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Re: Angle of Attack [Re: vartan_s] #79724
09/02/06 13:54
09/02/06 13:54
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
those look like some really high poly guns, im just curious what its gonna look like tho with several enemies one screen + there weapons, as far as the framerate, unless they will have lower poly versions. anyways the guns look beautiful, and this looks like a really good start for a good game.

Re: Angle of Attack [Re: lostclimate] #79725
09/02/06 15:03
09/02/06 15:03
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
Member
V

Joined: Apr 2006
Posts: 265
Thanks for the C&C.

Yes they are higher poly than the usual, but they run fine on my computer which has 512 mb memory. BSP take a higher toll on framerate. And for that look, I think its worth the number of polies.

Anyway, there's more to it than the graphics and hopefully the vid will show that

Re: Angle of Attack [Re: vartan_s] #79726
09/03/06 01:28
09/03/06 01:28
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
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anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
One thing I would change is the name. Angle of Attack has nothing to do with shooting. Being a pilot, I think it sounds inaccurate and corny. Angle of Attack is the pitch angle of an airplane against its relative wind (e.g, climbing up) and has nothing to do with weaponry.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Angle of Attack [Re: anonymous_alcoho] #79727
09/03/06 03:48
09/03/06 03:48
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
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Joined: Apr 2006
Posts: 265
Lol, I've been thinking that myself, I know what it meant, just thought I could get away with it. I really haven't got a name yet, so if anyone wants to suggest something feel free to do so .

Re: Angle of Attack [Re: vartan_s] #79728
10/28/06 17:43
10/28/06 17:43
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
Member
vartan_s  Offline OP
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Joined: Apr 2006
Posts: 265
Sorry guys for not posting so far. I've been busy with other stuff and just haven't found the time to edit my game (In fact I've not even been around in the forums). As you can guess, I've cancelled the video (Fraps is slow!!). However, I cannot emphasise how close I am to a demo. I just need to write a credits panel, and I'm done. Hopefully I can release this to you guys soon.

And I still need a name! Anybody??

Re: Angle of Attack [Re: vartan_s] #79729
10/28/06 18:13
10/28/06 18:13
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
How about "Codename Bullet" or "Operation Thingyfoo" ?

waiting for the demo!


"Yesterday was once today's tomorrow."
Re: Angle of Attack [Re: Inestical] #79730
10/28/06 18:31
10/28/06 18:31
Joined: Apr 2006
Posts: 265
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vartan_s Offline OP
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vartan_s  Offline OP
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Joined: Apr 2006
Posts: 265
Wow.... fast reply.

I'm glad there's some interest for my game. Telling people about your game is a good idea, it puts pressure on you to continue. If I hadn't told anyone about this, I'm sure I wouldn't have gotten so far.

The big thing I'm worrying about next is what comes after the demo. I will have finished the single player... And I neither know MP or AI. I'll probably go down the MP road. Creating AI, voice acting and general presentation is damn hard.

Well anyways one step at a time. Look forward to a demo for now... hopefully I'll get more support if I do that .

BTW... the names are too cliche I think, I dunno for now, time will tell....

Re: Angle of Attack [Re: vartan_s] #79731
10/28/06 19:10
10/28/06 19:10
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
you could use intense ai for it

I'd say that the AI is more important than the MP. you could then add bots to the mp too.


"Yesterday was once today's tomorrow."
Re: Angle of Attack [Re: Inestical] #79732
10/29/06 04:42
10/29/06 04:42
Joined: Oct 2006
Posts: 72
New York, USA
T
TFitty_Games Offline
Junior Member
TFitty_Games  Offline
Junior Member
T

Joined: Oct 2006
Posts: 72
New York, USA
your game would look 100 times better if you had some level making skills

Re: Angle of Attack [Re: Paul_L_Ming] #79733
10/29/06 06:43
10/29/06 06:43
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Just my opinion, maybe I'm wrong...
The reson you're always the good guys is that most people wanna be heros. Almost everyone dislikes a lot about themselves in real life, and they want want to achieve something in the game. If you're on the loosing side, you'd either have to loose the war, which would be very frustrating, I can'T imagine winning a game and still loosing a war. Or you could make the loosers in real life win, but that would be historical incorrect. I think that's why you're always the "good guys". But i also think "good guys" is a bad term for it, because "the winners write history", as captian picard in Start Trek, Next Generation said once. Maybe I should say: That's why you're always on the winners' side.
I think what could be done in regards to realsim is different difficulties, easy, medium, and realistic. I think Splinter Cell does that. I like it that way. I totally agree with you, that it's not realistic at all how much players can take, but changing that and still make them able to win would be very hard. You can't be a hero if there's 10 enemies and you know you'll die from 4 bullets.

Anyways, having said that I think the crosshair, shooting and effeckts look very nice so far. For a first game, that's amazing!! I remember my first game... I used something that acctually looked sort of like guns ... and the level was the worst level I've seen in human history...^^ this is really good. I won't say anything about the level because you said it would still be changed

Micha


~"I never let school interfere with my education"~
-Mark Twain
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