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Re: What are you working on? [Re: Rondidon] #398652
04/05/12 03:33
04/05/12 03:33
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
and the winner is: HarryPotter, damn dude? What are you making over there ?

@MasterQ32: did you add a splash also or just ripple?

@Rondidon: awesome work with the trees, cant wait to see where you get when you start adding smaller details? if you plan to that is

Re: What are you working on? [Re: darkinferno] #398653
04/05/12 06:16
04/05/12 06:16
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Joined: Dec 2003
Posts: 1,225
germany

What is so special on Harrys water ? Its just a photo grin


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: What are you working on? [Re: Germanunkol] #398668
04/05/12 08:33
04/05/12 08:33
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
@Germanunkol:
The group has an imaginary leader in the middle of the group for high level pathfinding (areas), for low level pf (tile) the first line of units are leaders, others are moving relatively to them, but taking into account tile accessibility too. Thus I can later set group orientation and different formations by assigning leaders and desired leader positions. This is the plan laugh atm they have constant orientation.
I'm just imrpoving group collisions: in some cases (when 2 moving groups are crossing each other) 2 units could enter into the same tile, so a 3 stage avoidance is appliad at the moment (1-turn away and slide on each other, 2-new path towards another tile, 3-set unit to passable temporarily if nothing helps). But later it should be improved with a unit priority based pushing system... (e.g. because of siege units, vehicles, or cavalry)
But in reality crossing of group of soldiers, or changing formation also resulted in broken formations, thus sometimes resulted in loosing the battle, so I think it should not be perfect and easy task in a game too. Of course, it can be annoying if the solution is too stupid.
Targeting is group based, updated in cycles, so following a moving target hopefully will not be a serious problem. I also hate when it is stupid, so that will require some enemy path estimation (e.g. by stealing a few steps of its path).


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: gri] #398669
04/05/12 08:54
04/05/12 08:54
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
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Harry Potter  Offline
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Posts: 3,363
Vindobona (Ostarichi)
Originally Posted By: gri
What is so special on Harrys water ? Its just a photo grin
grin
No, it is not just a photo. wink
It is a combination of semi-transparent texture layers and a shader. And it was not so easy to 'paint' the underwater (ground) texture, because I had to remove all reflections and the visible surface of the water (waves, bubbles) from the photo.

Re: What are you working on? [Re: Harry Potter] #398702
04/05/12 13:27
04/05/12 13:27
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
Bombshell dropped:
http://www.simuwelt.de/game/sportangeln-2012-suedeuropa

Thanks to Rondidon so far for his great work.


no science involved
Re: What are you working on? [Re: fogman] #398703
04/05/12 13:37
04/05/12 13:37
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
The character looks a bit dead/bored to be honest smirk

Re: What are you working on? [Re: Rei_Ayanami] #398704
04/05/12 13:48
04/05/12 13:48
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305


That cant be from a computer.
Its missing the computery stuff.
Every computer picture has some computery stuff™ in it.
I really cant find any here. confused

Re: What are you working on? [Re: Damocles] #398707
04/05/12 13:50
04/05/12 13:50
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Look at the wall<->water at the top, doesn't look that real to me, too sharp edges tongue

Re: What are you working on? [Re: fogman] #398714
04/05/12 14:33
04/05/12 14:33
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Posts: 2,183
Germany, BaW�


@Fogman: Wow, das ist ja super. Sogar mit einem meiner Fischmodelle und dem Rio Ebro Waldlevel auf dem Cover. laugh . Kanns kaum erwarten das Spiel im Mediamarkt zu sehen.

Was mir negativ aufgefallen ist: Die Screenshots auf Simuwelt, Weltbild und anderen Shops sind schon anderthalb Monate alt und kommen aus der Pre-Alpha .. inzwischen sieht das Spiel besser aus (vergleiche Screens vom Gardasee-Level auf Seite 129 hier im Thema). Vor allem das Terrain, die Schatten und die Beleuchtung bzw. Farbabstimmung, aber auch das Wasser. Kann man da noch was ändern und am Ende dann finale Screenshots an den Publisher übergeben, wenn ich dann mit meiner Arbeit fertig bin? Nicht dass das jetzt eine Priorität wäre, aber das gäbe halt ein stimmigeres Bild im Hinblick auf den Ersteindruck.

Quote:
The character looks a bit dead/bored to be honest

I second that. I didn`t make the character model, but I`ll see what I can do to make it look more realistic if Fogman allows me to laugh

Re: What are you working on? [Re: Rondidon] #398718
04/05/12 15:12
04/05/12 15:12
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
WIP particle effects which I've made for my current project:
Impact Particles
I want to thank darkinferno for sharing idea of how to make sparks.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
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