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Re: October 2011 video, Jetpack & Attack [Re: Superku] #384531
10/04/11 15:37
10/04/11 15:37
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
Really great work. Jetpack is really cool new thing in game, and i like how you use jetpack with time limit, gret idea.
About throwing light balls on enemies, how you navigate cursor target, with mouse?


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: October 2011 video, Jetpack & Attack [Re: Iglarion] #384541
10/04/11 17:44
10/04/11 17:44
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Maybe instead of FuelDriven, you should work with Overheating?
For the gameplay it doesnt matter, but currently the fuel refills o.O.
With overhheating its more natural that the device has to cooldown and will stop working when to hot

Greetings
Memnarch


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: October 2011 video, Jetpack & Attack [Re: Rackscha] #384555
10/04/11 20:27
10/04/11 20:27
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
I haz a question: Why is this project not on the frontpage of the Gamestudio website?!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: October 2011 video, Jetpack & Attack [Re: WretchedSid] #384559
10/04/11 21:21
10/04/11 21:21
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Why not but after Supercan laugh ?
Superku is lot more about gameplay and animations/particles than pure static pictures compared to SuperCan !

Re: October 2011 video, Jetpack & Attack [Re: ratchet] #384566
10/04/11 22:07
10/04/11 22:07
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
Serious User

Joined: Apr 2002
Posts: 1,246
ny
I love the way this looks and plays! GREAT JOB!!! looking forward to getting my hands on it

Light & Shadow Update [Re: jumpman] #387518
11/20/11 04:24
11/20/11 04:24
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
About throwing light balls on enemies, how you navigate cursor target, with mouse?

You control your crosshair with the cursor keys or the gamepad. Once you point to an enemy, a subtle autoaim assists your crosshair movement. It takes a little while to get used to it, though, esp. when you use the jetpack simultaneously.

Quote:
Maybe instead of FuelDriven, you should work with Overheating?

Yes, that makes perfect sense.


Update:
You may have seen this shadow effect before in the other thread, but it took a lot of effort to get it work correctly and to make it a pixel shader 2.0 effect (it's now mostly model based):


(particle effects are missing)

I know that the block shadows do not align correctly to the block's corners and that the penumbra used to look better when it was shader based, I guess I won't (be able to) fix that but I think it looks pretty good in motion (I will upload a video today/ tomorrow).


"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: Light & Shadow Update [Re: Superku] #387524
11/20/11 10:05
11/20/11 10:05
Joined: Nov 2011
Posts: 29
G
GreenDeveloper Offline
Newbie
GreenDeveloper  Offline
Newbie
G

Joined: Nov 2011
Posts: 29
Realy good work but i think better than good future laugh

i want to ask a question; are you using a special animator for this game?


"Actually we are all Guybrush.." GreenDeveloper
Re: Light & Shadow Update [Re: GreenDeveloper] #387530
11/20/11 11:25
11/20/11 11:25
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
I love it, the screen looks gorgeous!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Light & Shadow Update [Re: WretchedSid] #387535
11/20/11 11:49
11/20/11 11:49
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@Superku: if you removed some commands from the PS to get it down to PS2, you might think about a checkbox

"Use PS3" (or whatever requirement)

With an optionmenu for this type of things you can create great effects while not a must have to run the game. Since you said that ps2+ requirements kilss a given amount of possible users.


Greets
Rackscha


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: Light & Shadow Update [Re: Rackscha] #387542
11/20/11 12:33
11/20/11 12:33
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
He also said that it was crucial for some levels... wink


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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