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Re: Access Phenomenon - Beta release 2.0 [Re: Nadester] #55657
11/24/05 14:41
11/24/05 14:41
Joined: Dec 2002
Posts: 293
Minnesota
Peter Churness Offline
Member
Peter Churness  Offline
Member

Joined: Dec 2002
Posts: 293
Minnesota
Quote:

You and Peter working together? Site looks really great.




I WISH I could take credit for David's game

Yes, David and Samuel and the rest of their team is doing an awesome job. And yes, we've all teamed up corporately and are moving toward merging our teams together more and more so we're really one development team. David will also probably be taking over as development lead for the Orion game once Axys is done. And yes, as David noted above, Orion will be moving over to Torque. Nothing against 3DGS though - it's an awesome community and has been a very good tool for us to come up with a prototype of our game. After I clean things up a bit I'll be posting an Orion tech demo with A6 and releasing the code for free to whomever it can help out...

Last edited by Peter Churness; 11/24/05 14:46.
Re: Access Phenomenon - Beta release 2.0 [Re: Peter Churness] #55658
11/24/05 15:42
11/24/05 15:42
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Great to see you guys are moving foreward.


--Eric
Re: Access Phenomenon - Beta release 2.0 [Re: Nadester] #55659
11/25/05 09:11
11/25/05 09:11
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Why the move to Torque? I assume it had to either do with Xbox development or the lack of lightmaps on models?


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Access Phenomenon - Beta release 2.0 [Re: William] #55660
11/25/05 09:35
11/25/05 09:35
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
William. Rebel Planet is based on a huge world and uses terrain very often. Torque supports very huge terrains and can render complex terrain scenes with much entities very fast and smooth. Even entities with very low texture sizes look professional.

I talked with engine developers and they still admire the Torque renderer.

Since Peter is a good programmer he could be one of those that can handle Torque. I think this is not a very easy task. But I wish him success.

Frank


Models, Textures and Games from Dexsoft
Re: Access Phenomenon - Beta release 2.0 [Re: Machinery_Frank] #55661
11/25/05 10:25
11/25/05 10:25
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
If I get it tright, you should use Torque if you are in the terrains, but if yer pr0 in Level geometry (like Bilbo) stay in 3DGS.. I like Level Geometry more than terrains cuz I don't need to code Collisions to it

Torque is good engine, not as good as 3DGS (not after Octrees / BSP choices come). Though also if you can program CScript and incoming Lite-C, I would not recommend moving to Torque (if not willing to learn new Language).

btw,



the roads textures are not placed perfectly, is this fixed already?


"Yesterday was once today's tomorrow."
Re: Access Phenomenon - Beta release 2.0 [Re: Inestical] #55662
11/25/05 13:26
11/25/05 13:26
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
You know how difficult it is to get the textures perfectly aligned?

I've noticed that even in the Zelda games had this issue. It would have to be done in Max, where Max would do all that great work, or somehow...Redesigning the level, with perfectly straight boring paths that are aligned along the WED grid. The path texture is always on a surface at various rotations, I see it almost impossible in WED, after rotating and moving the texture, to get it to align at the perfect position to the grass texture. Even if I did make the paths line up with the WED grid so I could make sure that the texures were aligned, then I would be significantly impared in any special designs with the path, it would have to be strickty limited to moving a certain way along the WED grid. Unless there's another way I haven't thought of?

Re: Access Phenomenon - Beta release 2.0 [Re: DavidLancaster] #55663
11/25/05 19:58
11/25/05 19:58
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
well, I normally make then mor bigger texture ;P and bigger area that holds the whole path. And I know the level of hardness to align them fought with one for three hours to get someow aligned.. it was small.. yeah.. road.


"Yesterday was once today's tomorrow."
Re: Access Phenomenon - Beta release 2.0 [Re: Inestical] #55664
11/25/05 23:06
11/25/05 23:06

A
Anonymous
Unregistered
Anonymous
Unregistered
A



Wow, this game is really awesome Samuel and David! I would have to say its one of the best I've played from 3DGS. A lot like Zelda like someone else said, but the graphics, music and textures are extremely good. The only downfalls I saw were: you wield a sword (which is violence and against the commandments), 8 second loading times on levels that should take 2 seconds, and slow framerates (I'm guessing this is because you're using skins of megapixel size or too high of a poly character?). But the good things about this game far outweigh the bad things. I think the music was really well made, who did it? Great job and keep up the good work!

Re: Access Phenomenon - Beta release 2.0 [Re: ] #55665
11/26/05 09:40
11/26/05 09:40
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline
Serious User
Ambassador  Offline
Serious User

Joined: Jul 2004
Posts: 1,924
Finland
Quote:

Wow, this game is really awesome Samuel and David! I would have to say its one of the best I've played from 3DGS. A lot like Zelda like someone else said, but the graphics, music and textures are extremely good. The only downfalls I saw were: you wield a sword (which is violence and against the commandments), 8 second loading times on levels that should take 2 seconds, and slow framerates (I'm guessing this is because you're using skins of megapixel size or too high of a poly character?). But the good things about this game far outweigh the bad things. I think the music was really well made, who did it? Great job and keep up the good work!




Danke Danke I did the music. Te skins are not megapixel size and our primary modeler does fairly low poly job. David probably knows a bit better why the framerates are a bit too small on some computers. But wait till we release the full version and you get to playe the Penu Harbour part. I played it yesterday when David sent me the new beta and man I was amuzed ! The graphics there look even better! But I'm not gonna tell you any more about that... Buy the game when it's ready!

Re: Access Phenomenon - Beta release 2.0 [Re: Ambassador] #55666
11/26/05 13:20
11/26/05 13:20
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
one big disadvantage i found out.

The riddles are Christian-riddles as far as i know, right?
So people who dont know the bible, doesnt know the answers to the quest o_O

Well at least there were some bible-questions if i remember correct.

So i will never play the game cause i dont know the answers.


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Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

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