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Re: Dragonrise System Develpoment [Re: r00tsh3ll] #43443
11/14/05 14:43
11/14/05 14:43
Joined: Jul 2002
Posts: 2,002
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ShoreVietam Offline OP
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Well I could use it for MP, too.
I can easy make exeptions in the system for each model that must not be removed (other players for example).


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Old Demo again online [Re: ShoreVietam] #43444
11/25/05 15:53
11/25/05 15:53
Joined: Jul 2002
Posts: 2,002
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ShoreVietam Offline OP
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ShoreVietam  Offline OP
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I realized that still a lot of people try to download the Dragonrise Demo even months after I took it from my space (72 requests this month).

So I decided to put the version from May online again:

Dragonrise.exe - Demo from Mai (25 MB I think)




My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Old Demo again online [Re: ShoreVietam] #43445
11/25/05 16:09
11/25/05 16:09
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
ahh thanks a lot finally i can try it!


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Old Demo again online - Menu rework [Re: Captain_Kiyaku] #43446
01/09/06 09:13
01/09/06 09:13
Joined: Jul 2002
Posts: 2,002
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ShoreVietam Offline OP
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For technical reasons I'll rewrite the ring-menu within the next day(s).

At the beginning some people didn't like the menu or had big problems to control it.

If you got ideas or "wishes" that could improve it, please let me know and I may build them in.

Thanks in advance,
ShoreVietam





My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Old Demo again online - Menu rework [Re: ShoreVietam] #43447
01/09/06 09:18
01/09/06 09:18
Joined: Feb 2005
Posts: 276
S
sempronius Offline
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sempronius  Offline
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S

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Posts: 276
'cus... it's pretty cool.

Are you working on dragonrise all alone?

Re: Old Demo again online - Menu rework [Re: sempronius] #43448
01/09/06 11:10
01/09/06 11:10
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ShoreVietam Offline OP
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Thanks but it has some little bugs (they don't affect the usability, but I want to improve it technically).

However, since I already rewrite it, I can put changes into it. Thus the oppinion of those who critisised it is quite important to me.
Maybe they can describe it more specific.

And yes I'm working alone.
Blitzblaster was so kind and made a Dragonrise-BGM song for me which I really like.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Old Demo again online - Menu rework [Re: ShoreVietam] #43449
01/17/06 19:49
01/17/06 19:49
Joined: Jul 2002
Posts: 2,002
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ShoreVietam Offline OP
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After finishing the new Ring-Menu this weekend I continued working at other stuff.

One of those things I like to share. I extended the HLSL Terrain Shader with the ability to use the alpha-channel of the mask-texture as shadowmap.
Then I wrote a raytrace-function that analyzes the whole level to create the needed shadowmap.

Edit:
I'm still working on it.
To get the overall darkness of 1 m² I use 8 traces now, 4 to get the terrain heigt at 4 places in a square within the 1 m² and another 4 traces to see how many actually hit the ground.
Thus there can be 100% lit, 75% lit, 50% lit, 25% lit and 0% lit for each alpha(shadow) pixel.
This applys to shadows cast by the terrain itself, too.
Rendering the shadowmap for a 250x250 meters Level takes more than 3 minutes...

This is the result:








Last edited by ShoreVietam; 01/18/06 11:38.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: Blitzblaster1] #43450
02/15/06 09:06
02/15/06 09:06
Joined: May 2005
Posts: 138
jamrud khatulistiwa
Kotakide Offline
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jamrud khatulistiwa
nice game, and I really like the thing floating on the water, it become
moves react to player model its very good!
but the interface need some more works!

Re: Finally - The first Dragonrise Demo [Re: Kotakide] #43451
02/18/06 08:57
02/18/06 08:57
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Posts: 2,002
Europe
Thanks!

I just reworked the whole ring menue, I hope it is better now than before, but if you have specific things where you say "hm this should be made a bit different" or soemthing like that, please tell me!!!


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
The second Dragonrise Demo [Re: ShoreVietam] #43452
03/30/06 20:20
03/30/06 20:20
Joined: Jul 2002
Posts: 2,002
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ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Hello boys and girls!

Now it is time for the second Dragonrise Demo, 10 months after the last demo and 16 months after I started the project.

I made a lot of improvements during that time, some of them are written in a couple of previous postings, others aren't (like the character creation system).

I think most of it has to be seen in runtime like the new evasion system.
Others were shown above like the terrain shading.

In addition to the technical parts I finally was able to begin making the stroy because the systems are well enough developed to support it.
But I'm sorry for all of you who can't speak german, but I had to translate it back to german. I don't have problems with english, but it fits more to the game in my oppinion.

With the new sector system I was able to increase the framerate very well and I removed some redundant data, too.

As before I included a html manual into the archive.


And as always some screens before the link comes:

Close shot of Queen Juliana from Alcelen


Shot of an evasion



DRise2.exe - 28.5 MB selfextracting WinRar archive





My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
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