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Void Runners: The aftermath #191492
12/18/03 02:42
12/18/03 02:42

A
Anonymous OP
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Void Runners: The aftermath

No, that's not a sub-title. heh, basically despite my best efforts, the project collapsed as I could not find a single coder, even for pay, that was capable of working the mirror code into a "window" code so that you could seemlessly fly your ships in first person, despite the fact the technology would in fact work. I'd love, and I mean LOVE to resume it if any programmers are around, and interested in working on a First Person Role Playing Space Simulator (It's not as complex as it sounds, though it does blend two genres), and I'd most certinally upgrade to A6.

These shots were taken on A5, and I thought I would post them as (as I posted earlier in the Jobs Wanted board) I am now selling the texture packs done for it (about a year ago) as well as am in a position to make new textures and/or levels for current projects. For many more screenshots, please visit my website at 4:AM Productions.










R.I.P. Maybe someday I'll be in a position to resurrect this project.. it was going exceptionally well other than that one major wall, which definitely put it into a coma if not killed it. Anyway, catch you all out their again someday I hope.
26 Comments
Re: Void Runners: The aftermath [Re: ello] #191502
12/20/03 20:39
12/20/03 20:39
Joined: Sep 2002
Posts: 1,181
germany
E
Endgegner Offline
Serious User
Endgegner  Offline
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E

Joined: Sep 2002
Posts: 1,181
germany
the screens simply look great, great textures, cool guy in the ... er ... 2nd or 3rd shot. respect. keep working.

Re: Void Runners: The aftermath [Re: ello] #191503
12/21/03 01:16
12/21/03 01:16
Joined: Sep 2003
Posts: 489
Switzerland
Dragon Offline
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Dragon  Offline
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Joined: Sep 2003
Posts: 489
Switzerland
Man, thaT looks really good. Almost like a game I would buy. Is there no way around your problem? Like leaving the hole mirror thing away?


Re: Void Runners: The aftermath [Re: Dragon] #191504
12/21/03 04:32
12/21/03 04:32

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Anonymous OP
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Anonymous OP
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A



Hey - the problem was actually that the way the mirror code worked, objects would "leap through" the 'window' and that it would leap off it's texture and do very unusual things. Not many people at that time (this was right about last year) had ANY experience working with mirrors, and we were completely stumped on it.

Right now, I'm very interesting in the render-to-texture solution that A6 has. In fact, it was not my intention to consider the resurrection of this project when I came here, but if this proves to be an alternative, would most definitely be willing to resurrect this project as it has been a very large passion of mine for several years.

If anyone has any input on render-to-texture and how fast/effective it is (esp. using it for a 'view screen' - I realize a true window would require depth changes this technique would be unable to account for - please let me know. Notably, since the team working on the project disbanded (literally only three of us), I'd be interesting in working with a coder on the prototype again. Much of the code would need a face lift (as do the graphics) to A6, but the majority is already done.

Anyway, if anyone can give me some ideas at how effective A6 is with it's new features, I will most definitely update to the Pro edition. The prototype was about 60% done when we stopped work on it.

I'll keep an eye on the thread

Re: Void Runners: The aftermath #191505
12/21/03 10:36
12/21/03 10:36
Joined: May 2002
Posts: 845
Missouri the "Show me" State
Zerodin Offline
Developer
Zerodin  Offline
Developer

Joined: May 2002
Posts: 845
Missouri the "Show me" State
Looks VERY good!


Re: Void Runners: The aftermath #191506
12/21/03 12:43
12/21/03 12:43
Joined: Aug 2003
Posts: 145
Beorn Offline
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Beorn  Offline
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Joined: Aug 2003
Posts: 145
I have no direct info subject at hand, but im very curious on why this feature is so important to your very good looking project that you decided to stop developing.
Was there no way to gamedesign around it?

Re: Void Runners: The aftermath #191507
12/21/03 20:37
12/21/03 20:37
Joined: Aug 2003
Posts: 60
SpaceJim Offline
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SpaceJim  Offline
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Posts: 60
Do you mean a 1st person view window, that gave you a view out of the front of your ship? Why not just use a 2D camera view window? that would be simple to do, why does it have to be a mirror?


Ok knuckleheads, listen up: Their = Belonging to, ie "Their wives had beards". There = As in "Look over there" They're = Short for "They are" L O F I G A M E S . C O M
Re: Void Runners: The aftermath [Re: SpaceJim] #191508
12/22/03 01:55
12/22/03 01:55

A
Anonymous OP
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Anonymous OP
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A



Well the project's ace that I had hoped would give it the necessary kick to make the leap into primetime was the ability to be standing on a bridge, looking out the window and seeing space in real-time. From what I understand, render-to-texture is an extremely fast method to do this and may even include the depth. I will definitely be checking into that, and if it appears effective, upgrading to A6 in the very near future.

Re: Void Runners: The aftermath #191509
12/22/03 06:34
12/22/03 06:34
Joined: Aug 2003
Posts: 145
Beorn Offline
Member
Beorn  Offline
Member

Joined: Aug 2003
Posts: 145
Cool, I understand your vision. Itll probably be fixable.
But, couldnt you simply use transparent surface for windows, and .wmp for the spaceship?


Re: Void Runners: The aftermath #191510
12/22/03 16:17
12/22/03 16:17
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
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nightshade  Offline
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Joined: Mar 2003
Posts: 1,095
Germany
When come a demo?

Re: Void Runners: The aftermath [Re: Beorn] #191511
12/22/03 19:37
12/22/03 19:37
Joined: Aug 2003
Posts: 60
SpaceJim Offline
Junior Member
SpaceJim  Offline
Junior Member

Joined: Aug 2003
Posts: 60
That would be amazing, to be able to walk about on the spaceship as it is flying about and be able to look out of the window, but it would probably be bad for performance, I imagine the spaceship interior would have been a stationary level, 'pretending' its flying about, with a camera being the actual ship, flying around space to provide the window view.




Ok knuckleheads, listen up: Their = Belonging to, ie "Their wives had beards". There = As in "Look over there" They're = Short for "They are" L O F I G A M E S . C O M
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