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Re: Downside Evil [Re: sebcrea] #324636
05/22/10 12:35
05/22/10 12:35
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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T

Joined: Nov 2008
Posts: 946
Did you slow down the video?
If not, well, then I'd recommend you speeding up the whole stuff a bit, the animations, the movement speed; I know you are aiming for a rather slow pace, like the old Resident Evil games, but it really looks too slow here.
Apart from that, very cool looking, the atmosphere is great;
The weapon handling looks also good from what I can see.
I'm looking forward to see some actual combat.

Re: Downside Evil [Re: the_clown] #324637
05/22/10 12:47
05/22/10 12:47

C
chris_oat
Unregistered
chris_oat
Unregistered
C



yes i know it looks way too slow in the video. Wen i record with FRAPS it slows it dramaticaly down. The game without FRAPS runs good. sorry for that... frown

Re: Downside Evil [Re: ] #324638
05/22/10 12:51
05/22/10 12:51
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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the_clown  Offline
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T

Joined: Nov 2008
Posts: 946
Well, then, cool - so its even better than it looks in the vid.
grin

Re: Downside Evil [Re: the_clown] #324640
05/22/10 12:58
05/22/10 12:58
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
For the case that the slow animations are caused by the bad fps you or your scripter probably forgot to make use of the time_step variable tongue

IMO you have to tweak your color a lot, it´s rather too colorful. wink
Try to use specific color paletts for different level parts like Resident Evil does it:


Also the animations itself arn´t perfect yet. Add f.i. a 'turn around'-animation.

Re: Downside Evil [Re: Hummel] #324695
05/22/10 17:59
05/22/10 17:59
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
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FoxZero  Offline
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Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
Looks like an excellent start. I must say the movement looks downright clunky, a turning animation would help as Hummel suggested. Color didn't bother me at all; the environments seemed seemed to add a nice bit of tension.

Oh and remove the "There's blood on the door" dialogue. we can see that lol
Unless it's within your characters nature to state the obvious. I never ever see much personality in horror games, at least not from the protagonist. The Suffering managed to create a deep protagonist without much dialogue from him. I thought that was pretty cool.


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: Downside Evil [Re: FoxZero] #324702
05/22/10 18:44
05/22/10 18:44
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
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Joined: Jul 2002
Posts: 5,181
Austria
the only thing that really bothered me:
way too many camera switches. you can barely walk 2 steps without a change of view.
i think this will crush your gameplay a lot and it will start to get annoying very fast (cant see enemies, hard to control, get pushed out of the view when hit or attacked ....).
try to reduce that with smart level design.

i would also rework the textures to fit a color layout. if you use photos you will either have to set a "null lightning" for all textures and use the game engine lights later on, or you will have to rework and tint them to match a color scheme upfront.

i liked the old ResidentEvil games a lot. and since i am not alone here, you might get quite a bit of interest generated all over the web.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Downside Evil [Re: Blattsalat] #324739
05/22/10 22:24
05/22/10 22:24
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Irrespective of Resident Evil´s awesomeness there is indeed an aspect where you have the chance to make something better than the king: enemy AI!
These stupid bastards don´t stop to walk even when there is a wall in front of them. tongue

PS: don´t forget the ammo cartouche physics with corresponding sounds, was imo a nice little feature in Resi wink

Re: Downside Evil [Re: Hummel] #325185
05/25/10 09:57
05/25/10 09:57
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: Hummel
For the case that the slow animations are caused by the bad fps you or your scripter probably forgot to make use of the time_step variable tongue


Hi, I'm the scripter involved in this project tongue
After checking the movie, this was my first thought exactly, however, after checking, it turned out that I already made use of it... i'll look further, It's a retro-fitted code, so I might have overlooked something xD


I am a great fan as well of the whole RE-series.
I will be responsible for the AI too, I will definatly try to make something good out of this...
If interested, have a look here and scroll down, I have already started working on some A* system laugh

http://www.designorhea.com/pages/Downside_Evil/

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Downside Evil [Re: Helghast] #325266
05/25/10 17:36
05/25/10 17:36
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
now really, resident evil 4 took the genre into a new era and you want to bring it back to the 90ys?
im all for good work and stuff but really, change the pace and camera angles...

Re: Downside Evil [Re: sPlKe] #325277
05/25/10 18:45
05/25/10 18:45
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
Serious User
DJBMASTER  Offline
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
Originally Posted By: sPlKe
now really, resident evil 4 took the genre into a new era and you want to bring it back to the 90ys?
im all for good work and stuff but really, change the pace and camera angles...


IMO they killed the feel of resident evil when they introduced 4. 1,2 and 3 were awesome and the fixed camera, small hallways, the music, etc gave you the 'oh shit, what's around the next corner?' vibe.

Downside Evil looks really good, and you have really captured the 'true' resident evil theme.

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