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Glider - GamesConvetion Demo #194904
08/12/05 11:44
08/12/05 11:44
Joined: Oct 2002
Posts: 806
Zapan@work Offline OP
User
Glider - GamesConvetion Demo

Hi

after ~t years of development here is a public preview version of our game "glider collect'n kill". The multiplayer and singleplay mode is completly functional.

At the beginnig we're post this thing only here on the gs board before it's going public within the next days.

DEMO (~115 MB)

Some ingame screenshots




Have fun
regards
André Weinhold / REVOgames GbR
Last edited by Zapan@work; 08/12/05 16:23.
105 Comments
Re: Glider - GamesConvetion Demo [Re: r00tsh3ll] #194954
08/16/05 12:25
08/16/05 12:25
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Great finished game

The good points :
-water shader
-some cool buildings/houses
-good frame rate for a 3DGS game on my radeon 9800 XT Pro (it's a 3DGS game not Ogre3D )


the bad points:
- i don't have feellig that i drive a ship, no enought inertia.
-i find the levels too small for a flying game (just try the Old game "descent")
-the mounatin textures are not realistic : strange colors and no sahdow mapping
(you should use a terrain with multitexturing shader instead)
- you could have use models instead of BSP for building etc ....
they are too squarry, when you approchain ship to some structures , things
i only see squarry things like the first Quake game.

But for indie game developpers the game is complete, playable,
working .... outstanding work


Now Commercialy speaking (It's just my point of view, perhaps you'll find other people thinking differently ):

-our game is a sort of copy of the old "Descent" game, and
escuse me but i have lot of fun playing the Old Descent than your game.
caus the old have vast levels , lot of ennemies to destroy at high speed ...

-And I couldn't by your game caus you can find Old Unreal games like 2002 or 2003 at 15 Eur that gives you incomparable graphics and gameplay !!

- You have missed originality and gameplay, and water shader can't save
your game a lot more.
(perhaps driving simple planes in dog fights would have been a lot more enjoyable)

Re: Glider - GamesConvetion Demo [Re: TheExpert] #194955
08/16/05 12:37
08/16/05 12:37
Joined: Oct 2002
Posts: 806
Zapan@work Offline OP
User
Zapan@work  Offline OP
User

Joined: Oct 2002
Posts: 806
theExpoert:
- i don't have feellig that i drive a ship, no enought inertia:
There 5 diffrent ships. Other ships have more inertia.

-i find the levels too small for a flying game (just try the Old game "descent")
You've played one level.

-the mounatin textures are not realistic : strange colors and no sahdow mapping
(you should use a terrain with multitexturing shader instead)
That's abolutly right. For perfomence reasons we don't add multiTextures to the rleased glider version

- you could have use models instead of BSP for building etc ....
A good point, too. Some level geometry are 2 years old and more. We don't have the time to rebuild these things a new. However, 6 years of development is enough I think

Re: Glider - GamesConvetion Demo [Re: Zapan@work] #194956
08/16/05 13:42
08/16/05 13:42
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
I love it!

Once you play it for a while, you see the value in being able to manuver the craft as is for the particular type of gameplay. The ability to hover and strafe is very useful!

I also like the way the textures and colors all contribute to the theme of the level. I dont think you need to change any of them. The terrain and water rocks!

The only thing I would change is how the chase cam will sometimes clip the glider, and the misspelling of "singleplayer" (singeplayer) in the main menu.

Overall very good work and much originality! "A+". I cant wait to buy the full game! Will there be a way to buy it online and download it? Or only in stores?

Thanks for the demo!

Last edited by Josiah; 08/16/05 13:47.

Not two, not one.
Re: Glider - GamesConvetion Demo [Re: Grafton] #194957
08/16/05 13:44
08/16/05 13:44
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
Perhaps Revo might create a expansion pak with more levels in the future?


Not two, not one.
Re: Glider - GamesConvetion Demo [Re: TheExpert] #194958
08/16/05 14:36
08/16/05 14:36
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:


- you could have use models instead of BSP for building etc ....
they are too squarry, when you approchain ship to some structures , things
i only see squarry things like the first Quake game.



