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Re: What are you working on?
[Re: rayp]
#396141
03/03/12 09:43
03/03/12 09:43
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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That looks massive rondidon. Last posts show some reat quality of everyone! A please to watch . This thread was a good idea! Here's my graphics combo breaker ^^. Not much change visible with the eye, but somewhere I decided to port it over to C++. Embedding 3dgs, using Eclipse. Works great so far, but a lot of work. The engine has a loose coupling through interface. Theoretically I could switch engines without the need to touch the entire game logic. I plan to make the game playable on mobile platforms as well using Mosync. Drawing lines and text is the only graphic requirement... in theory. Long long time ago rrrecap! @Joozey: Your game looks so awesome. Guess what? This lead me to the wikipedia page about airports and airport infrastructures; have a look, it's darn interesting to get to know the real stuff, that drives the real world - you might enjoy it, while getting a flood of ideas for your own game. At least, I had for a theoretical, rather realistic tycoon'eqsque game I am never ever gonna make smile --- best wishes!!! I'm really happy to hear my concept triggers people to look into stuff . I got most of my "airport" knowledge from the game Airport Tycoon (2), or Airport Inc. That game needs some work especially on interaction to make playing enjoyable, so I plan to make my game solid on that part at least. I wonder what this tycoonesque game is you talk about . Thanks for the wishes! The project is challenging, has potency in my eyes, may target a wide range of platforms and does not require much artistic skills. I might stick to this for some more time .
Click and join the 3dgs irc community! Room: #3dgs
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Re: What are you working on?
[Re: 3run]
#396144
03/03/12 11:48
03/03/12 11:48
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
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Joined: Jul 2002
Posts: 3,208
Germany
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Joozey, this project does sound interesting! However, I find the visual style to be almost... too busy. I may be alone on this, but the high amount of lines makes it look somewhat confusing. Could you try increasing the grid size, perhaps? Instead of a grid, you may also try to only "suggest" a grid, by using an alpha channel (or even just different contrasts) that is very strong where two lines connect, and less so inbetween. I dunno. I mean, I like the kinda elite-like throwback? And perhaps it's not so much a problem in motion. But I think it might be worth a try! Though, who knows how much of that is placeholder art. In that case, sorry, and please disregard the comment. Your way of working sounds pretty cool though - being able to switch engines on the fly, so to speak. Neat work! ~~ Can I upload a super-boring shot that no one will comment on? I certainly can! Think of the children. Report offensive content. (FUN FACT: To have this option avaible at all times is a requirement or otherwise this game would, according to those FSM guys (german link, be warned) be only for ages 16 and up! Laws.)
Last edited by Error014; 03/03/12 11:53.
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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Re: What are you working on?
[Re: 3run]
#396145
03/03/12 12:57
03/03/12 12:57
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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@Rondidon, looks neet. What music you've used in the video?? Thanks . It`s Pepe with Lambda . That looks massive rondidon. Thanks a lot! . I really apperciate this, although I`m not really satisfied with the unrealistic water and the lowpoly coastline.
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Re: What are you working on?
[Re: Rondidon]
#396165
03/03/12 15:47
03/03/12 15:47
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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Joozey, this project does sound interesting! However, I find the visual style to be almost... too busy. I may be alone on this, but the high amount of lines makes it look somewhat confusing. Could you try increasing the grid size, perhaps? Instead of a grid, you may also try to only "suggest" a grid, by using an alpha channel (or even just different contrasts) that is very strong where two lines connect, and less so inbetween.
I dunno. I mean, I like the kinda elite-like throwback? And perhaps it's not so much a problem in motion. But I think it might be worth a try! laugh
Though, who knows how much of that is placeholder art. In that case, sorry, and please disregard the comment.
Your way of working sounds pretty cool though - being able to switch engines on the fly, so to speak. Neat work! laugh Agreed, especially in the back lines tend to get very busy (if that's what you mean). I could add transparency on lines, but I am making draw calls for each entire row and column, not separate drawcalls per gridcell. Otherwise the fps drops to 1 . So transparency would have an effect over the entire width of the field. That picture is zoomed out as far as possible. If you get closer I think it's less busy, but then you have less overview as well (naturally). Can't change the width of draw calls, sadly. What I can also do is try other color schemes, and see if I can lessen it. The grid could blend in with the background more, perhaps that fixes a lot already. @Dungeon Deities: Neat intro screen! The style you present is great, and I guess also relatively easy to create, even for programmers.
Click and join the 3dgs irc community! Room: #3dgs
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Re: What are you working on?
[Re: Rondidon]
#396171
03/03/12 16:44
03/03/12 16:44
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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@MasterQ32: Can you give some background? What does it do? Does it really merge entities and save them as one single entity to be loaded when the level is played back? Because that's an awesome feature. What does it do with multiple skins, how does it handle them?
~"I never let school interfere with my education"~ -Mark Twain
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