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Re: Post-Apocaliptic RPG Project
[Re: painkiller]
#420726
04/02/13 01:16
04/02/13 01:16
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Looks pretty nice man! Great progress! But few things: * move player a little bit downwards (so there won't be a visible gap between feet and ground f.e. in shadows); * making player walk slower, cause he moves to fast for his walk animations; * make damage (red screen) effect, less noticeable maybe.. decrease it's alpha; * increase the speed of running animation (looks too slow for the running speed); * change mouse pointers (crosshair while aiming, hand for items to pick up etc); * make buildings translucent, if player is behind them; * add some kind of a wind maybe, to make more atmosphere on the scene? Maybe dust etc; * create a walking marker! when you press on ground (where player is supposed to walk to), create an arrow or so.
This is just my taste, and my two cents mate. All-in-all it looks great so far! Maybe I can get some more details on it later, anyway keep this up!
(was that a bug with shadows on 2:48)
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Re: Post-Apocaliptic RPG Project
[Re: 3run]
#420772
04/02/13 23:05
04/02/13 23:05
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
OP
Serious User
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OP
Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Looks pretty nice man! Great progress! But few things: * move player a little bit downwards (so there won't be a visible gap between feet and ground f.e. in shadows); * making player walk slower, cause he moves to fast for his walk animations; * make damage (red screen) effect, less noticeable maybe.. decrease it's alpha; * increase the speed of running animation (looks too slow for the running speed); * change mouse pointers (crosshair while aiming, hand for items to pick up etc); * make buildings translucent, if player is behind them; * add some kind of a wind maybe, to make more atmosphere on the scene? Maybe dust etc; * create a walking marker! when you press on ground (where player is supposed to walk to), create an arrow or so.
This is just my taste, and my two cents mate. All-in-all it looks great so far! Maybe I can get some more details on it later, anyway keep this up!
(was that a bug with shadows on 2:48) thanks for your tips, I really appreciate them and I take note of everything, specially the changing mouse pointer idea.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Post-Apocaliptic RPG Project
[Re: painkiller]
#428122
08/18/13 13:55
08/18/13 13:55
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Joined: Feb 2010
Posts: 886
Random
User
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User
Joined: Feb 2010
Posts: 886
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Great. I am looking forward to see your object system, food, weapon etc. storage.
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Re: Post-Apocaliptic RPG Project
[Re: Random]
#434897
12/29/13 20:29
12/29/13 20:29
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
OP
Serious User
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OP
Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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after some time not using gamestudio, I worked again on this project today. I added a info menu which shows you your current active missions and a world map showing your position and your mission target location.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Post-Apocaliptic RPG Project
[Re: MasterQ32]
#437262
02/13/14 11:57
02/13/14 11:57
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
OP
Serious User
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OP
Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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The first one! The second one hides the most important part of the screen. Also aiming with the second one is harder than with the first one. Yeah, I think I will go with the first one damn those houses are small Yes, I agree, I've set them 20% bigger now: I'm eager to try Shade-C evo when BoH_Havoc adds terrain support and see how it looks in the game.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Post-Apocaliptic RPG Project
[Re: painkiller]
#437265
02/13/14 12:27
02/13/14 12:27
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I'm eager to try Shade-C evo when BoH_Havoc adds terrain support and see how it looks in the game. he just finished its development. but oliver2s made compatible terrain shaders for it probably released with his editor in near future. moreover, he has a separate version on github, but also one of the new developers/maintainers beside Kartoffel and me. once I'll have time for it I plan to make my water, terrain and vegetation shaders, if I can convert my existing ones somehow...
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