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Re: Quick update [Re: ShoreVietam] #106101
08/31/07 15:44
08/31/07 15:44
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
hey looks nice, but i think the explosins and the terrain looks a bit bloggy, all in all a cool game...if the gameplay is right

Re: Quick update [Re: Scorpion] #106102
09/01/07 03:56
09/01/07 03:56
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
true, in stills the explosions don't look good at all, but with your destruction shader, in motion they look really great, and do you really think the terrain looks blocky? or do you mean the metal platform looks stretched?

Last edited by Manslayer101; 09/01/07 03:57.

- aka Manslayer101
Re: Quick update [Re: mpdeveloper_B] #106103
09/01/07 06:45
09/01/07 06:45
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Yes those are really NICE shaders, fantastic (compared with my simple floating water shader.. lol) !!!

btw. has anyone ever made shock-shader that stretches the view around an explosion for a sec?


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Quick update [Re: ShoreVietam] #106104
09/01/07 09:56
09/01/07 09:56
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
User
Poison  Offline
User

Joined: Apr 2007
Posts: 582
Germany
OMG really really awesome work man can´t wait, want to play. !!!!!!!!!!!!
You should make an updated download link from Preva.
PLEASE!!


Everything is possible, just Do it!
Re: Quick update [Re: mpdeveloper_B] #106105
09/01/07 11:00
09/01/07 11:00
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
Quote:

true, in stills the explosions don't look good at all, but with your destruction shader, in motion they look really great, and do you really think the terrain looks blocky? or do you mean the metal platform looks stretched?




Well, everybody won’t see the explosions in motion before they judge the game and leave(much easier and probable that they see a screenshot first), and I really doubt those explosions look good in motion o.o... I’m sorry, but I do, so can you show us a video clip and clear my doubts? >.<

Any way, I have just added some simple so make effects and have a proposal/suggestion on how you may change the explosion, but I understand that you probably wont, because what you have now some how maybe is how you want them to be :], but any way, here is a image.



I personally like the feeling of power when i blow something up, and for me, that comes from fire, smoke and those weird lines shooting out from the center, and it gives me even a better feeling of power if I see small gibs and particles flying away from the explosion too, like parts from the bomb and the structure, and even snow and mud from the ground :]
But maybe that’s not the style of your game, but I have seen many anime fights with smoke first of all, and I have seen really men with those lines from the center, and they can be there even if there is no smoke and the explosion is perfectly round else to.

Any way, this is just my thoughts…

I’m looking forward to see more of this, I love mechs ^^


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: Quick update [Re: Gafgar] #106106
09/01/07 14:33
09/01/07 14:33
Joined: Jan 2006
Posts: 968
EpsiloN Offline
User
EpsiloN  Offline
User

Joined: Jan 2006
Posts: 968
I was gonna share what powerful explosion looks like but I just realised its a great idea and I'll keep my (stupid) ideas for me (You probably wont like it)
So far,the game looks good to me.The only think I'm concerned about in-game is the animations of the mechs. Noone can get a feel of the game without seeing the mechs move around,because every game has its unique movement system(a feeling that noone forgets. for example Unreal,Quake,Half-Life,Colin McRae,Need for Speed,Alien Vs. Predator...) Thats one of the most important aspects of Game Design because it gives your game 'unique and rememberable' style that wont be forgotten after the user hits the Quit button. So Enough teaching , show us some videos


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Quick update [Re: EpsiloN] #106107
09/01/07 16:11
09/01/07 16:11
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
in due time my friend in due time, but share your idea if it's stupid we won't hesitate to say so (jk ) but we are open to hear your suggestions.

@Gafgar: @.@ omg...if only i could code something like that O.o

Last edited by Manslayer101; 09/01/07 16:16.

- aka Manslayer101
Re: Quick update [Re: mpdeveloper_B] #106108
09/01/07 16:39
09/01/07 16:39
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
Quote:

:@Gafgar: @.@ omg...if only i could code something like that O.o




:], well, its not that hard, it all depends on how you approach it, how big radius is your explosions right now? O.o.. i could add example code for something that looks like the last image if you want , and if you not use that code it can at least be use full to see, and maybe you can learn from it ^^, because its really not that complicated if you don't care about the gibs bouncing against walls and stuff, and if you just add a little shake to the camera too, then you will have a extreme difference ^^


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: Quick update [Re: Gafgar] #106109
09/02/07 00:53
09/02/07 00:53
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
shake does a ton for the environment.

Re: Quick update [Re: lostclimate] #106110
09/02/07 06:26
09/02/07 06:26
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
sure gafgar, send me the code if you will, i'd really like to see how it looks, and it would be kinda hard to determine the radius of the actual explosion to tell you an exact measurement, because it's not set to stop at a certain radius, and i may try adding a camera shake, but i'd have it depend on what view you are in, you are in a huge mech anyway, but a good shake in first person (cockpit view) might be pretty cool. i'm open to more coding opinions if anyone cares to share, and if anyone wants the specular shader, just ask, but i would like to know how to change it to add dynamic lighting, but thats a bit hard...


- aka Manslayer101
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