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Silas #217423
07/23/08 02:04
07/23/08 02:04
8 Images
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
Silas

Silas Official Trailer:

http://youtu.be/5fO_ZGc-dOg


Silas will be releasing September 14th 2011!

You will be able to buy it digitally from Desura, Direct2Drive, Gamersgate, Beamdog, and my own website. It will cost $9.95! There will be a demo on the day of release.

http://www.moddb.com/games/silas/news/silas-releasing-september-14th-new-launch-trailer



Welcome to planet Silas. Every year warriors from around the galaxy compete here for fortune and fame. You have been selected as one of these elite warriors.


Features:


- 12 Racetracks, separated into 3 cups
- 4 Deathmatch Arenas
- 4 Capture the Flag Levels
- 18 Weapons, with 32 different functions total
- 12 Characters and Karts
- 30 Original Song Soundtrack
- A full featured audio system containing hundreds of unique sound effects, Uses FMOD, and 25 original songs of the best quality.

Silas also contains a robust single player mode with Grand Prix, VS, Quickplay, and Time Trail options.

The multiplayer contains both LAN and online play for up to 12 players. Modes include, Grand Prix, V.S, Deathmatch, Survival, Capture the Flag, Battle, and Capture the Pipes. Teams are supported, with up to 4 teams. You connect through a fully featured lobby system.

SCREENSHOTS

FORUMS

SILAS PORTAL

COMPANY WEBSITE

SILAS FACEBOOK PAGE


I want to say thanks to the entire community and all the hard workers at Conitec. This project wouldn't have grown so large without the years of support, resources, and inspiration offered by all of you. Especially to the old timers who have been around since the beginning. Keep it up! laugh

Thanks for looking! Please join the Facebook page and forums and help spread the news of the game. And please tell me what you think. laugh

Last edited by William; 09/12/11 03:05.
142 Comments
Re: Silas [Re: BoH_Havoc] #217538
07/23/08 17:12
07/23/08 17:12
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
"looking good" ... uh. not really. especially the coloring of the GUI looks barely acceptable.
the looks of the levels are inconsistent, you mix realistic ice reflections with toon trees and characters, colored lights show up on level geometry, but the edgy vehicles stay white. as they lack any shadow, cars look as if they were floating in midair all the time. the bloom(/blur?) shaders you use cannot hide these things. i'd not steal the UT user interface as shown on screenshot 5.

Re: Silas [Re: broozar] #217540
07/23/08 17:25
07/23/08 17:25
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
Looks very good laugh much details, and great atmosphere.
I too like the looks of the snowy levels. But all the levels have a nice creative feeling, very well done.
Good luck on finishing this title ^^.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Silas [Re: broozar] #217551
07/23/08 18:50
07/23/08 18:50
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for all the comments and constructive criticism everyone!

@Broozar:

I'm giving the user complete customization over the GUI. As they can change their colors, transparency, or remove it piece by piece. I agree the colors are flatter, but I couldn't find a way around this if you allow a person to choose their colors, as custom images don't mesh well with color changing. And I found a stronger gradient on the images cause it to stick out too much.

The shadows I'm still thinking about, originally I was going to wait and see what Conitec come up for a soft shadows shader, but that doesn't look like it's happening soon. So I might settle with something a bit less. Yeah, right now it totally makes the karts look a bit like their floating, shadows will fix this. Although in-game it's not as bad because the independent suspension gives more believability. The outdoor levels need shadows baked yet, so they'll become a bit more realistic then and mesh better with the indoor ones.

Hope that helps, I guess I had already planned to fix most of your good critiques, but appreciate it nonetheless. wink


Check out Silas. www.kartsilas.com

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

Daily dev updates - http://kartsilas.blogspot.com/
Re: Silas [Re: William] #217623
07/24/08 03:07
07/24/08 03:07
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Looking really nice William congrats! Looks like you put alot of work into this.

Re: Silas [Re: DavidLancaster] #217655
07/24/08 09:23
07/24/08 09:23
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
really awesome stuff !..Good luck with finding a publisher !


I like good 'views' because they have no 'strings' attached..
Re: Silas [Re: zazang] #218209
07/27/08 07:56
07/27/08 07:56
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Hi William,

I linked your project at our users gallery:
http://www.dexsoft-games.com/gallery/index.html

I hope I did not miss something important there.

Regards

Re: Silas [Re: Machinery_Frank] #218211
07/27/08 08:41
07/27/08 08:41
Joined: May 2008
Posts: 301
Oxy Offline
Senior Member
Oxy  Offline
Senior Member

Joined: May 2008
Posts: 301
The only thing I am missing is a shadow below the cart. Try to include one,
(such as a transparent TGA sprite, or a stencil).
Such a shadow also gives the player a sense of hight when you do jumps.

Otherwise the levels look cool, as fars as I can see
from still screenshots.


EDIT: opps I see shadow in the snow level. But from this you
can see how much they are missing in the other levels.

Last edited by Oxy; 07/27/08 08:42.
Re: Silas [Re: Machinery_Frank] #218478
07/28/08 21:09
07/28/08 21:09
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline OP
Expert
William  Offline OP
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks Frank, I appreciate it! smile I was also thinking of doing the shadows now via the new decal system, I'll have to take a better look into it.


Check out Silas. www.kartsilas.com

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

Daily dev updates - http://kartsilas.blogspot.com/
Re: Silas [Re: William] #218976
07/31/08 15:11
07/31/08 15:11
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Why not using stencil shadows and blur them? I don't own A7 but I think there already should be a template shader which does the job for you wink

I'm curious on the multiplayer part of your game. Are you using the GS-MP system or an own?

Dark_Samurai

Last edited by Dark_samurai; 07/31/08 15:12.
Re: Silas [Re: Dark_samurai] #218992
07/31/08 15:49
07/31/08 15:49
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
User
cro_games  Offline
User

Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
Not bad...


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
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