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Running Food - Playable Demo #194712
08/06/05 11:46
08/06/05 11:46
Joined: Oct 2003
Posts: 312
Lüneburg, Germany
Gnometech Offline OP
Senior Member
Running Food - Playable Demo

Hello all!

Some of you might remember our first demo, posted about a year ago. Well, we feel the game has improved quite a bit since then, so now it is time for another demo.

Those of you who were at the DUSMania 7 have already seen this - all others enjoy the 4 playable levels!

Readme is included, here is a screenshot:



And here is the link: Playable Demo

Have fun! Feedback is appreciated. :-)

Gnometech

Download our playable Movement & Interaction Tutorial for 3DGS here:
http://www.puppenheim.org/MITutorial.zip
124 Comments
Re: Running Food - Playable Demo [Re: Pappenheimer] #194732
08/08/05 08:52
08/08/05 08:52
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
User
draculaFactory  Offline
User

Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
I noticed the english thing. I poke around in game options always. I know they were marbles lol, I was kidding around. I liked the sharp look of the game, all clean-cut and stuff. The game had me excited when I caught a marble, I peed a little... LOL.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: Running Food - Playable Demo [Re: draculaFactory] #194733
08/08/05 10:27
08/08/05 10:27
Joined: Aug 2003
Posts: 1,125
Germany / Reckenfeld
Tobias_Runde Offline
Serious User
Tobias_Runde  Offline
Serious User

Joined: Aug 2003
Posts: 1,125
Germany / Reckenfeld
Die 9700er ist einfach schneller wie die 9600, zumindest im Laptop!


-------------------------- www.3dgs.de
Re: Running Food - Playable Demo [Re: Tobias_Runde] #194734
08/08/05 17:32
08/08/05 17:32
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany



Slizzer, WHAT exactly made you so excited? That you finally caught it, or, that you held a 'living' thing in a game world in your hand?



---------------
By the way: Wanna have food that bites you in your hand, if you don't shake it every third second? :P
There are soooooo muchfeatures we would like to add.... maybe in early spring of 2009!


Last edited by Pappenheimer; 08/08/05 17:38.
Re: Running Food - Playable Demo [Re: Gnometech] #194735
08/09/05 11:19
08/09/05 11:19
Joined: Apr 2002
Posts: 680
Germany
Turrican Offline
User
Turrican  Offline
User

Joined: Apr 2002
Posts: 680
Germany
This is really awesome. I love the overall style and mood of the game and it plays oh so well!

This is the best complete 3DGS project I've played so far!

Hope to see you on GC next week (be there on Wednesday and Thursday)!

Re: Running Food - Playable Demo [Re: Turrican] #194736
08/09/05 11:53
08/09/05 11:53
Joined: Mar 2002
Posts: 7,726
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,726
Biting food would be fun!

old_bill


Success is walking from failure to failure with no loss of enthusiasm.
Re: Running Food - Playable Demo [Re: old_bill] #194737
08/09/05 15:40
08/09/05 15:40
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
If I understood right this is getting a commercial game. I wonder why it´s not optimized to run on the weakest comps. Maybe it´s because the pcs I am using are very weak. But my newer games are optimized, like level of detail settings, (control settings,) texture size and depth settings, special shader settings* and ALL menu sprites get purged if they are invisible and models get purged if a level is left or they are far away (not moving models).
My games are free and done by a single person. I think such optimizings should be a standard for commercial games. I would add LOD if my models wouldn´t be complete mesh deformed. In the web are free good LOD tools like melody from nvidia.

*It looks like a game with shaders do not run on a "non shader computer" even if they never appear in the game even if the newest direct X is installed. I can´t confirm that because my non shader comps run all of my games, but some of my users seem to have that problem.


:L
Re: Running Food - Playable Demo [Re: EX Citer] #194738
08/09/05 16:16
08/09/05 16:16
Joined: Jul 2005
Posts: 85
Douglas, MA
Carlos Offline
Junior Member
Carlos  Offline
Junior Member

Joined: Jul 2005
Posts: 85
Douglas, MA
HAHAHAHHA....That was alot of fun!

Re: Running Food - Playable Demo [Re: Carlos] #194739
08/09/05 18:21
08/09/05 18:21
Joined: Jan 2002
Posts: 3,176
VPrime Offline
Expert
VPrime  Offline
Expert

Joined: Jan 2002
Posts: 3,176
the game is great, and the music is really good to, goes witht he game perfectly... the 2nd level got me impatient though.. so i would just eat the one marble and lose...

Re: Running Food - Playable Demo [Re: VPrime] #194740
08/09/05 21:38
08/09/05 21:38
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
Looks cool I like it myself 9½/10


"Yesterday was once today's tomorrow."
Re: Running Food - Playable Demo [Re: EX Citer] #194741
08/10/05 00:20
08/10/05 00:20
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Thanks to your feedbacks! Great that you liked it!

@ Ex_Citer: I'm really sorry, that it doesn't run on your pcs! I know how annoying it is, to download a demo which doesn't run.

You are right, the game isn't optimized. But it doesn't contain any shaders, only two FixedFunctions of Steempipe which should work on each T&L grafik device.

The weakest system, on which I tested it, has an AMD 500MHz processor, an Ati Radeon 9200 and 256 Mb RAM, it doesn't run smoothly but it runs.

None of my models has more than 500 polygons, and there are not much of them in a level, the most plants still have no LOD. There is one terrain in one level with about 10 thousend polygons and a skin of 1024x1024.

Quote:

I think such optimizings should be a standard for commercial games.



I agree, but before optimizing we tried to achieve a special unique feeling of design and gameplay and - couldn't resist to show what we achieved so far until now!

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