Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Trading Journey
by 7th_zorro. 04/27/24 04:42
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, 1 invisible), 770 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 17 of 30 1 2 15 16 17 18 19 29 30
Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #326326
05/31/10 16:07
05/31/10 16:07
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
hey! great to hear that you (G&G) liked it.

Sincerelly, i'm a bit worried about polycount. I didn't want to change dirt road because i think it was a good starting point and with changes it becomes really big.

Those bonus items are the perfect excuse to explore the map from head to toe, like a widespread appeal.

Salud!

Re: Untitled Platformer - Artists' corner [Re: txesmi] #326340
05/31/10 17:24
05/31/10 17:24
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
I wouldn't worry about the polycount. Your level has in this, let's call it, skeleton version 1640 faces (will round it up to 2k). So if you enhance the geometry x10 that's still only 20k smile Loopix trees have approximately 250 faces each, so if you put 40 trees that's about 10k (20 tress only 5k).

So if you enhance your level geometry by 10 times & place 40 tress that is 30k, & if you enhance level geometry by 15 times & put 20 trees that is 35k smile

...and with the proper use of lights while baking (subdividing the edges & setting the smooth) you can have level that looks like it has millions of poly's.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #326376
05/31/10 18:48
05/31/10 18:48
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Just tested the new version of the level - good work! Please don't forget that we can have as many instances of a model as we want without using additional video memory. As for poly count, I have stopped worrying about that since A7 was released, and A8 (even though it's just an early beta version) is faster than A7.

Re: Untitled Platformer - Artists' corner [Re: George] #326582
06/01/10 18:22
06/01/10 18:22
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hello,

just uploaded first chapter second level sketch.

Salud!

Re: Untitled Platformer - Artists' corner [Re: txesmi] #326602
06/01/10 19:45
06/01/10 19:45
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
It's a very good gameplay solution & excellent level concept, I have nothing to add or subtract from it smile

...you should look into a small technical matter though: I couldn't push/pull E rock to position G (rock was getting stuck), but that's just a small fine-tuning thing.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Artists' corner [Re: txesmi] #326704
06/02/10 14:34
06/02/10 14:34
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
That's a good looking, huge level. In the future, maybe you can post a few screens here (for our community members).

Re: Untitled Platformer - Artists' corner [Re: George] #326739
06/02/10 17:10
06/02/10 17:10
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi friends,

I have been testing my capabilities to create displacements. I did not know how to do it but I cleared. I have uploaded my workaround to skydrive.

As Gorge asks, i put some screenshots of the early proccess of first chapter.

1- Design sketch. It is drawn schematically.
2- With collision boxes drawn, I started with the mesh that covers them.
3- A shot of the product with a 3D editor.
4- A shot with A7 and shadowmapping.



@Ganderoleg: I don't get the same problem as you, i will check it anyway.

Salud!

EDIT: one screen more...



Last edited by txesmi; 06/03/10 16:25. Reason: shot added
Re: Untitled Platformer - Artists' corner [Re: txesmi] #326909
06/03/10 18:18
06/03/10 18:18
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
@Txesmi
Rock texture looks good & it seems like it's not blurry but nice & sharp smile Don't forget that lights should be similar to the one in prototype level, so if rocks are brownish, snow is white & trees green (I would experiment a bit with green though) you could have some blue crystals that emit blue light in their parameter. With brown, white, green, blue & good light positions it could look great & colorful tongue

Can't wait to see it finished smile

...
I have uploaded my level solution for Fortress chapter, level 1 to SkyDrive. This is the middle graphical version of the level, the high graphical version with shaders & ppe is still to come, I have replaced my shader with new one & still need to tweak it up.

Things that are missing from this level:

1.Sister can fly upwards & out of the screen (it needs two seconds of fly & then fall back feature).
2.Sister & brother can fall down & out of the screen (it needs sort of death zone entity).
3.There is no mountain rocks beneath the fortress (I'm waiting for Txesmi to finish his level).
4.Better pick-up & use system (sister can pick-up the key & unlock the door but it's not good code solution).
5.Better crate-dropping system (my system works but, as George suggested, maybe we need some sort of crate-generating entity in situations as in this level).
6.Level cannot be finished (since the code solution is still gem & door oriented).

Any feedback on what should be changed & modified is welcome smile

Btw I've made some changes in my folder-structure so the path to the zip is:
Artwork > Ganderoleg > Project files > JJ&BUM Chapter 3 > Ganderoleg C3 L1 V1.zip

Btw, btw I forgot to put Brunnen4 well model, created by Sven Dännart & downloaded from Turbo Squid, in additional level geometry list.

Btw, btw, btw it seem that with sister everything works fine in my key/door system but, for some reason, when brother approaches the locked doors they unlock even without the key eek It's most probably my fault since I made the player's skill60 with value 1 to be the unlock trigger, so I guess skill60 is at value 1 for brother at the start of the game grin




http://i64.servimg.com/u/f64/11/34/97/23/shot110.jpg
http://i64.servimg.com/u/f64/11/34/97/23/shot310.jpg
http://i64.servimg.com/u/f64/11/34/97/23/shot410.jpg
http://i64.servimg.com/u/f64/11/34/97/23/shot510.jpg
http://i64.servimg.com/u/f64/11/34/97/23/shot910.jpg


Last edited by Ganderoleg; 06/03/10 22:36.

>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #327027
06/04/10 08:42
06/04/10 08:42
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Well done!

I specially liked first part, with its kitchen, the well in the yard, animated flag... The lights and shadows are very well managed, i liked how the light changes from one space to another. Also the shadows are discreet but totally effective with those foreground objects.

I'd miss more constructive details, such as railings, less squared rooms, gargoyles, arches (hehe), etc. I would also include a challenge of movement. The displacement is flat without any impediment. It would be very interesting that the levels had many jumps to complete.

Salud!

Re: Untitled Platformer - Artists' corner [Re: txesmi] #327316
06/05/10 20:41
06/05/10 20:41
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Thanx, I'm glad you like it smile

I've experimented a bit while picking the best design solution for Fortress chapter & had different things tested. Finally I decided to go with very simple, army-like & non-artistic concept for it so that it would give it a more casual & barbaric look. I could try adding some statues or arches but I believe it would make buildings seem much more complex & art-driven.
On the other hand I plan to have very artistic-looking, darker & more architecturally detailed concept for BUUMs Castle, with columns, arches & statues of weird-looking frogs grin


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Page 17 of 30 1 2 15 16 17 18 19 29 30

Moderated by  George 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1