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Re: Humble Bee Island [Re: Germanunkol] #103627
01/17/07 19:12
01/17/07 19:12
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Nice update, this "mini" game is looking very promising
But as PHeMoX mentioned, will the total environment have a major effect on
the FPS ?? Btw, which multiplayer games have you coded untill now ??

Cheers

Frazzle


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Re: Humble Bee Island [Re: frazzle] #103628
01/18/07 08:59
01/18/07 08:59
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
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sinnlos  Offline
Member

Joined: Sep 2005
Posts: 235
Switzerland - Zurich
Hi all, thanks for the input.


Quote:


About the last screenshot you've shown, how's the performance in that screen, a big fps drop, or .. ?





No, we dont have a big fps drop there. At least not with the computers we are developing. (P4 3GHz, Geforce 6800 256MB, 2GB RAM)
On our oldest computer the game doesn't work at all. It's a :
-Dual Pentium III 866
-Geforce TI 4200 32MB
-512MB RAM

If your pc is similar or lower, the demo will probably not work.


Quote:


Are you going to add some sort of targeting system? First reaction to seeing you made the level bigger was something like "cool!!" Then, right after that I thought about how to find a small bee somewhere on an entire island. I think you should probably put in a radar or something, in a way that fits the screen, cause otherwise finding something that is 1 cm in diameter on a 100*100 meter island is gonna be pretty hard.





Yeah good point, we already thought of this problem.
For the multiplayer it would be absolutely necessary. We are thinking of a mini-map in the lower right corner, and a targeting system (a crosshair following the other players models)

Quote:


Btw, which multiplayer games have you coded untill now





Not sure, if we get your question right. Bumble Bee is the first MP-game we're developing.
The multiplayer-code is about 30% finished, and that's just one mp-mode.
But there is a lot of additional work coming with it like the minimap, targeting system, additional player models (fly, wasp, hornet), items, missiles,... the list is almost endless

so unfortunatly the first demo we will release will only contain the singleplayer modes.

cheers

Zwecklos & Sinnlos

Re: Humble Bee Island [Re: sinnlos] #103629
01/18/07 11:54
01/18/07 11:54
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Quote:

Not sure, if we get your question right. Bumble Bee is the first MP-game we're developing.
The multiplayer-code is about 30% finished, and that's just one mp-mode.
But there is a lot of additional work coming with it like the minimap, targeting system, additional player models (fly, wasp, hornet), items, missiles,... the list is almost endless





You got the question right but it's nice to see you're working hard on it

Quote:


so unfortunatly the first demo we will release will only contain the singleplayer modes.





That's alright, I just can wait to play it, SP or MP it doesn't matter

Cheers

Frazzle


Antec® Case
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8 GB RAM DDR3
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Bumble Bee Island Demo Release [Re: frazzle] #103630
01/21/07 18:31
01/21/07 18:31
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
ROXXOR Entertainment is proud to present the first demo of Bumble Bee Island.

>>> Download it here: Bumble Bee Island Demo (zipped, 29 MB)

System Requirements:
It worked fine on these two systems:
-P4 3GHz, Geforce 6800 256MB, 2GB RAM
-P4 3.2GHz, Radeon 9800XT 256MB, 2GB RAM
-shader model 2
It didn't work on this one:
-Dual Pentium III 866MHz, Geforce TI 4200 32MB, 512MB RAM

Recommended System Requirements:
-P4, 3D-Craphic card 128MB shader 2.0, 512MB RAM

-We assume that the game should work on a graphic card with 128MB... hopefully aswell with a 64MB.
-We would really appreciate if people who play the demo could give us a feedback with their system requirements.
-There is a "D3DXDLLJune26.zip" included into the zip because the bloom shader requires at least that version.

Controls:
-Fly with the mouse, click on left mouse button to go forward, rightclick for backward. if u don't click anything the bee will stop and u can move the camera around the player model.
-Cursor up, down, left, right strafes up, down, left and right.
-Mousewheel zoom in and out.
-Esc quits the game... a pause-menu is planned (with continue, main menu, exit game).

The game is far from beeing finished. We still call it a alpha-version, even though it's our first game-project which has come this far.
It's planned to be a reference of an advertising game for our company.
We would like to explain what we have done and what's planned. In order to do this we divide this into two sections: "Done" and "It's done, when it's done"

Done:
In general:
-single player race-mode (race through the bonus gates before u run out of time... 3 levels playable)
-single player explore-mode (not really finished yet... if u choose explore mode in the demo version you can explore the island without mission objectives)

Level Design:
-complete Island-Terrain with multi-texture shader
-house with interior, pond, tree, well with a bucket, cave, fence, landing stage for boats, bee hive, stone piles, plants and a sea surrounding the island
-replaced Skycube

Character/Item Design:
-bee model with animations (stand, fly, collision)
-bonus-gate with animation (pop-up)

UI:
-intro roxxor
-startscreen
-singleplayer menu
-racemode UI (Start, Score, Time, Points, Finish)

Script:
-flight control
-camera-script
-animation scripting
-race mode points, time
-UI, menu
-some shaders


It's done, when it's done:
In general:
-multiplayer (the basics are done, but we still have to do additional players, items, controls, etc...)
-single player explore-mode (find different flowers spread over the entire terrain and get their pollen in a certain amount of time)
-particles
-sound effects and music*

Level Design:
-change water
-more tree's and shrubs
-replace some textures and colors
-lensflare

Character/Item Design:
-more animations for bee model
-add some non-player models like butterflies, squirrels, birds, etc...
-3d-flowers for explore-mode

