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Re: What are you working on? [Re: 3run] #412395
11/26/12 21:02
11/26/12 21:02
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Joined: Jul 2002
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Germany


Different tile heights. All this is much more tricky if you allow the user to create these dungeons in their browser, I tell ya that!


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] #412398
11/26/12 21:20
11/26/12 21:20
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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That's great.
We just want to play the game for some of us laugh
So it will be some good platform gameplay ?

The breakeed columns are great you could have made somme highter ?
I hope you'll put more special 3D models on levels above the tiles ?

-------------

The orbs power could you mkae them more clear ? for example the one displayed, it's hard to see what it is ? perhaps some more bigger or precise with more colors power icon ?

I have some technic question :
Your 3D tiles : are they MDL models, or do you use WED blocks ?
There is no visible seems, do you use some shaders ?
Or does it works if you just put UNLIT flag (no light) ?
Do you use several lights per level or one ambient one ?
Does the lightening works on 3D tiles without showing the seems ?

Because i plan a 3D editor also for my game , if not too much complicated to do.
I'm borred to loose so much time under Blender.

Last edited by ratchet; 11/26/12 21:22.
Re: What are you working on? [Re: ratchet] #412406
11/26/12 22:30
11/26/12 22:30
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Really great Error!

Re: What are you working on? [Re: Hummel] #412414
11/27/12 04:26
11/27/12 04:26
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Decessus - 80% done. 100% abandoned.
GET MY ANDROID GAME! https://play.google.com/store/apps/details?id=com.lasertrain.zspinballfree&hl=en
Re: What are you working on? [Re: Stansmedia] #412490
11/27/12 21:14
11/27/12 21:14
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Germany
Thanks, guys!

To your questions & comments, ratchet:

The breaked colums could perhaps be higher, thats true. I'm unsure whether the bigger ones should be seperate objects, though, or if the game automatically chooses an appropiate height. Perhaps the former is the better way to go.

You can put any decorational item (and non-decorational item, actually) on the higher tiles. This room looks rather "empty" right now, but there's nothing in the way that'd forbid that.
Since all these rooms are testing rooms anyhow, I usually don't try to make them super-pretty, but you're right that they should be tweaked if they were to be finalized.

You're right on the orb thing. The yellow one (=the active one) is the boomerang orb. Since it's currently in use (see the boomerang flying?), it's "locked" from being used again, which is shown by making the graphic transparent and small, so thats why it is difficult to read. In normal gameplay, it looks the same as the violet (=the passive) one, and that is large enough to be playable in our experience.


Quote:

Your 3D tiles : are they MDL models, or do you use WED blocks ?


The tiles are MDL models. I have a nagging suspicion that the rendering could be sped up considerably by merging the (static) meshes, but so far, the game runs smoothly on my old not-too-great laptop. I do want this game to work on even the worst computers framerate-wise, and also try to minimize the memory used, though. It's nice to be able to reduce the nexus by quite a lot!

They're really just normal with the UNLIT-flag set, though the "sides" and "top" aren't merged (=connected). I color them if needed using the red/blue/green-parameters.

There's no engine lighting involved, all you see is very simple static "lighting" by using the pixel-instructions once on room-creation. Dynamic lights I simply "fake" by using bright sprites - there's no big use of those anyhow, so I get by with that simple approach. Entities can check that lightmap and I do so to color them if necessary.


The room editor is actually a php-script; you edit those in the webbrowser. You also move your rooms together there to form your dungeon.


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] #412495
11/27/12 21:54
11/27/12 21:54
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Thanks for the tips !

I also prefer hight and smooth frame rate and super entertainment. And your 3D retro art is great.

-----------------

For your levels i see it's blacks screen behind on background frown
Why not putting same color as the level or somewhat darker on background ?
Or some very simple painted background :



I agree it's lot more work also !

-----------
Yes UNLIT seems to work well with 3DGS, Perhaps i'll make some level editor also in some other easy language.

Last edited by ratchet; 11/27/12 22:20.
Re: What are you working on? [Re: ratchet] #412518
11/28/12 14:10
11/28/12 14:10
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
Working on a new Specular Bump Mapping shader for my editor.

It uses a specular map to add glossiness to the defined parts on the object. It has also LOD. The bump mapping and specular mapping is smoothly faded out in far distance to keep the framerate high.


Re: What are you working on? [Re: oliver2s] #412568
11/29/12 11:06
11/29/12 11:06
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
nearly finalized alpha support for static lightmaps with blurring:


the only thing I don't know is why some textures are disappearing when converted by bmap_to_format from compressed dds to 8888...
Edit: I know, bmap_to_mipmap is also needed...

Last edited by sivan; 11/29/12 11:14.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #412569
11/29/12 11:14
11/29/12 11:14
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
Caucasus
sivan@ looks awesome! laugh
oliver2s@ I'm waiting forward to give it a try! laugh


Looking for free stuff?? Take a look here: http://badcom.at.ua
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Re: What are you working on? [Re: 3run] #412579
11/29/12 15:21
11/29/12 15:21
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
good idea to decrease specularity by lod, I'll modify my character shader...
thanks 3run!


Free world editor for 3D Gamestudio: MapBuilder Editor
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