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Re: Army of Destruction 2 - 3 more update video's
[Re: Kenneth J. Williams]
#97601
11/09/06 08:54
11/09/06 08:54
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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well, I never used gimp (with never I mean maybe one time) but here a quick tutorial: 1) data -> new file -> size 64x64 pixel 24bit color 2) fill picture with blue (the fill tool looks like a bucket I guess) 3) select airbrush and draw a slightly white blurry cirlce in the center 4) go into channels (there are some windows, like tools, layers and so on, and one should be called channels (RedGreenBlue/RGB)) 5) create a new channel (if you donīt understand how, read the damn manual what it says about creating CHANNELs) 6) draw with the airbrush in the new CHANNEL (usually called alpha1) a white blurred circle on the black background 7) go back into the rgb channel 8) go on save file as 9) file name: plasma.tga, file type: targa bitmap (TGA) 32bit(!) not 24bit(or was it byte?)
:L
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Re: Army of Destruction 2 - 3 more update video's
[Re: EX Citer]
#97602
11/09/06 15:11
11/09/06 15:11
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Joined: Jul 2003
Posts: 295 Spartanburg, S.C.
Kenneth J. Williams
OP
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OP
Member
Joined: Jul 2003
Posts: 295
Spartanburg, S.C.
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I tryed just about everything all morning but the background is showing up in the plasma.tga file I don't know why it keeps showing up. I will keep at it though.
Last edited by Kenneth J. Williams; 11/09/06 19:56.
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Re: Army of Destruction 2 - 3 more update video's
[Re: Kenneth J. Williams]
#97604
11/10/06 18:27
11/10/06 18:27
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Joined: Jul 2003
Posts: 295 Spartanburg, S.C.
Kenneth J. Williams
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Joined: Jul 2003
Posts: 295
Spartanburg, S.C.
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http://www.789site.com/other6/Ok I got some new videos here. I got the plasma to work in the indoor level with the single weapon. But if I use those in the outdoor level they dont look right because a little bit of black would show. I did get some better sprites to use for my outdoor levels that don't show any black around the edges and they look ok. I did try and make the explosions look a little better. I also made some movement in my weapons a little recoil. I fixed the clipping range on most of my levels, and I also made gameplay a lot more faster. Everything works at a very good speed now.
Last edited by Kenneth J. Williams; 11/10/06 18:27.
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Re: Army of Destruction 2 - 3 more update video's
[Re: Kenneth J. Williams]
#97605
11/10/06 21:43
11/10/06 21:43
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Joined: Jun 2006
Posts: 96
Straight_Heart
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 96
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.................ugghhh
Can you stop milking this tired series please?
These games you make are incredibly annoying, it seems you dont put enough time trying to flesh out every aspect of the game. The keyword is "seems" because I know your going to tell me you worked so hard on this, and thats wonderful. But the impression is that you just keep slapping on unoriginal models and sound effects with the same "engine", and keep trying to sell this game. Im glad you are getting sales, but I dont see why.
People keep trying to tell you how to improve your game but you insist on trying to offer some excuse, such as no money or how only "YOU" like it and "thats the only thing that matters." If the game only matters to you, then dont bother selling it or putting it on these forums. These members offering critiques ARE your customers, and they dont have to be game developers to offer suggestions. My aunt can tell when a game is bad or good, and she dosent know a thing about game development.
You should spend a massive amount of time just on the sprites, trying to perfect them. Dont be so quick to be satisfied by your initial work:
The explosions as said before need lots of work. The explosions are the "in the moment" reward for destroying these ships. Having just a sprite increase in scale does no justice to the craft, and no visually impressive award for the players. Use multiple sprite objects to fill out the volume of the explosions, put in sparks, flying debris, after smoke. In one of your movies I had seen a large mothercraft explode in just one sprite, this totally ruined the grandeur of the ship, and the act of seeing it taken down.
Your projectile sprites dont look like projectiles, mainly because they are static looking, non-areodynamic flying billboards. If you want to shoot electricity, you dont make a horizontally wide sprite that follows the camera, but you put the electricity in the shape of an orb/sphere shape. These types of shapes look better in fast motion (think of sonic when he runs fast and turns into a ball, a bullet in saving private ryan is an elongated yellow beam, etc)
What I did like was the whole commotion of the environment. I had seen beams come from behind tree lines and this added to the whole war atmosphere. Non scripted NPC's battling each other give the player a sense that he is in a moving and fighting world without his direct influence (this is in a non-multiplayer world I assume)
You're not as unique as you think you are, try again.
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