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Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43383
04/03/05 02:48
04/03/05 02:48
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Fantastic
just one thing if the girl could run more fast it would be cool.
But your game is great, clean graphics and textures with good colors ,
great gameplay etc...

keep it up

Re: Finally - The first Dragonrise Demo [Re: TheExpert] #43384
04/03/05 19:35
04/03/05 19:35
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Thanks TheExpert!

But I got a very important question to all who tested the game!

I was told, that one had big trouble with the 'Sleeping Winds Inn'.
Often the screen would get just black when entering it, staying for a night or just walking down the stairs!

I have no idea what the problem could be and it seems only one has this problem recognized for now.

When you where at the Inn or could test it to see if it is so I'd be glad to know!

(But I hope this is a exeption fault...)


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43385
04/06/05 04:27
04/06/05 04:27
Joined: Mar 2003
Posts: 556
The Netherlands
scary_man Offline
Developer
scary_man  Offline
Developer

Joined: Mar 2003
Posts: 556
The Netherlands
Really nice demo for now
might wanna make a map or at least an easier Menu :S i got lost in it for hours.

just want to point you on 1 thing. The animations look cool, really but...

When I picked up the bow.... I noticed then she isn't giving me a strong feeling.
It's like the bow is made of plastic and the arrow is made of feathers :S

Give the animation more strength like she has problems stretching the rope with the arrow, and might want to give her a pose like this:
I'd like that would give her more power

Oh, and you might want her to Run instead of walk, it makes the enemy feel dumb if i wander circles around him without being hit

-Jeroen

-Jeroen


Modeller =D
Re: Finally - The first Dragonrise Demo [Re: scary_man] #43386
04/06/05 23:06
04/06/05 23:06
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Thanks SoftArts!

I'm sorry, but I defnately do not want to have a minimap.
I never expected that so many people would have problems with the menu, I didn't even invent it, but maybe the 'Secret of Mana - Generation' is too long ago....

It's that simple:
Up-Down Arrows lead through it:
-> Status-ring
-> Potion-ring
-> Ability-ring
-> Weapon-ring
-> Spell-ring

The Icon 'Armor' in the Status-ring leads to a 'sub-ring-system':
-> Body-armor
-> Arm-armor
-> head-armor

If 'Esc' was the button to enter and 'Enter' the button to activate, nobody would have pushed 'Esc' again to activate a weapon or menu icon for sure!

Maybe you're right with the archery animation... (I think I know that picture ^^) I put it onto my ToDo-List!

The actual List:
- Attack-speed (there'll be an NPC setting the status values up to see the speed at the end of the game (I got some swords in real life, only because in diablo you can attack in lightspeed it doesn't mean reality is like it).
- Shaded Terrain (already done)
- Map borders (still no idea)
- Animation blending (maybe the last thing to do if I've got the time to do it)
- Camera zoom-out while running (already done)
- Brighter nights (switchable with F9)
- Sea Hunger die animation (already made more recognizable)
- Better Splashscreen (I'll have to be creative)
- Armor evaluation with up/ down arrows (already done)
- Weapon attack power and evaluation with up/ down arrows (already done)
- Framerate can be shown by pressing F11, combined with the FPS under 25 warning (FPS-Control) (already done)
- Little collision bugs (not for the player, but should be done)
- Archery animation (we'll see what my time says)
- First Dragon (I got a bunch of ideas for that, it must get great, maybe with a teleport to a battle arena)


Now some screens of a few done things:
The weapon's attack shown, and marked with arrows if it's better or worse.


Dark nights switchable:

Terrain shading and camera zoom when running.


Last edited by ShoreVietam; 04/06/05 23:11.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43387
04/15/05 06:02
04/15/05 06:02
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
@SoftArts

I got my 2 new archery animations now and they look much better, but that can't be shown on a screenie.

Yesterday I implemented a new weapon, the first one of the blunts, a morning star:


I put in a new texture for the dirt paths, as you can see here with the nice charging effects:



My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43388
04/16/05 17:34
04/16/05 17:34
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline
Serious User
Ambassador  Offline
Serious User

Joined: Jul 2004
Posts: 1,924
Finland
Wow, that charge effect looks cool. Maybe if you would make it a litle bit brighter... but that is just my taste

Re: Finally - The first Dragonrise Demo [Re: Blitzblaster1] #43389
04/17/05 18:49
04/17/05 18:49
Joined: Jun 2004
Posts: 59
Ohio
JediBry Offline
Junior Member
JediBry  Offline
Junior Member

Joined: Jun 2004
Posts: 59
Ohio
When I ran it the screen turns bright white after a few seconds so i cant really play it, i hear the music and could see a little but don't worry its probably my crapy video cards fault

- Bryguy


Somewhere down in southern Europe bunnie rabbits are gathering to take over the world.. (0.o)
Re: Finally - The first Dragonrise Demo [Re: Ambassador] #43390
04/17/05 21:05
04/17/05 21:05
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
@Ambassador

Thanks but you first should see it in movement because the effect goes very fast. (you can see it in the demo when you got one weapon on level 1:00 or above, or you just hold down the use button with no equipped weapon)

@Bryguy

Maybe you are right.. I have nothing like white sprites or stuff (yet).

ok to keep you up to date here the latest state of development of my brand new Ice-Spell (still lot of work to do with it):


(The crystal more or less 'explodes' to that size cutting the enemy from inside)


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43391
04/17/05 21:18
04/17/05 21:18
Joined: Jun 2004
Posts: 59
Ohio
JediBry Offline
Junior Member
JediBry  Offline
Junior Member

Joined: Jun 2004
Posts: 59
Ohio
Yeah, its definetly my video card, im gonna try it on a different computer later.


Somewhere down in southern Europe bunnie rabbits are gathering to take over the world.. (0.o)
Re: Finally - The first Dragonrise Demo [Re: JediBry] #43392
04/17/05 22:08
04/17/05 22:08
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
Member

Joined: Oct 2003
Posts: 117
San Diego, CA
First, awesome job! This is really impressive!

Unfortunately on my PIV 3ghz, 1GB Ram, gForce FX5200(128MB), Windows XP system, it opens to where you can see the character on the screen then quite immediately. Pretty weird.

On another (lesser) system of mine it works fine. I have a newer version of DirectX on the system that's not working, that's the only thing I can think of that might cause it to quit out right away like that. Any ideas?


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
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