Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (1 invisible), 735 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rating: 5
Page 4 of 17 1 2 3 4 5 6 16 17
The Battle for Forgol #320933
04/25/10 21:41
04/25/10 21:41
8 Images
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
User
The Battle for Forgol

Hello everyone!

There is a time to present a project on which work the last 3 years - The Battle for Forgol. It is a platform sidescroller RPG adventure in which young warrior Iglarion must win Dandarach immortal conquerors, who evil magician gave the stone body.
To defeat Dandarach he must find five daggers that must be installed in his magic shield - the only weapon that can crash his stone body. To succeed in it he must find the five military leaders, who kept the dagger.
In this way the great adventures awaiting him, a large number of monsters, logical tasks, fight, finding equipment that will help him to progress in the adventure, finding friends who will help him in solving puzzles and much more ...

Gameplay video:
The Battle for Forgol (September 2013)
----------------------------------

Credit notes:

Programming:
by Roganovic Veljko

Level Desing:
by Roganovic Veljko and Markus Scholder

Music:
by Colburn Hayden and Cameron Hayden

Models:
by Markus Schloder and Roganovic Veljko

Graphic:
by Markus Schloder

Story:
by Roganovic Veljko

167 Comments
Re: Battle for Forgol [Re: ratchet] #323407
05/13/10 23:17
05/13/10 23:17
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
User
Iglarion  Offline OP
User

Joined: Jul 2004
Posts: 785
Serbia
Thanks so much Ratchet for your advice! I understand all the criticism that you said because i am not so handy in the modeling. But my problem is the solved. Precisely because of these problems in the appearance levels, the team joined Marcus Scholder, excellent graphics and 3D designer. He will done all the remaining fraction models and graphic. As of today, me and Marcus work together to improve the levels and graphic. I gave up part of my profits of game, but i got a fantastic help with making better and most beautiful models.

I am aware that I am too quickly showed video of the incomplete levels, but it helped me a lot more to bring together four people who will assist me in game. Now we have everything and i hope the next video will be a much, much better wink

Rachet i agree. In the first version of the camera was much closer to the player,i must see what i could do on camera. I agree with you in relation to stones, road and texture, they are terrible. OK i say before shadows is not completed.
I am very mean any comment to make it better improve the game. Thank you verry much.

Hey people no one has commented the music for The Battle for Forgol grin

Re: Battle for Forgol [Re: Iglarion] #323473
05/14/10 18:18
05/14/10 18:18
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
That's really cool, new people will help you on the game.
Caus i knwo making a game alone, is very hard and time consuming.

I saw the cavern video, the animation of the hero is incredibly good and fluid, like in the game very old game FlashBack.
Are the animation form you ? I like alos the smoke or other effects and the hero reminds me the game Rygar.

You already have a great game indeed even in it's actual state.

Keep it up laugh

Re: Battle for Forgol [Re: ratchet] #323490
05/14/10 19:49
05/14/10 19:49
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
User
Iglarion  Offline OP
User

Joined: Jul 2004
Posts: 785
Serbia
It is one of my old models wich Marcus made long ago for me, but the hero (Iglarion) will look a little different. Some animations i worked in MED, so i followed the movements animations of a one model that i found in a some demo, which had some animation that we should. This was a very difficult and a long job in MED. A lot of time i lost on this job, but without this animations i could not test the code and gameplay. But if you look more closely you will see that this is a very "bugy" animations. Some animation will have to re-work.

Yes it is very difficult at the same time to write code, design levels, animate, draw, modeling,...I knew it was stuck all day and night until i do something. Now it's much easier the whole concept is already laid, all goes quickly and smoothly. We are currently working on the graphic will look much better than now. All the old models to be modified or completely replaced.

Re: Battle for Forgol [Re: Iglarion] #323492
05/14/10 20:07
05/14/10 20:07
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
for the running animation i really find it very smooth and good.

For the 2D style levels have you used WED and blocks or models ?
I think for level map you have used a terrain with multitexture shader ? what have you used to paint the
different textures of the tarrain , a paint program or GED ?

Re: Battle for Forgol [Re: ratchet] #323494
05/14/10 20:24
05/14/10 20:24
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
User
Iglarion  Offline OP
User

Joined: Jul 2004
Posts: 785
Serbia
For the 2D level i use everything, models, blocks and most sprites. Yes for terrain i use multitexture shader. For paint different textures of the tarrain i use PhotoShop, the best and easiest way. Also, all-terrains i made in PhotoShop, the fastest way for 10 minuts wink .

Re: Battle for Forgol [Re: Iglarion] #323497
05/14/10 20:38
05/14/10 20:38
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
ok.

In the cave level , what are the green thins, plants or cristals ? if cristal you can make them bigger perhaps, and with a reflection shader why not ?

Well we hope to see some new cool video of the game soon laugh

Re: Battle for Forgol [Re: ratchet] #323568
05/15/10 16:08
05/15/10 16:08
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
User
Iglarion  Offline OP
User

Joined: Jul 2004
Posts: 785
Serbia
Yes that some crystals, but i plan to do a level that ice cave crystals are much larger and standing in the background, not on the ground. I have to do a better of Dark Cave level. On the shaders and effects i was not working, but this job is waiting me soon wink
I think i will not soon throw a video until we fix the level to be fully completed, with the enemies, effects, NPC, iventory, graphic, but me and Marcus working hard on it wink

Re: Battle for Forgol [Re: Iglarion] #324758
05/23/10 03:46
05/23/10 03:46
Joined: Mar 2009
Posts: 8
C
Colburn Offline
Newbie
Colburn  Offline
Newbie
C

Joined: Mar 2009
Posts: 8
You can check out all the music currently composed for "The Battle for Forgol" at the following webpages:

http://www.reverbnation.com/colburnhayden (all the music I composed)

http://www.reverbnation.com/cameronhayden (all the music my brother Cameron composed)

Enjoy!


I am a free music composer. Check out my music here.

http://www.reverbnation.com/colburnhayden
Re: Battle for Forgol [Re: Colburn] #327173
06/04/10 22:05
06/04/10 22:05
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
User
Iglarion  Offline OP
User

Joined: Jul 2004
Posts: 785
Serbia
Time is to introduce new visual look for The Battle for Forgol. I think the game now seems much more professional and more beautiful. We spent many hours this month working on the graphics, but we still continue to work even more wink

Re: Battle for Forgol [Re: Iglarion] #327179
06/04/10 22:23
06/04/10 22:23
Joined: Apr 2010
Posts: 265
V
Vinous_Beret Offline
Member
Vinous_Beret  Offline
Member
V

Joined: Apr 2010
Posts: 265
very cool man,now that's what i call 'game design perfection'.
good luck.

Page 4 of 17 1 2 3 4 5 6 16 17

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1