UI:
-intro "Humble Bee Island"
-no need to list up all the missing menus

Script:
-multiplayer
-bee fur shader
-highscore
-particles
-improve single player modes


* We are looking for someone, who would like to design the sound effects and/or music for us. Since "Humble Bee Island" is only for the promotion for roxxor entertainment it is not a paid job (we do this for free aswell). If someday we will gain a profit with this game, we would pay the job of course.
So if your are interested, please pm me or sinnlos, or write an email (u can find the adresses on our page: www.roxxor.ch/team)...patrik is zwecklos and stefan is sinnlos, if u wonder

Credits: (last but not least)
-Bloom Shader from Matt's Sphere Engine
-Font by Daniel Gauthier

cheers
Sinnlos & Zwecklos

Last edited by zwecklos; 01/21/07 19:38.
Re: Bumble Bee Island Demo Release [Re: zwecklos] #103631
01/21/07 19:02
01/21/07 19:02
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
2 gigs of ram???!!!!!

Re: Bumble Bee Island Demo Release [Re: lostclimate] #103632
01/21/07 19:20
01/21/07 19:20
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline OP
Member
zwecklos  Offline OP
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
The System Req's are not given yet. We had no possibility to test it on diffrent machines (sorry for not saying this more clearly).
We just put the system specs from our developing machines into the system requirement part.
So dont worry you really dont ned 2 gig of ram for this application

cheers

Re: Bumble Bee Island Demo Release [Re: zwecklos] #103633
01/21/07 19:44
01/21/07 19:44
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
Freefly mode runs smooth on my superslow laptop (without installing these dlls):
1.8GHZ
384mb RAM
ATI RADEON XPRESS 200M

All who havent played here some additional info:
- no installer (thanks guys!!!) I hate installers for demos
- loading the game takes a while (after I have double clicked the exe I have waited around 30 seconds and almost nothing seems to happen)

About the demo:

Good work, here some critique:
- Bee flies too slow. Any turbo boosts or something?
- If you wouldn´t use that game as reference work, I would say nothing against the player model, because I have humor and find it funny. But if I would be a "Kunde" (what is that in english damnit), I would think, well if I want a Doom like game of some guys like Sinnlos and Zwecklos... do the Zombies look as funny as this bee? I think the bee design is a big problem if this game should be a reference model. I highly recomment to make the bee much more realistic. But of course so realistic that it still fits into the scene. If you make it a bionic bee no problem. But for now it looks like "we made it like that because it´s much more simple for us". And that won´t sell. It´s extreem simplyfied cartoon. Of course alot of work are put into designs like Biene Maya for example. They did alot of research how they can make the bee so most children like her. But the result looks like no work. That is a problem to use as reference if you can´t show the "Kunde" how much work was put into the design.

Well, these are the main points. Great work so far Ahhh, one more thing. I am missing the exploding barrels You know, destroying stuff and dangers. Or oozy honey in the BeeHome and maybe some little jokes here and there...

EDIT: *I remember: customer = Kunde... doesnt sound that polite in english. Hope that´s correct.


:L
Re: Bumble Bee Island Demo Release [Re: EX Citer] #103634
01/21/07 20:04
01/21/07 20:04
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
It's running fine here:
3Ghz HT P4
2Gb mem
Ati radeon X1600XT 256mb

Great demo, I especially liked the exploring mode. Perhaps add some things to collect in exploring mode to unlock things to keep it interesting. (edit: lol, I should read more carefully )

I agree with Exciter, although the bee is flying great it would be a nice if it could fly a bit faster. And perhaps add just a little bit more realism to the bee's skin. At the moment it's véry cartoony and the environment is way less cartoony.

About the environment, it's looking awesome, you guys did a great job. Two things about it though. First off, at some points in the level you can see seems between for example rocks and grass polygons as if they aren't welded together. The 'cliff' like part in the middle (on top) of the island has this if you're flying close to it.
Secondly, you should think of a script to stop the camera from moving into the ground or into models. If the bee is close to the ground it would look better if the camera would not look under the ground, but you probably know that this can happen.

So far so good, looking forward to any progress on this,

Cheers

Last edited by PHeMoX; 01/21/07 20:08.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Bumble Bee Island Demo Release [Re: EX Citer] #103635
01/21/07 20:08
01/21/07 20:08
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
First I wanna congratz you two for the nice demo !!
Sec, the water shader isn't working but I've had the latest update with DX9.
And last but not least my C&C:
Plus points:

  • the graphics are nice
  • the idea and creativity I found in the level is from a very high level
  • the bee and the hive is nicely modeled, as well as the rest of the models


Work points

  • the texture are some times blurry but I know that when you higher up the resolution of it so let's say you're using a 512x512 now and you make it a 1024x1024 the FPS will be affected with a relative frame drop. I'm saying relative because I don't know which texture size you're using.
  • the controls are sometimes abit hard after the bee did a 90-180 degrees turn.
  • the speed is to slow as EX Citer mentioned, the race mode would be more attractive if the bee could speed up to let's say 50 mph. A panel showing the current speed would be a nice extra.


Besides all that, fantastic work !! Can't wait to see more of this
Btw, for my spec, look at my sign.

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: Bumble Bee Island Demo Release [Re: frazzle] #103636
01/21/07 21:44
01/21/07 21:44
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Wow, amazing. It works fast and even the race mode is already working! Great.

Do you mind asking a few questions? How many polygons does this scene have? Do you have any clipping or LOD (for instance for the cave under the well)? Where did you get this great and fast multi-texture-shader for the model terrain?

Regards,
Frank


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