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Re: What are you working on? [Re: Quad] #476739
03/27/19 08:10
03/27/19 08:10
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
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jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
@quad Would be nice. Is a var not a special treated long? passing direct var pointer is working, but display is messed up (of course).

I Implemented most of the widgets now via DLL. The nice thing is that imgui handles d3d_lost/reset itself. It is perfect for writing editor tools.

Re: What are you working on? [Re: jenGs] #476766
03/29/19 16:55
03/29/19 16:55
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
Serious User

Joined: Apr 2002
Posts: 1,246
ny
WIP of my broken bridge!


Re: What are you working on? [Re: jumpman] #476844
04/11/19 20:03
04/11/19 20:03
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,246
ny
A youtube video of my world, with commentary!

YouTube video of the Valley

Re: What are you working on? [Re: jumpman] #476863
04/13/19 18:29
04/13/19 18:29
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I had watched the videos 2 days ago, some feedback:
Good video, like this game dev commentary. The hammer and the bridge are looking awesome! And a hero shader indeed.
I must say I'm not a huge mega fan of the terrain itself though, the rock and yellowish grass textures look a bit low res. Additionally, the UV looks a bit wonky on some steep surfaces. Tri-planar mapping could help a lot (at least for the rocks) but with normal maps and blending this might become too costly. (At 5:42min for example it's fine though, maybe just ignore my nitpicking.)
Overall the scene is looking nice though, when you look at it from some spot of the level.
There's a bit much movement on the water btw.
The fish are cute.

I think I can get and see the style you are going for but maybe some stylization could help a lot in various ways - wait, you mentioned this is for your portfolio. Are you working on an actual game with that scene (like the Swordlord remake/ successor) or is it a demo scene?
In case you want to create more content (make a game) I'd think the current style/ approach would take way too much time. I'd probably skip making normal maps then completely and try to come up with a somewhat unique art style which allows to pump out assets more quickly. For example simple stylized textures which you use as a base texture only and then apply various dynamic materials (like you are already doing to some degree on let's say your hammer) instead. On terrain or other things you could setup different local material properties for different areas and do most of your art with code instead.


"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: What are you working on? [Re: Superku] #476901
04/20/19 22:32
04/20/19 22:32
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,246
ny
Thank you superku!

I can increase the resolution on the textures, I shrunk them in size and format to make them as small as possible.

I should have tried tri-planer mapping when I was first making the terrain shader, Im not sure Im able to change it now frown It would have solved all my stretching problems (by looking at some tutorials on google)

This is a demo scene, no longer a game. I was working on Swordlord 2 back when I had a job, and I would have made it in gamestudio. But after my team was laid off, I had to switch gears, I didnt have enough portfolio work, and taking however long to finish a full game wouldnt be wise in my opinion. So I am now making a demo scene in gamestudio, so that whomever wants to, they can run the EXE and walk around, looking at the models/textures/animation and programming I did.

The hero shader is the pinnacle of my work, as it has a lot of features in it, however it has a huge production time for an asset, so I use it only for showpiece models, like the hammer tree and bridge. The rest are simple shaders with diffuse lighting and shadow mapping, no normal map shading. So content definitiely will take time to make if everything used the Hero shader. The hero shader is meant for characters, which is what this all was originally for, as I love character modelling and animation. The Hero shader has normal, shadow, diffuse, specular, glass, jiggle vertices, rim light, fake sub surface, cubic environment mapping.

Honestly, all of your suggestions are things I would have done if I was a little more proactive in the beginning. But now I just have to get this done as quick as I can. Thank you so much for taking the time to watch/listen and give feedback. Youre a gem in this community.

Re: What are you working on? [Re: jumpman] #476931
04/23/19 18:47
04/23/19 18:47
Joined: Oct 2008
Posts: 679
Germany
Ayumi Offline
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Ayumi  Offline
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Joined: Oct 2008
Posts: 679
Germany
Working on Weapon preview level:


Re: What are you working on? [Re: Ayumi] #477057
05/09/19 22:04
05/09/19 22:04
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
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HellThunder  Offline
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Joined: Nov 2005
Posts: 204
Bavaria
@Ayumi
I like the weapon models and your UI. Maybe the red color doesn't fit for the information panel. My first feeling was something like: 'Oh - a warning or error?'
Is this screen from a game you are working right now? The structure in the background looks interesting too. I want to see more! (=


New Feature of my 3DGS Project:

Volumetric Fog: An effect of the HOG Tool which can be used within an Environment Effect. The user decides how the effect will look in the end.
Setting up the color, the density, the spread area of the fog and its height is possible.

YouTube Video - Volumetric Fog


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #477060
05/13/19 07:36
05/13/19 07:36
Joined: Oct 2008
Posts: 679
Germany
Ayumi Offline
User
Ayumi  Offline
User

Joined: Oct 2008
Posts: 679
Germany
@HellThunder
Thank s for the hint and words. I think about the red Color.
Yes, I am currently working on the game...many many years (start 2009), but start new last year (Rework Code and Level).
The weapons and characters created by my brownie.






Youtube - Old Menü (still work in progress / rework)




Youtube - Level 1





In my last Level, in the beginnung, i actually wanted to set fog, but the fog of gamestudio is not really appropriate. That's why the level is without fog (Kind of desert fog).
I think your generator is interesting for this reason. I like the adjustable style.



Last edited by Ayumi; 05/16/19 08:45.
Re: What are you working on? [Re: jumpman] #477142
05/23/19 22:07
05/23/19 22:07
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
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Dooley  Offline
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Joined: May 2005
Posts: 868
Chicago, IL
Really nice video! I especially liked what you did with the water shader and those translucent crystals.

Re: What are you working on? [Re: Dooley] #477231
06/03/19 17:31
06/03/19 17:31
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
Hey, my latest game Paradox Vector is up for the GDWC fan favorite this week! You can help by voting for it here laugh

https://thegdwc.com/?fbclid=IwAR1OTRsHPTHP4gkELEjpP9JxHy6B3rUPR4nn_5UnG3eRIo3XdL5P2-PNyI4

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