Mmm, in my game I have collision problems with models instead of BSP geometry (in my opinion the true polygonal collision doesn't work properly), also using models doesn't instantly increases the quality anyways, it'll take just as much or maybe even more work to get the same results... Just a sidenote on your comment.


Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Glider - GamesConvetion Demo [Re: PHeMoX] #194959
08/16/05 15:53
08/16/05 15:53
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Great game !
I wouldn't change anything - except the bot difficulty, bot like is too easy ( I know that you are working on it ) - make the game you want to do, not what other people say. Movement and level size are fine, too.
I always thought I've played your game before but it was Clusterball.
MP Internet does not work for me & friend, LAN crashes after ~ 15 secs.

g0m0_3


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Glider - GamesConvetion Demo [Re: Machinery_Frank] #194960
08/16/05 17:31
08/16/05 17:31
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Quote:

Quote:

...i think i install Windows just to play glider!(im using linux all the time )




Strange. This community is to talk about creating games with 3dgs. We are creating games for Windows. I am just wondering.




the A5 Version works emulated under linux, so i am using 3dgs.

but the A6 version doesnt. so i have to install windows in order to use it.(as the game is made under A6)


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Glider - GamesConvetion Demo [Re: PHeMoX] #194961
08/16/05 19:49
08/16/05 19:49
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
PheMox :

with models, you must avoid concave ones or lot of polygons regrouped etc ...
the trick is this :

for collision use C_move and if a level part is very detailled with lot of details, collision checking will be slow for lot of triangles,
and the player can be stuck/blocked so the solution :
-make the hight detailled model passable
- make a more simple collision model without all details from the hight detailled (polygon reduction tools or manually)
- make the low poly version with alpha = 0 : invisible

With that you'll have very detailled model passable , with an invisible low poly
version at same position for fast collision checking

For example if you have a scene like a place where there are lot of small rocks,
and some pther things ,when the player walk on them collision system check every detail/polygon , and the player can be stuck :

So if you make a global object for collision with the form of the enveloppe of all the objects in that place ,
your character will be able to walk on all the objects (in fact on the enveloppe) without being stuck.

That's the big trick for fast FPS, perfect working collisions on very detailled
places with lot of polys that could stuck you

this should be on the manual or an example in the SDK, caus is the key
for new beautifull levels made of models with prefect working collision.

And Unreal Engine already uses Enveloppes collisions for fast calculation of
very detailled objects with lot of polys and for no problem of stuck/block
or other things.

Just read that carefully ,and you'l find one of the tricks that allow fast
collision detection in commercial engines like Unreal
http://udn.epicgames.com/Two/CollisionTutorial#Collision_Overview

Like Far Cry , great frame rate is not only very good fast renderer , but also
lot of portals, LOD , collision enveloppes (link above), culling methods ...

And Far Cry don't say it , but it uses Sprites for very far objects héhhhééé , the big trick ...
so LOD and sprites (i'll try to retrieve the link that explained that
in Far Cry

So theses trick and tips are one the key to Fast frame rate ...

Re: Glider - GamesConvetion Demo [Re: TheExpert] #194962
08/17/05 10:17
08/17/05 10:17
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Don't want to go offtopic to much here, so I hope to keep it brief;
Well, the true polygonal collision doesn't work fine!
I have a terrain with a model structure on it with stands on pilars, it's a bit n-shaped.

The structure is low-poly, and my aircraft isn't very highpoly either, still the collision system doesn't let me fly under it, between the pillars, the structure and the terrain, eventhough the gap is big enough.

Cheers

Re: Glider - GamesConvetion Demo [Re: PHeMoX] #194963
08/17/05 11:21
08/17/05 11:21
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Well phemox, i'll proove you it works with C_move ,
i have deep tested it , and also posted a demo.

Isn't it the terrain that does a problem, caus for my games i avoid
terrain , they are are not mmorpg and when i need some trrain i use a model
instead like in Fable, Sudeki on XBOX.

This week i'll send you a working demo
(can you share your models you have used in a server ?)

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