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Re: Is 3DGS dying?
[Re: Joozey]
#355450
01/27/11 05:12
01/27/11 05:12
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
OP
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OP
Expert
Joined: Oct 2002
Posts: 2,256
Oz
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I dunno whether good or bad, but we have contract with publisher now, I hate the spring release date, but that is what bossman signed on to. Going to be in Best Buy, etc. Anyway, hope we can pull off a good game with 3DGS. A little scared with the timeline, especially with multiplayer game. I don't want to be the next Jumpgate Evolution, but the publisher doesn't have any kind of investment like millions of dollars with us, so we should be good, even if a little late.
Wish us luck all.
Oh yeah, will need some beta testers here soon.
Professional A8.30 Spoils of War - East Coast Games
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Re: Is 3DGS dying?
[Re: Locoweed]
#355451
01/27/11 06:36
01/27/11 06:36
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Joined: Oct 2002
Posts: 2,256
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Oh, by the way, spent hours on testing everything with a RTS plus FPS game, bones, lod, skin size, dds compared to tga, poly, and your momma, I have tested all that shit out beyond belief, just fyi. I didn't just make up is 3DGS is dying. It is like, bossman ask me should we get A8, I said yes because it is advertised easier publishing, which I doubt is true, but want to believe.
Love ya, Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: Is 3DGS dying?
[Re: Pappenheimer]
#355505
01/27/11 15:48
01/27/11 15:48
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Oh, by the way, spent hours on testing everything with a RTS plus FPS game, bones, lod, skin size, dds compared to tga, poly, and your momma, I have tested all that shit out beyond belief, just fyi. I didn't just make up is 3DGS is dying. [emphasis added] Nor did I make up that I was busting out nearly 5 million polys on-screen all bones-animated with more than 60 frames per second on my old computer. The way you wrote your original post, it looks like you just played the exact same thing in A8 and expected huge performance boosts. That's the wrong way to go about it. Features have been added that allow us to improve performance drastically. But, hey, good luck with your game. I really do hope it goes well. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Is 3DGS dying?
[Re: Realspawn]
#359444
02/17/11 18:58
02/17/11 18:58
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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Is 3DGS Dying ? I don't think so. After a while i came back to 3dgs and noticed many changes. Pfew I had to start all over again. One thing does not change and that is the lack of getting started without programming skills. Sure you have template stuff but learning from it is hard, figuring out what all means and how stuff works, all those separate scripts combining. For a noob is this very hard. ( I still am) small easy questions are rarely answered. The same for easy to use simple code snippets However it gave me a boost to start my own book (always wanted to do that) teaching 3DGS the realspawn way. (older memebers will remember) it will include complete from scratch coding and will have video’s and text information how all works. I got help from Helgast and Slin so even i am learning all over again The main goal is to make people enjoy creating and learn in a fast but most simple way. (if i succeed you all have to await) I still am convinced that it is the artist that makes a game cool or not. Engines are fun but graphics, models, game play decide if a game succeeds or not. Just my 2 cents Good luck on the book! I remember the "Realspawn way" of teaching well. It was always good, useful, and easily implemented. For those of us that concentrated on shaders, or any other niche, it was great to have instruction and resources to try to build on a level and then be able to integrate fx's into a level. There's been bickering about Acknexes viability ever since it came into existence. If Acknex does not seem to "cut the muster" it has always been our failing, as users. That is, in failing to take the templates and optimize them to our uses or shit-can the templates and build new. I play the hell out of Xbox360 and see the same effects, quality, and FPS in it's current generation that we had at our disposal in 2005. Art, "eye-candy", is the thing. "Drew" was a good conveyor of that. The artist is king. E
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Re: Is 3DGS dying?
[Re: Steempipe]
#359473
02/17/11 21:04
02/17/11 21:04
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Joined: Jul 2004
Posts: 785 Serbia
Iglarion
User
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User
Joined: Jul 2004
Posts: 785
Serbia
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Hey Steempipe! I am very glad to see you again here! Much time has passed but still i remember your great water shaders before 7-8 years . Anyway about book, this is great news and i wish good luck with this!
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Re: Is 3DGS dying?
[Re: Iglarion]
#359518
02/18/11 08:46
02/18/11 08:46
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Wow... this is like an old-timers reunion in this thread. I personally hope Conitec adds at least Windows 7 mobile support since I suppose it would be easier for them to port too(DirectX Based maybe?). I am using Unity with another project right now, but I don't think they support the Windows7 Mobile platform, so that's a niche. I want to put Silas on mobile phones in one form or another after I'm done the PC version. So hopefully there is a way to port 3dgamestudio games to the mobile platforms soon! Support for the Xbox360 would be very helpfull as well since there is the IndieArcade on there, and XboxLive arcade for big games. A8 is a great engine, with solid parts and Lite-C beats other languages I used. It's just that the editors are shameful(WED, ect.). I really learned this after using Unity. All it needs is a new editor and art flow like Unities, and the ability to port to additional indie centric platforms and it will be just as good as what else is out there.
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