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Re: What are you working on? [Re: JibbSmart] #383586
09/22/11 08:10
09/22/11 08:10
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline
Serious User
alpha_strike  Offline
Serious User
A

Joined: Mar 2007
Posts: 1,852
I am working again on my psycho adventure...





Re: What are you working on? [Re: alpha_strike] #383589
09/22/11 09:08
09/22/11 09:08
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Reaaaally nice, reminds me of Final Fantasy, cannot explain why...

EDIT: The last screenshot is the most realistic scene I've ever seen in this forum.

Last edited by PadMalcom; 09/22/11 09:08.
Re: What are you working on? [Re: PadMalcom] #383595
09/22/11 11:40
09/22/11 11:40
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: PadMalcom
Reaaaally nice, reminds me of Final Fantasy, cannot explain why...

EDIT: The last screenshot is the most realistic scene I've ever seen in this forum.

after you said the ff thing i felt that way too. i think it is the the black and white high contrast and the feathers give a slight throwback to ff8 (although i never played too much of it)

it does look very interesting, i'd be interested in seeing it in motion since im having a hard time distinguishing prerendered from actual scenes.

Re: What are you working on? [Re: JibbSmart] #383612
09/22/11 15:23
09/22/11 15:23
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Joined: Jul 2002
Posts: 3,208
Germany
Thanks for the comments! Especially to you Jibb - you somehow managed to explain the game better in one sentence than I ever managed in dozens!

To answer the few questions - yeah, the game mostly communicates via PHP. It is, at it's heart, a browsergame. This means that you'll be able to play it with basically every internet connection. My own here is limited, and DD is the last game to give trouble! It shouldn't go past a few kilobytes for HOURS OF DELIGHT (more accurately, it's in the same range as refreshing a few text-only pages for a few times).
Of course, communication via PHP can be a problem as far as security issues are concerned, though nothing of that sort happened last time. I think flash-games face similar issues.

There are some security measurements in place, and we're adding more this time around*. Of course, perfect security is impossible to achieve. We're simply trying to make it so that if people are acting suspiciously for some time, they'll not be able to access all parts of the game, essentially, we'll ban them from partaking in the multiplayer-aspects of the game, where its team-vs-team. They'll still be able to play the dungeons of other people (unless we ban them completely).

Since there is nothing to gain, and no one will ever SEE if you succeed (apart from us admins), I also guess there is really no incentive to cheat. It's not that there is a high-score table for the game, or anything like that.


* - Yeah, I'm not explicitly stating them. I know security through obscurity is a bad idea.


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: What are you working on? [Re: Error014] #383619
09/22/11 17:21
09/22/11 17:21
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@Error014:
The game needs statistics to visually compete laugh
Imagine a big map, split in small squares. Each square represents a dungeon, when someon beats the dungeon, hist team(red/blue) optains the tile, can place an own dungeon on it and progress on the map :D(you can only enter a dungeon if its attached to one of your colors)

Goal?... mh crush enemies Castle?

After crushing, season end, big statistic table of participants, kill/death points etc and map reset for a next game.

So you could have random games(like now) and war(my idea above).
The last one truly gives some competetive aspects^^

Last edited by Rackscha; 09/22/11 17:23.

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: What are you working on? [Re: Rackscha] #383620
09/22/11 17:32
09/22/11 17:32
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Joined: Jul 2002
Posts: 3,208
Germany
Thanks for the idea! I like it, but I don't think I'll add it.

Two reasons for that come to mind:
First, while teamwork is important, you can't expect everyone to actually DO that. In other words, if a spot on the map is taken by the team, people will place their dungeons there as soon as possible, and not a dungeon the whole team agrees on. You could get around that by having people in the team vote on what dungeon would be placed next, but that'd add another layer of complexity.
Second, that'd also makes unfair dungeons more powerful (this time around, the dungeon-selection should be more intelligent, and thus better suited to pick out fun dungeons most of the time, ignoring the unfair ones).

..

However, there is still a visual competition. Aside from story events, which may even include something like that (the ones we've planned now don't, but again, I do like the idea :)), there's the option to buy towers. Those boost the stats of your team. If you're level 10 or higher, you have a rare chance of finding tower blueprints in a dungeon. If you do, your team can build that tower - though they are very expensive, and it can only be build if all players in a team work together on that. You can also pay spies to bring down the enemy-towers.
THOSE are shown as graphics, and that allows some degree of visual competition.

Though I do like your idea. Maybe we'll add it as a pure visual indicator, with no real gameplay consequences, or as one of the weekly events. laugh


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: What are you working on? [Re: HeelX] #383670
09/23/11 14:57
09/23/11 14:57
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
Member
zeusk  Offline
Member

Joined: Jun 2009
Posts: 258
behind this enternet window
a monster made in sculptris for my monster catcher game




Re: What are you working on? [Re: zeusk] #383679
09/23/11 17:37
09/23/11 17:37
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
The monster is great !
What you can do is refine the model , with smooth (specialy on fore arms on the back where there is a strange scuplt) !
Using more the crease tool to avoid the glue effect on some parts.

Re: What are you working on? [Re: ratchet] #383684
09/23/11 19:11
09/23/11 19:11
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I'm quite impressed by your skill to form the upper body and arms.
You seem to aim for a very lowpoly model, that's why you glued the throat with the tentacle-like things, right?

Re: What are you working on? [Re: Pappenheimer] #383724
09/24/11 14:51
09/24/11 14:51
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
Member
zeusk  Offline
Member

Joined: Jun 2009
Posts: 258
behind this enternet window
@rachet-thanks for the tips rachet. im new to this sculpting thing, and i use body builder magazines and pics as references when creating muscular characters.

@pappenheimer-yes i actually make high-poly highly detailed models then create a low-poly version of that model and use screenshots of the high-res model like the one above to texture the low-poly model.It looks about the same but my uv unwrapping could be alot better grin.

you can follow my progress on this game at my blog Sweet onions

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