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Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #345489
10/26/10 20:22
10/26/10 20:22
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I've had a look at your video.
The level looks nice, as usual, and I especially like the background (-towers)!

For my taste the DOF effect fits nicely, I would not remove it.


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Re: Untitled Platformer - Artists' corner [Re: Superku] #346542
11/06/10 22:51
11/06/10 22:51
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Hi,

I have uploaded to Sky Drive new versions of Fortress Chapter levels 1 & 2 (Ganderoleg C3 L1 V3.zip & Ganderoleg C3 L2 V2.zip).

Apart from Ello's Sky System (..that should be replaced once George completes his own sky system) the new things are some minor geometry re-designs, background buildings, few bonus/potion items & implemented DOF solution (Shade-C).

I have deleted all my (rudimentary:) modifications of Superku's code so some of the gameplay-relevant entities are not working anymore, also potions & bonus item are not functional at this time. DOF can be turned off by putting 0 in Bloom.txt file.

The glowing yellow bottle will be Gravity Switch potion. The glowing blue bottle will be Invisibility potion. The glowing mushroom and quartz are bonus items:)

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

Chapter 3 Level 1






http://i64.servimg.com/u/f64/11/34/97/23/c3_l1_10.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l1_12.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l1_14.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l1_16.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l1_17.jpg

Chapter 3 Level 2






http://i64.servimg.com/u/f64/11/34/97/23/c3_l2_13.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l2_12.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l2_14.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l2_16.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l2_15.jpg


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #346548
11/07/10 00:41
11/07/10 00:41
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
This is looking better and better!
Also the background does not appear that smeary anymore with DOF turned on. Whatever you changed, it seems to work out well.

Re: Untitled Platformer - Artists' corner [Re: FBL] #346607
11/08/10 01:12
11/08/10 01:12
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Thanx, I managed to make DOF work more in my favor & also united colors of the level background a bit by placing all background objects under the same sepia panel:)

...
I've uploaded a small preview of my last modifications made to the J, J & BUM chapter 3, levels 1 & 2. The background music is composed by Ivan.

Check it out here:
http://www.youtube.com/watch?v=I4J9C6boebo
Enjoy:)



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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #346692
11/08/10 21:16
11/08/10 21:16
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Great, great laugh

Re: Untitled Platformer - Artists' corner [Re: FBL] #347812
11/19/10 14:29
11/19/10 14:29
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Hi,

I have uploaded new versions of Fortress Chapter levels 3 (Ganderoleg C3 L3 V2.zip) to Sky Drive.

Apart from Ello's sky system (that we are going to replace once George finishes his own sky system) the new things are some minor geometry re-designs, background buildings, few bonus/potion items, implemented DOF solution (Shade-C) & screen.txt file for controlling the 16:9/4:3 resolution & camera distance.

In this version I have switched to Superku's new mouse-oriented script (Movement0510_D) so that we can see how that concept works for project. I have made some small (& far from final) changes in visual segment to make system-visuals more compatible with my levels. I believe that even cursor (red direction/speed dot) could be preserved if we make it to be a suitable particle effect grin

I have deleted all my (rudimentary:) modifications of Superku's code so some of the gameplay-relevant entities are not working anymore, also potions & bonus item are not functional at this time. DOF can be turned off by putting 0 in Bloom.txt file.

The screen txt file controls the 16:9/4:3 resolution which changes the camera distance when switched (0=4:3/1300, 1=16:9/1500).

Also there are some changes in audio segment, Ivan composed a new Fortress background music theme that follows a different, more natural sound concept.

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









http://i64.servimg.com/u/f64/11/34/97/23/l3v2_015.jpg
http://i64.servimg.com/u/f64/11/34/97/23/l3v2_014.jpg


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #347815
11/19/10 15:05
11/19/10 15:05
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Great stuff! There were some errors inside the sky and dof shaders when using your published exe, but everything worked fine inside the engine. The level looks very good and the new movement code looks interesting; nevertheless, I wonder how we could change the lanes properly. The contextual (right click) menu is a good time saver and Ivan's new soundtrack sounds majestic laugh

Re: Untitled Platformer - Artists' corner [Re: George] #348741
11/30/10 01:25
11/30/10 01:25
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Thanx George, I am using mouse-oriented code also in new two levels. Changing lanes is really a bit off, it doesn't seem to be very precise.

...
I have uploaded new versions of Fortress Chapter levels 4 & 5 (Ganderoleg C3 L4 V3.zip & Ganderoleg C3 L5 V2.zip) to Sky Drive.

Things are somewhat same as before, I'm using Ello's sky system, there are some minor geometry re-designs, background buildings, few bonus/potion items implemented, also DOF (Shade-C) & screen.txt file for controlling the 16:9/4:3 resolution & camera distance.

I will start to replace some of my old actions with Martin's new code solutions in levels 6 & above. After that I will go back to previous levels & replace rest of the actions. DOF can be turned off by putting 0 in Bloom.txt file.

The screen txt file controls the 16:9/4:3 resolution which changes the camera distance when switched (0=4:3/1300, 1=16:9/1500).

There are also some further changes made in audio segment, Ivan enhanced his new Fortress background music theme.

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

Chapter 3 Level 4






http://i64.servimg.com/u/f64/11/34/97/23/c3_l4_10.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l4_12.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l4_11.jpg

Chapter 3 Level 5






http://i64.servimg.com/u/f64/11/34/97/23/c3_l5_13.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l5_14.jpg
http://i64.servimg.com/u/f64/11/34/97/23/c3_l5_11.jpg


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #349008
12/02/10 22:53
12/02/10 22:53
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Hi2all,

I have uploaded new version of Fortress Chapter level 6 (Ganderoleg C3 L6 V2.zip) to Sky Drive.

In this version I have added some of the Martin's code solutions. The basket with monster/spider food is working excellent but there are some problems with doors, they are not taking into account the given Z input and, more importantly, they are causing some sort of error when combined with DOF frown The error seems to crash the level when the level is started through exe but it can be ignored (by clicing the ok button) when played in WED/SED. DOF can be turned on/off by putting 1/0 in DOF.txt file.

There are also problems concerning the movement of the monster outside the cage, the model's geometry has to be placed away from the second lane center in order for it not to get unrealistically 'mixed' with level environment. I made a small ent_morph solution but real solution should have a variable that places/displaces the model to the center/left/right of the lane his positioned in.

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









http://i64.servimg.com/u/f64/11/34/97/23/shot_111.jpg
http://i64.servimg.com/u/f64/11/34/97/23/shot_311.jpg


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

Re: Untitled Platformer - Artists' corner [Re: Ganderoleg] #349081
12/03/10 19:47
12/03/10 19:47
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline OP

Expert
George  Offline OP

Expert

Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
Pavle,

Great job! You know that I'm one of your fans laugh
Just sent you an email with a few comments and screenshots.

George

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