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Re: Neue Demoversion / New demo version [Re: frazzle] #46013
03/07/07 20:10
03/07/07 20:10
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
im waiting for this. while the weapons and the shots look pretty basic (and the sky on the screen with the alien soldiers is fugly) the level and texture work SEEM to be pretty good (as far as i can tell on those small shots). thats good stuff^^

Re: Neue Demoversion / New demo version [Re: sPlKe] #46014
03/08/07 09:30
03/08/07 09:30
Joined: Nov 2004
Posts: 1,083
Germany
rincewind Offline OP
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rincewind  Offline OP
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Joined: Nov 2004
Posts: 1,083
Germany
Thank you SPIKE, that's very kind ...a comment like this from the Master of Monster Mayhem is a special honour to me.. and also thanks for the constructive and helpful critics.
..and you're right concerning the weapons and the shots. I surely could improve them if I had more time. A lot of things could sure be improved. I hope to get more time in the future. At the end of this second level the player will enter a train, which will take him to the third level - an abandoned village near a coal power plant. This is what I am working on at the moment.

The game will be available in several download packs on me website when it is completed.

Cheers
Andreas

Last edited by rincewind; 03/08/07 09:31.

Born for runes
Re: Neue Demoversion / New demo version [Re: rincewind] #46015
03/09/07 23:32
03/09/07 23:32
Joined: Sep 2006
Posts: 99
BS, Germany
Storm_Mortis Offline
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Storm_Mortis  Offline
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Joined: Sep 2006
Posts: 99
BS, Germany
wow, a couple of days ago i thought a new demo would be cool, and now there will be one soon^^

ok, i have to say that i did like the older shots more, they were darker, but i didnt find a demo to download. So i cant test it in realtime, im still looking forward.

even if it isnt perfect yet, it looks very interessting and not too bad^^ if im right, you are a one-man-team on these project like me on BrainPain, so i know how hard it is. and your problem with the time i know as well. just stay working^^

PS:Spike i just saw your Massage on icq, sry i didnt recognize it -.-
I worked all the day on our f*cking buggy menu and the questpanel thing, next time write two or three massages, sry again^^ I can only type massages or code, thats why i didnt contact you first .... bsssss

ohh, and Rincewind, i love the "stroggy"-style your enemies are, you like Quake 2 too, huh?


it found a voice ... now it needs a body
Re: Neue Demoversion / New demo version [Re: Storm_Mortis] #46016
03/11/07 08:24
03/11/07 08:24
Joined: Nov 2004
Posts: 1,083
Germany
rincewind Offline OP
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rincewind  Offline OP
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Joined: Nov 2004
Posts: 1,083
Germany
Don't worry, Storm,

you'll get back your darker atmosphere in the last level, when the player enters the Alien enclave. In addition, I might put the old levels online too,.. just for fun.
And yes.. I like Quake 2:-)
Cheers and have a nice sunday
Rince


Born for runes
Levelbuild finished [Re: rincewind] #46017
07/19/07 14:44
07/19/07 14:44
Joined: Nov 2004
Posts: 1,083
Germany
rincewind Offline OP
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rincewind  Offline OP
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Joined: Nov 2004
Posts: 1,083
Germany
HI there,

here are some new screenshots on occasion of achieving one of my personal milestones.

Here's a little progress update:
All 7 levels are completed now (meaning the level build in WED)
More than 40 different weapons are included in the levels (each level with two standard weapons (the same in every level), 4 different weapons in each level, and a special weapon in each level.
25% of the enemy actors are inserted.

Here's what I still have to do:
INsert the remaining enemies
Insert all the models (already built and stored in a model database)
Effects and music
Gameplay balancing

That's it..no more changes - just inserting the rest.
Each level can be played individually (they are pretty huge) - the mission is simple (I'm no good at scripting): Capture seven flags in every level to get to the end. No more background story.. each level is inspired by a different game I like (Doom, Unreal, Lost Planet, HL2, Gears of War, Too Human, Quake Wars).

All models in the levels will be available for free to use them for whatever you want.







Cheers
Rincewind


Born for runes
Re: Levelbuild finished [Re: rincewind] #46018
07/19/07 16:55
07/19/07 16:55
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
very very cool. Maybe you can use seedit to place some grass on the terrain. And maybe some dirt sprites in the city. But that won´t do very much to the fun of the game.

I can´t wait to play it! Keep it going! You know if you simply finish the game with all the levels and it´s ready playable and fun, it´s no big deal to add details like grass sprites here and there. (I think also that´s easier to find help if it´s fun.) I am realy looking forward to this!


:L
Re: Levelbuild finished [Re: EX Citer] #46019
07/19/07 17:37
07/19/07 17:37
Joined: Nov 2004
Posts: 1,083
Germany
rincewind Offline OP
Serious User
rincewind  Offline OP
Serious User

Joined: Nov 2004
Posts: 1,083
Germany
Thanks Exciter,

already got some grass models here:-) LIke said.. models will be added in between, while completing the rest. After having started rebuilding the complete game four time and throwing away the incomplete stuff I am very happy that the WED stuff is finally complete and decisive and I just have to add models, effects, sound and game balancing. I also think that I have found the concept I like best: Putting together large virtual playgrounds inspired by the games and movies I love.

Best regs
Rince


Born for runes
Re: Levelbuild finished [Re: rincewind] #46020
07/19/07 18:10
07/19/07 18:10
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

Expert

Joined: Apr 2005
Posts: 2,332
Germany, BaWü
this is really professional
incredible


Visit:
schwenkschuster-design.de
Re: Levelbuild finished [Re: aztec] #46021
07/19/07 18:26
07/19/07 18:26
Joined: Nov 2004
Posts: 1,083
Germany
rincewind Offline OP
Serious User
rincewind  Offline OP
Serious User

Joined: Nov 2004
Posts: 1,083
Germany
Now come on.. this is far from being professional. I've seen a lot better things in this forum :-))

Yet, thanks for your kind words. The terrain skin on the screenshots above is actually a foto of a tactical map from a screenshot of a video game. I put the screenshot in Paint Shop and deleted all the tactical symbols and frontier lines and put it over a terrain.. it was just an experiment to see if it would work.


Born for runes
Re: Levelbuild finished [Re: aztec] #46022
07/19/07 18:35
07/19/07 18:35
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
sieht nur ein wenig schlechter aus als half-life 1. grafisch wirklich keine glanzleistung, shaderlose, detailarme, sterile level mit waffen, die sich aus blöcken und zylindern zusammensetzen. skycubes, die so ein dickes seam haben, daß ich sie ohne meine brille mit 4 dioptrien aus 1 meter entfernung noch sehen kann, zeugen weder von fleiß noch bemühen. und was die waffenskin aus doom3 soll, weiß ich auch nicht. dein offensichtlicher mangel am blick fürs detail macht sich an dingen wie den fehlenden händen an der waffe, textur-und geometriedeformationen bei terrain und zylindern fest.

da ich deine anderen werke und besonders deine kontributionen kenne, weiß ich, daß du zu weit mehr fähig bist. mit dem schönen scaltrains-pack hast du bewiesen, daß du durchaus auf details achten kannst... warum nun diese schwache vorstellung?

dieser post ist als ansporn gedacht und keine dizzing-eskapade.

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