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Re: What are you working on? [Re: HeelX] #394003
02/08/12 23:36
02/08/12 23:36
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
No.
We have an army of UI testers here and studies show that the border is perfect, everything else results in either exploding brains and/or crying people.

Last edited by JustSid; 02/08/12 23:38.

Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #394004
02/08/12 23:45
02/08/12 23:45
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Haha


Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #394009
02/09/12 00:32
02/09/12 00:32
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Just finished a tutorial on Panels including a demonstration on how to write a settings dialog.



Re: What are you working on? [Re: PadMalcom] #394010
02/09/12 01:15
02/09/12 01:15
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Posts: 4,134
Netherlands
Nice work laugh


Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #394161
02/10/12 16:32
02/10/12 16:32
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Implemented some of the shaders from the wiki to see if everything works and will be easy-to-use for the user later. [Emboss, Negative, Black/White, Sobel Edge]

I also added a color-to-alpha and Sid a special "right" version of a monochrome shader:



Also improved the quality of the connection lines, still thinking about blurring them.

Last edited by Rei_Ayanami; 02/10/12 16:33.
Re: What are you working on? [Re: Rei_Ayanami] #394239
02/11/12 09:38
02/11/12 09:38
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
just finished nearly the little dialog-system of my game, video is here:
Youtube
and a picture (klick to enlarge):

Re: What are you working on? [Re: JoGa] #394241
02/11/12 10:28
02/11/12 10:28
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Hey JoGa, your game is developing really nicely! Here are some (maybe) valueable remarks from the video; they not only cover the dialog system (I hope this doesn't offend you) and I just wrote them down to give you some hints how to improve here and there, too:

- The main character seems to float?
- Is it right that the dark character (the merchant) with whom you are speaking with, seems to be 1,5m taller than the main character?
- I really like the inventory, you were inspired by Neverwinter Nights, aren't you? This is so great smile
- Are the character skills the one from you or the one from the merchant? Because I don't know who of the both has which money (there is only one money value written to the screen).
- The whole GUI is done really nice. Though, I had problems to read the text... I don't know, have you tried a different font?
- Is your dialogsystem already able to cover conditional and branched narratives?

Re: What are you working on? [Re: HeelX] #394252
02/11/12 12:28
02/11/12 12:28
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
Hey HeelX, thanks for your (of cause) valueable remarks, thats great!
- he does not float, but the shadow is bit bad, i think i will add a decal under him, to avoid the "floating-feeling".
- I so delighted about the working script/panels I didn't recognize, that I scaled the merchant in WED AND in the script, thanks!
- The skills are not included yet. I have to write a script, which create the purchasable skills in the inventory of the merchant equal to the player-level (as more the player "grows" in his level, as more skills will be purchasable). Sorry, didn't mention that ( 1 skill insert )
- Okay, that's sad, but maybe I attunded to the font so I will have a look for an other one Is it just the dialog or all text (the values in the inventory on the left for example or the headlines)?.
- The dialog is really, really simple because I want to tell the "real" story as audio, so the player have not to read that much and can play. (for example he have to walk a distance and as he walkes, he reads a letter as audio comment...)

I never played Neverwinter Nights except a little demo (just Dungeon Siege and D1+2). I hope some pleople forgive me, because I know it's a great game laugh
But thanks for the hint, I forgot this game, maybe I will play it now - for "inspiration" how they solved some problems in such a game.

I thank you for your comment and the time you have taken!

Last edited by JoGa; 02/11/12 12:29.
Re: What are you working on? [Re: JoGa] #394322
02/11/12 20:58
02/11/12 20:58
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Marian has forced me to post this:



Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #394324
02/11/12 21:47
02/11/12 21:47
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Finished vegetation generation; though, we waived for now the mesh baking via clustering, because it turned out, that my algorithm is too unstable for low cluster sizes - too bad. Plus, I finished the city editor (took me only 2 days, eek!), which you can use to place vast city environments in a fractional amount of time than you would need with WED. Plus, vegetation and buildings adapt to terrain deformations.



Last edited by HeelX; 02/11/12 21:48.
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