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Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #340447
09/04/10 13:14
09/04/10 13:14
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
I have uploaded gameplay video of the chapter 3, level 5 to SkyDrive.

The gameplay for this level is based on three things:

1. Player has an >illusion< potion that he gained in the level from the wizard (mouse).
2. Player can use >illusion< potion two times (there could be a small number next to each potion thumbnail indicating how many times potion can be used).
3. Player must pick up every bonus item in the level in order to finish it.

What the currant version of the level's gameplay demand in terms of code:

1. Classic rotating doors that opens without the switch.
2. Sliding doors that must be opened/closed with the switch but without the need to stand on the switch. There should also be an option to make the doors auto-close.
3. Enemy awareness code solution that would enable the enemy to spot player if he is at the certain distance from him & to go after the player. Same routine should be applied if enemy sees the player's projection (illusion potion). Enemy should not react if player is at reasonable distance behind him or if layer is over his head (gravity switch).
4. Code solution that would not allow finishing of the level unless both BJ & LJ are present near the exit.

All suggestions are welcome smile


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #340472
09/04/10 15:49
09/04/10 15:49
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Did you adjust the lighting a bit?

It seems to look a lot better than in previous shots.

Re: Untitled Platformer - Artists' corner [Re: FBL] #340480
09/04/10 16:33
09/04/10 16:33
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
Thanx smile

I de-saturated green & red lights a bit in this level, by 10% approximately. The light-sprites are also different now, more whitish & with higher transparency value.

..I may have went a bit overboard with color saturation in my last level grin We should start with sister-player model design in a week or two, so after that we'll see how level-light saturation fit with new model & if/what should be changed.


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #340489
09/04/10 16:54
09/04/10 16:54
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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And where di you upload the video? o.O


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Untitled Platformer - Artists' corner [Re: Rackscha] #340502
09/04/10 18:32
09/04/10 18:32
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Thanx for checking out the project smile

It's agreed that all game-related files should be uploaded to project's Sky Drive account which is unfortunately not public.
..but it's not much of a video, since the level is still wip & also the AI is not implemented yet. It's more of a visual guideline for programers then anything else.


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #341165
09/12/10 16:01
09/12/10 16:01
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
Hello team,

I've uploaded the gameplay video of the chapter 3, level 8 to SkyDrive.

The gameplay for this level is based on three things:

1. The main potion/spell mechanics are changed: all potions that player can use in the particular level will be scattered across that level & player must find & pick them up if he wishes to use them.
2. Player must pick up the exit door key in order to finish the level.
3. Player must pick every bonus item in the level in order to finish it.


What the currant version of the level's gameplay demand in terms of code:

1. Code that would lower the doors of the opened cage, locking the guards inside it (the movement itself can be animated, not coded, if that is easier).

I believe that this is everything that needs to be coded for this level.
All suggestions are welcome smile

Pavle Nikolic
>Ganderoleg<


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #341195
09/13/10 00:38
09/13/10 00:38
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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The last pictures are really good : ) (personnaly i prefer with less amount of lights or shadows)

One thing, the character don't outcome from the level, it's hard to distinguish it, perhaps , it's more visible in motion ?
Or a texture with more lightened colors or a shader could make it appear more compared to level lightening ?

Keep it up !

Re: Untitled Platformer - Artists' corner [Re: ratchet] #341336
09/14/10 20:15
09/14/10 20:15
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
@Ratchet
Thanx smile I am constantly changing a bit of everything in every level.

Most of the screenshots are taken with the larger (sister) model because it reflects level-proportions better but it's, of course, only a placeholder. The real model is going to be designed after the Fortress chapter is done.

.......................
Hi team,

I've uploaded new level for J, J & BUM Fortress Chapter (Chapter 3 Level 8) to SkyDrive.

Since we are heading towards the end of the Fortress chapter (in terms of main geometry, texture & lighting works) & because all levels from this chapter are to be finalized (fine-tuning/modifying of geometry, adding few more props & removing bad design decisions) I wanted to go over the level-lighting once more & to see if there are some other solutions to be followed up before I finalize levels & start with work on the Sister & Lizard Warrior models.

I'm also experimenting with the Sky System plugin from Ello & wanted to see what you think how this should be approached.

So this level contains:

1. Different animated sky's (4) that are triggered by switching through the different music themes composed by Dimme.
2. Different shadowmaps (5) that are essentially not compromising my explicit/contrasted/long shadows concept but are still not very similar.

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

..and a few screens with different shadowmaps:


Colormap(standard), Ambient Occlusion(low), Saturation(standard), Material(No.1).


Colormap(standard), Ambient Occlusion(low), Saturation(low), Material(No.1).


Colormap(standard), Ambient Occlusion(low), Saturation(low), Material(No.2).


Colormap(standard), Ambient Occlusion(high), Saturation(low), Material(No.2).


Colormap(grayscale), Ambient Occlusion(high), Saturation(none), Material(No.2).

http://i24.servimg.com/u/f24/11/34/97/23/jjbumc15.jpg
http://i24.servimg.com/u/f24/11/34/97/23/jjbumc17.jpg
http://i24.servimg.com/u/f24/11/34/97/23/jjbumc19.jpg
http://i24.servimg.com/u/f24/11/34/97/23/jjbumc18.jpg
http://i24.servimg.com/u/f24/11/34/97/23/jjbumc16.jpg



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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #341388
09/15/10 19:01
09/15/10 19:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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I've just watched all of your gameplay videos and I must say that they are fantastic! Not only your great art but the innovative level design, too.

I prefer [shadowmap type 1] and [sky type 1 and 4]!


"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: Untitled Platformer - Artists' corner [Re: Superku] #342143
09/24/10 00:59
09/24/10 00:59
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
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Ganderoleg  Offline
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Posts: 470
Balkan
Hello team,

I uploaded the second version of J, J & BUM Fortress Chapter (Chapter 3 Level 8) to the SkyDrive (Ganderoleg C3 L8 V2).

There are some minor geometry changes made to the roofing, bridge & rocks beneath the fortress, but the main enhancement is the background of the level where I added mountain image & tree panels to give it some depth.

Short video on YouTube:
http://www.youtube.com/watch?v=ofeVgqfhnRw_k&fmt=22

I found interesting to give to the background a bit of sepia coloring to make it stand out. Hope you will also find it to be interesting grin

Also I'm using new Superku's movement code which I find much better then the older one I was using until now.

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


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

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