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Re: New CSiS video
[Re: Uhrwerk]
#367695
04/16/11 20:18
04/16/11 20:18
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Thanks, I will try to keep the overall feel and look but get away from the one-sprite-only look that I sometimes get. It's extremly annoying that it's supposed to look different every time the function is called, but also supposed to look good every time and run smoothly on every pc as well as the fact that it's supposed to have the same size on every pc... and back when I coded it I wasn't able to use shaders. You shouldn't rotate with the tilt angle, but instead leave pan and tilt at 0 and just rotate around the roll axis. Or did I misunderstand your problem? That's what I'm doing. I do not change the pan and tilt. I set the roll to 1. It works as long as you don't fly past underneath or above the sprite, at which point it rotates quickly. The problem is that this happens very often in a 3d space game. I believe this is due to the fact that the engine does not use quaternions or the fact that tilt is limited to +/- 90 °, though I'm not sure.
~"I never let school interfere with my education"~ -Mark Twain
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Re: New CSiS video
[Re: Germanunkol]
#368214
04/22/11 21:18
04/22/11 21:18
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Joined: Feb 2011
Posts: 135
Myrkling
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I'm repeating myself by writing how much I like what I'm seeing here: Really nice visuals, solid programming et cetera et cetera. Although I would like it even more if it was a single-player game with a story and all that (but never mind). In your recent video, the rotation of the dust sprites towards the camera is sometimes too obvious IMO. But I guess this can't be fixed. I don't know whether you meant that by "rotating-sprite problem"? I quite like the explosions. They could be a litte bit more "flashy", though. They look good, but at the moment they look more like Piff! and Paff! than BANG! and BOOM!. The latter might be more satisfying and make you laugh in triumph "Ha, game over for you, dude!" when you trash an opponent's ship. At least I enjoy spectacular enemy deaths. 
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Re: New CSiS video
[Re: Myrkling]
#368223
04/22/11 23:19
04/22/11 23:19
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Hm, I dunno. With the bots in place, we -could- make up a story around a few of the maps, but it's definitely not what we're focusing on. People suggested I make a tutorial level so there will be quite a few things I'll need to implement anyways (game state messages) so who knows, we might make more of it.
Yes, that is presicely what I mean by "rotating-sprite problem". Would be glad if I could fix it...
I would like to make the explosions spectacular. Could you elaborate on what you mean by "flashy"? More light? Brighter? Quicker?
~"I never let school interfere with my education"~ -Mark Twain
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Re: New CSiS video
[Re: darkinferno]
#368265
04/23/11 15:09
04/23/11 15:09
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Joined: Feb 2011
Posts: 135
Myrkling
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Hm, I dunno. With the bots in place, we -could- make up a story around a few of the maps, but it's definitely not what we're focusing on. Yes, you better keep focussing on the multi-player mode. This is what the game is all about in the first place. The single-player mode wasn't meant as a suggestion: I wust just eager to share my linking. I would like to make the explosions spectacular. Could you elaborate on what you mean by "flashy"? More light? Brighter? Quicker? The flash mentioned by darkinferno is in my experience indeed a very good and simple way to beef up explosions. Haegemonia has some neat and colorful explosions (even though its somewhat older) with flashes, shockwaves, dust, smoke, fire, sparks and animated debris. You can have a look at one of them in this youtube video. Just skip to 6:18 to see it. There are also green and blue explosions in the game which look very nice, too. Perhaps they can inspire you. I used to play Haegemonia for hours, just to study the explosions and make similar ones for a Gamestudio game. 
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Re: New CSiS video
[Re: Myrkling]
#368272
04/23/11 15:34
04/23/11 15:34
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Wow, thanks for the link! That does look and feel pretty epic. I think the camera shake is also part of what makes it look so cool.
I'll give the flash a try tonight and if I come up with something worth showing I'll post the video here.
Another part that makes the explosion look better is that they use animated sprites. I would have to look into that, maybe download some fire/explosion videos and put them in. I'll see.
~"I never let school interfere with my education"~ -Mark Twain
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Re: New CSiS explosion video
[Re: Quad]
#368352
04/24/11 13:08
04/24/11 13:08
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Joined: Feb 2011
Posts: 135
Myrkling
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Joined: Feb 2011
Posts: 135
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Yes, I think it already looks much better than before! Three things I would add: 1) Perhaps you could make the fireball sprites less bright and more reddish in color? Like the fireballs posted here (you might also have a look at the fireball's "texture"). 2) You could also add sparks. They are easy to add and can improve the look pretty much. 3) Last but not least: Debris! In my tries I used small animated debris sprites that faded away after only a few seconds. It looked quite good, though. I created a debris model in MED and "rendered" it in the Acknex engine by rotating the model and taking screenshots... Yes, not the pro way to do something like this, obviously. But it worked.  You can have this sprite if you like.
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