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Re: FRONTIER- 1860's resource-management sim (scre [Re: cartoon_baboon] #97643
11/06/06 19:10
11/06/06 19:10
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Ahaa, finally home and the pictures are visible ^^
As already said, it looks good but the terrain is undetailed. Beside all that it still looks great, the enviroment, the models, btw are those vegetation models from Sphere 2.0 or Loopix or even better, own made

Cheers

Frazzle


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Re: FRONTIER- 1860's resource-management sim (scre [Re: frazzle] #97644
11/06/06 23:08
11/06/06 23:08
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Looks very nice! Where did you get the trees from?

Re: FRONTIER- 1860's resource-management sim (scre [Re: DavidLancaster] #97645
11/06/06 23:59
11/06/06 23:59
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Drag the URL to the address bar and the link will load.

Looking good so far.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: FRONTIER- 1860's resource-management sim (scre [Re: Orange Brat] #97646
11/07/06 00:56
11/07/06 00:56
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
I like the HUD Design very much.

The Terrain and Vegitation are ok,
fits together

Re: FRONTIER- 1860's resource-management sim (scre [Re: Damocles] #97647
11/07/06 02:40
11/07/06 02:40
Joined: Aug 2003
Posts: 842
alabama
Drittz_Dourden Offline
User
Drittz_Dourden  Offline
User

Joined: Aug 2003
Posts: 842
alabama
Wow looks really nice...keep us posted on your progress

Daniel

Re: FRONTIER- 1860's resource-management sim (scre [Re: Damocles] #97648
11/07/06 02:50
11/07/06 02:50
Joined: Dec 2003
Posts: 112
Kamiomi Offline OP
Member
Kamiomi  Offline OP
Member

Joined: Dec 2003
Posts: 112
I'm sorry everyone's having trouble loading the pictures!

I even had the same problem, but putting a ? at the end of the address makes it work for me.

(you could also go to my DeviantArt site http://kamiomi.deviantart.com/ and find them on there)


I know the terrain is kind of low-res - it's one 2048x2048 image for the entire area... I thought about using a multi-texture shader, but I tried one out and couldn't get it to work, and decided to just stay away from shaders for this project.

I think five minutes into the game, once you're gathering resources and building stuff, you'll forget about the terrain texture (at least I hope so). I'm trying to get all the graphics to sort of look integrated, in the same relatively low-res style.

The trees and bushes, as I said, are from terminal26.com - and I added the fall and winter skins. The grass is from Loopix - but I changed it from 512x512 to 128x128 - and added a tan skin.

I don't have screens of buildings yet, because... the building process is still underway (programming is almost done on that part) - and there are only about 10 buildings skinned so far, I've got another 60 or so that are not skinned yet so... that'll be a while.

(Unfortunately, they're not built with different graphics for stages of construction, like Age of Empires or whatever - it's just either built or not built -- with a progress bar)


The player will be doing most of the work, although, there might be some implied assistance, no actual NPC characters running around -- although there will also be a town off the map, the player can visit to buy or trade resources.

There will also be animals - MAYBE horse riding/cart pulling, but certainly at least animals standing/walking around.

It's not really building a "city" alone, it's more like building an advanced farm and/or industrial manufacturing facility (at least what was available in the 1800's).


I'll see about getting a couple more buildings in there, and showing off a little more of the activity of the game (although most of that is menu-based anyway)... I'm not sure about videos though.

That's why this is in Showcase I and not Showcase II though, because, it's way unfinished.

The HUD is based on the design of an 1800's barometer - but I put compasses instead of barometer dials (the two compasses are for the player's direction, and the camera's direction since you can move them independently - from OrangeBrat's 3rd person camera script).



Re: FRONTIER- 1860's resource-management sim (scre [Re: Kamiomi] #97649
11/07/06 16:34
11/07/06 16:34
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
Member
sinnlos  Offline
Member

Joined: Sep 2005
Posts: 235
Switzerland - Zurich
i really like the overall look of this project.

its a pitty u didnt get the shader working on the terrain. i hope u re-think and give it an other try because it would definatly look better.

cheers

sinnlos

Re: FRONTIER- 1860's resource-management sim (scre [Re: sinnlos] #97650
11/07/06 16:38
11/07/06 16:38
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
or use at least a detail texture, to have the terrain have some more structure.
(This is the easiest way to implement more detail)

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