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Re: Wasteland - the remake [Re: Walori] #364562
03/19/11 11:53
03/19/11 11:53
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I like the images from Damocles more than the other ones. They have more contrast and are not too dark. I also like the vegetation very much.

What lookd a bit strange is that the shadow does not start directly at the feet of the character. That way it looks like the character is hovering a bit over the ground.

The DOF effect should be used only in cut scenes. Otherwise it looks like you need some glasses on your nose to see sharp again laugh


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Re: Wasteland - the remake [Re: Machinery_Frank] #364565
03/19/11 12:04
03/19/11 12:04
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I also miss some more contrast, maybe caused by some more intensive sun light or something. Other than that it looks really good.

Re: Wasteland - the remake [Re: Slin] #364575
03/19/11 12:34
03/19/11 12:34
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline OP
Expert
Damocles_  Offline OP
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Joined: Feb 2009
Posts: 2,154
This is the scene in a brigher "midday" look without DOF



Re: Wasteland - the remake [Re: Damocles_] #364582
03/19/11 12:47
03/19/11 12:47
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
There seem to be many strange artifacts (aliasing, shading, mipmaps, whatever) and I am not sure if the "grass" isn´t scaled to big, looking at its low level of detail.
But the general look is great this way now laugh.

Re: Wasteland - the remake [Re: Slin] #364584
03/19/11 12:51
03/19/11 12:51
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline OP
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Damocles_  Offline OP
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Joined: Feb 2009
Posts: 2,154
yes, but the artifacts are on my system, this can be fixed.

I wanted to display the mude I like more for a midday scene.

The darker scene works great when there is dust animated and blowing around.

considder the grass as it would look if you dont use a lawnmower wink it actually would be bigger on an open plain.


Re: Wasteland - the remake [Re: Damocles_] #364585
03/19/11 12:51
03/19/11 12:51
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Impressive , really good looking laugh

Strange i can't zoom your picture or clik it , and i must make a reply to see your pictures in big ???
Firefox problem ?

Well ...
The red in the character brings a lot of touch , a little like
in PS3 game Drake Fortune 2 where Indian levels are colorfull also !

Now i'm in bad mode with critics :
- on type of grass don't match with the other, it is zoomed too much and color seems brighter , so texture looks "washed" and not precise.

- objects on the right are strange looking like some 3D bug ?
Same for the tank on the front it looks like visual bug ?

- 3D engine problem ? we can see some sort of white 3D lines
on the side on the train tracks !

Anway, excellent ! Keep it up !


Last edited by ratchet; 03/19/11 12:53.
Re: Wasteland - the remake [Re: ratchet] #364586
03/19/11 13:07
03/19/11 13:07
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline OP
Expert
Damocles_  Offline OP
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Joined: Feb 2009
Posts: 2,154
Here without the artifacts.
its actually related to A7.80 (runs) vs A7.86 (artifacts)





Re: Wasteland - the remake [Re: Damocles_] #364587
03/19/11 13:09
03/19/11 13:09
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
I think that the shadow is too dark. Also the edge of the shadow looks strange.

Looks very impressive. A video with the sand storm would be nice laugh


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Re: Wasteland - the remake [Re: Dark_samurai] #364595
03/19/11 14:14
03/19/11 14:14
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Great , on more artifacts !

Why not using A8 ? no license or no major 3D features needed ?
or perhaps you plan another 3D engine port of your game ?

(The too big and too stretched plant sprite will be to remove laugh !!)

Some indie people have done sucessfull games on Iphone like this one that i think is very like system gameplay as you pllan perhaps ?

Xenome


So i think your game will be some sort of graphic enhandec version of this iphone one, but with it's own graphic things
and original gameplay elements ?

Keep it up !

Last edited by ratchet; 03/19/11 14:17.
Re: Wasteland - the remake [Re: ratchet] #364609
03/19/11 15:02
03/19/11 15:02
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
Keep in mind that the shadows (softshadows actually) artifacts are related to the shade-c tech (which is a betatesters version, not a stable one). We simply don't touch that code, but wait for havoc's next shade-c release (which was supposed to happen a couple of weeks ago but there have been several delays).

those shadows artifact are also due to the fact that the dust storm particles were not set to (softsprites) but simply gs default ones. I've just sent the code to Damocles for softsprites.

I like the new lighting Damocles has probably been twicking with today laugh

As for the depth of field, not so true that it's only used in cinematics, I've played gothic 3 and there's depth of field during the whole gameplay.

I have no idea about killzone, i've never played it.

As for the video, I don't think we are ready for that, we have been able to import some new shader technology. It's there but it's not ready, we need to balance every single effect in that level in such a way that it does't kill the framerate.

Shade-c is "heavy" to digest, and that level has tons of entities all around.

Besides this is what we've been able to accomplish during our spare time in about (i'm pretty sure less) then a month.


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