add an autosave. This is a must, because it is frustrating, when the player stucks and then realizes that he forget to save before.
Adda short key for loading, maybe simply the 'return'-key.
Why isn't the player able to play the levels again, when he already passed them?
The gamer should be rewarded for passing a level in that way that he can play it whenever he wants.

About the design:

Delay the turning of the gates and the action of the trapp until the player character actually passed it. Especially to children it looks extremely unlogical.
Add partikels when the player gets hurt or dies.

The start points/entries from the main level should look more precious. Copy the blue six-sided bottom of the goal model and use it in different colors for the different start points, give them the nice particle effect when the player already passed them.

When the player dies because of the trapp, his model should at least touch it.

Celebrate the winning of each level with bigger brighter particles and a nice melody and, if you have, use a nice animation of the player character too!

Re: Puzzle Castle, Betatesters needed [Re: Pappenheimer] #142405
07/20/07 23:22
07/20/07 23:22
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Yes true, the Traps need some work, and the player should die on the traps.
The Levelblocks are not all finished yet (such as the startpoint, turningfiels, traps)

The reason why the levels are not replayable, is actually, that I was
to lazy to create a solved field for each of the levelnumbers. This is a bit
related to the code, and not very obvious though. I will add that then.

The Return Key for Replay is also a good Idea.

I dont want to save within the level. This might be easyer for the player, but
it is also part of the gameplay to remember the way to take, that prooved to
work, until the player got stuck.

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