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Re: What are you working on? [Re: Turrican] #447775
01/04/15 15:57
01/04/15 15:57
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Originally Posted By: Turrican
Hey guys,

here's a little update on Rigid Force Alpha. Since my last post I rewrote major parts of the game code and also did some redesign of gameplay systems.

You can now charge your weapon's special function over three levels, depending on how many energy capsules you have collected (visualized by the horizontal bar in the lower screen center). Additionally, you can charge a combo bar by killing enemies. When maxed out, you can unleash a powerful smart bomb attack which instantly kills smaller enemies and bullets around your ship and inflicts heavy damage to larger opponents. This also triggers a combo mode for highscore players. Just two changes of many, but I don't want to bother you with too many details.

Apart from that, both of our composers now finished their tasks which leaves us with a great soundtrack of roughly 40 minutes length. It's a well-balanced mixture of rock, orchestral and electronic elements. And kudos also to Kartoffel, who has built some nice models and also made several improvements to the rendering pipeline. Without that, the shots below would not look half as good. laugh

Speaking of those shots, I also worked on effects and level design/art which can be seen below - these are just some impressions from the Toxic Jungle stage, including the boss enemy, which I'm currently still working on.

It's all wip, but don't let that keep you from giving us feedback. laugh











More stuff, news and updates as always via
- IndieDB: www.indiedb.com/games/rigid-force-alpha
- Twitter: www.twitter.com/com8com1
- Youtube: www.youtube.com/channel/UCxoUxO4vIzEZLhvOQSDsxbQ (we should really post a new video soon...)


I really need to get shadowmapping working... but the performance is already not very good :S


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #447782
01/05/15 12:59
01/05/15 12:59
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
@Turrican, very good artwork and effects. The graphics are really good, only some shadowmapping/shadows missing but thats the only thing I can think off. And maybe some low res textures like of those caterpillar-like thingies, but I personally don't mind that.

Re: What are you working on? [Re: Reconnoiter] #447783
01/05/15 13:34
01/05/15 13:34
Joined: Apr 2002
Posts: 680
Germany
Turrican Offline
User
Turrican  Offline
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Joined: Apr 2002
Posts: 680
Germany
@Reconnoiter: Thanks, that's good to hear! laugh I'll sort that texture resolution bug out soon. Regarding the missing shadows - well, it's really a performance problem. I personally could live without them, but let's see if Kartoffel can perform a magic trick or two to get them implemented in the end. wink

Re: What are you working on? [Re: Turrican] #447784
01/05/15 15:17
01/05/15 15:17
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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C

Joined: Oct 2011
Posts: 1,082
Germany
I guess Kartoffels shader are damn fast on other engines.
3DGS is slowing things down as fuck. I couldnt even spawn 20 zombie models without any code and got alot of lag just because they had 2k polys and the textures were not 5kb -.- (they were TGA, it runs a bit better with DDS)

Re: What are you working on? [Re: Ch40zzC0d3r] #447785
01/05/15 15:24
01/05/15 15:24
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Well there are so many things I'd like to try out

...instancing, a better subsurface-scattering than I'm using in the skin shader that I hacked together, shadowmapping with actual lightrays (lit fog in the air), global illumination using light propagation volumes (LPV) or even a voxel based approach, etc.

But it's not just the engine that causes problems.. it's also my knowledge and hardware limitations.



POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #447787
01/05/15 18:42
01/05/15 18:42
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Very nice, especially the first two screenshots look amazing!
Only the 4th shot really does not resonate with me, the rock structure and texture work looks subpar and so 2004. It looks like the neat mushroom background art and the foreground art changed places accidentally.
The seam to the ground texture looks displeasing, the rock texture is too repetitious because of its defined bright and dark parts, the structure seems to lack some polygons here and there, there are no real details like stuff on the ground, small mushrooms or other stuff growing on the walls and so on. What you could do is try to create a subtle highlight on the borders because the light is coming from the back, then choose a less distinct texture, apply triplanar multitexturing and multiply it with detail and brightness maps or use some sin(inPos.x/256+inPos.y/32) brightness modification or something like that.

Why don't you create a stand-alone WIP thread in this Projects Forum and keep us updated there?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #447788
01/05/15 19:16
01/05/15 19:16
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Yeah now that I zoom in; those rocks on the th 4th screenshot could use some better lightning effects. But maybe that is cause of lack of shadows.

Also those trees on the 5th screenshot seem to have low res or too little detail (just like the caterpillar thingy). probably wip textures?

But that moth/wasp enemy to the far right is lovely I think laugh .

Last edited by Reconnoiter; 01/05/15 19:22.
Re: What are you working on? [Re: Reconnoiter] #447789
01/05/15 23:24
01/05/15 23:24
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Semi-Fake Screen Space Reflections using directly computed UVs by assuming a horizontal mirror plane. Refractions approximated by beer-influenced Acknex 8 magic.



Long live Acknex, long live old school render tricks. Death to all the fancy render monkeys!

Re: What are you working on? [Re: HeelX] #447790
01/05/15 23:42
01/05/15 23:42
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Quote:
Death to all the fancy render monkeys!
Dx

looks awesome by the way.. but real screenspace reflections shouldn't be a problem, even with A8 grin

edit: after re-reading your post I noticed you're probably not using the rendering technique I thougt at first..
in that case it's perfectly fine, even recent games do it the way you described

Last edited by Kartoffel; 01/05/15 23:46.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #447791
01/05/15 23:49
01/05/15 23:49
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Thanks grin

I flip in the first render pass the figurine along the mirror plane and write the UV of the original pose in a RT... then I render the scene, writing out a mask for the mirror mesh and the approximated refraction vector from the difference between the normal and the mirror plane normal. In a PP combine pass, I lookup for each pixel of the mask the UV of where to lookup SSR.. then I apply an additional fade-out value, which I computed from a fresnel term (from the 1st pass) and the re-projected viewport borders + a fadeout on the distance to the mirror plane.

It's not as versatile as SSR, but it looks pixel perfect on polished planes and that is what I want laugh I am happy!

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