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Re: Feaocder [Re: 3run] #412291
11/24/12 22:53
11/24/12 22:53
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
Well, i see, he's a programmer not a 3D artist at all.
I should recommand , making a team with some modeler, it will be lot more easy for him if he targets a good quality game.

for prototype , he can use anything (even cubes !)

------------------

It's not the subject here , but let's talk about helping on projects :

- I helped some creature monster of very good quality for some great 3DGS game that had a great level and characters. I've put hours and hours of work, and the prject failed one or two months after frown
-Same thing i put lot of hours creating some animated character for some arcade project ,and the project have been abandonned for another game type.

Help for free : it's ok, when you begin 3D, but once you are skilled a little and want to make a game, you'll keep free time for your project instead laugh

-----------

I'm too much really busy in my game, i can't even find a ll the free time i would want to put on it !

I really recommend him to make some two guys team : programmer, 3D artist.
And you can find amateur 3D artists on 3D forums elsewhere than in 3DGS forums wink


Last edited by ratchet; 11/24/12 23:52.
Re: Feaocder [Re: ratchet] #413171
12/09/12 17:04
12/09/12 17:04
Joined: Feb 2010
Posts: 886
Random Offline OP
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Random  Offline OP
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Joined: Feb 2010
Posts: 886
Feaocder 0.9

The newest version of Feaocder (0.9).
My game is the scariest game you will ever play ^^.

PS:
I need an animator for my ghost (run, stand, attack anm) and somebody who could help me with my flashlight.

Greetings wink

Last edited by Random; 03/02/13 19:15.


Re: Feaocder [Re: Random] #418890
03/02/13 20:40
03/02/13 20:40
Joined: Feb 2010
Posts: 886
Random Offline OP
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Random  Offline OP
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Posts: 886
Play my new demo grin



Re: Feaocder [Re: Random] #418943
03/03/13 20:09
03/03/13 20:09
Joined: Feb 2010
Posts: 886
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Re: Feaocder [Re: Random] #419012
03/04/13 19:22
03/04/13 19:22
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Looks pretty solid. You can simply improve your flashlight (and general lighting) with lower the tesselation size in the map compiler. Also please change the step sounds laugh

but the game looks promising, very scary!


Visit my site: www.masterq32.de
Re: Feaocder [Re: MasterQ32] #419022
03/05/13 06:23
03/05/13 06:23
Joined: Feb 2010
Posts: 886
Random Offline OP
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Random  Offline OP
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You mean:

tesselation shaded, flat and turbulence?



Re: Feaocder [Re: Random] #419034
03/05/13 12:09
03/05/13 12:09
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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yes, exactly laugh
but i think you only need shaded surfaces tesselated


Visit my site: www.masterq32.de
Re: Feaocder [Re: MasterQ32] #419738
03/13/13 23:26
03/13/13 23:26
Joined: Feb 2010
Posts: 886
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Random  Offline OP
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Posts: 886
I created my own little flashlight script.
However There are still some areas which just stay black...

Code:
function handle_flashlight()
{
	wait(5);
	set(my,PASSABLE|INVISIBLE);
	//
	wait(1);
	while(player)
	{	
		VECTOR trace_coords;
		ANGLE trace_ang;
		//////////
		if(player.state != 2)
		{
			vec_set(trace_coords.x,vector(1000,0,0));
			vec_rotate(trace_coords.x,camera.pan);
			vec_add(trace_coords.x,camera.x);
			c_trace(camera.x,trace_coords.x,IGNORE_ME|ACTIVATE_SHOOT);
		}
		else
		{
			vec_for_bone(trace_coords.x, player, "light_point");
			ang_for_bone(trace_ang.pan, player, "light_point");
			c_trace(trace_coords.x,vec_rotate(vector(1000,0,0),trace_ang.pan),IGNORE_ME|ACTIVATE_SHOOT);
		}
		if(trace_hit)
		{
			my.x = hit.x + 50;
			my.y = hit.y;
			my.z = hit.z;
		}
		else
		{
			if(!trace_hit)
			{
				my.x = trace_coords.x;
				my.y = trace_coords.y;
				my.z = trace_coords.z;
			}
		}
		my.lightrange = vec_dist(camera.x,my.x) * 0.5;
		my.red = 255 - ( vec_dist(camera.x,my.x) * 0.1 );
		my.green = 255 - ( vec_dist(camera.x,my.x) * 0.1 );
		my.blue = 255 - ( vec_dist(camera.x,my.x) * 0.1 );
		wait(1);
	}
}



Any suggestions how to make it work properly?

PS: thank you masterQ32. It does work better now, but still not properly.



Re: Feaocder [Re: Random] #419739
03/14/13 00:37
03/14/13 00:37
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
why don't you use the flag SPOTLIGHT?


Visit my site: www.masterq32.de
Re: Feaocder [Re: MasterQ32] #420609
03/30/13 02:02
03/30/13 02:02
Joined: Feb 2010
Posts: 886
Random Offline OP
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Posts: 886
I have improved quite alot.
Take a look at the first room of Feaocder 1.0.
A short video will follow.







[img]http://imageshack.us/a/img35/1250/shot0s.jpg[/img]



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