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Naughty Alien

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Posts posted by Naughty Alien

  1. you have to understand constraints of time when game is designed, as development techniques and tech change over time..for HL2 you talking about, took 300 people and 4 years of hard work to get it out on API similar to DX7 ... if you look at that, you will understand magnitude of such work and achievement scale..its same newdays, if not even more demanding...

  2. Josh has already made an amazing renderer once. I bet he could push one out in a couple months, it might just take porting the old one.

     

    I watched ShiVa development for close to a year, hoping for improvements. It is now two years overdue, and finally we get some news. They are redesigning the editor. That's it. I waited a whole year so I could make a game with better terrain and graphics. I totally understand how you feel.

     

    You guys might want to go somewhere else but here is what everyone is forgetting is that mobile renderer does not = mobile graphics. I means you just don't get some post-processing effects and stuff that is only possable on OpenGL 3+. You know Half Life? Not amazing graphics. But an amazing game. Mobile renderer does not = 256 textures and super low poly count. There is a half life mod that looks amazing. Really realistic. It was just good art!

     

    What AAA graphic games have you seen designed by one indie developer for PC? Any? No. Is Minecraft AAA? No. Did it make money? Tonnes.

     

    What makes a good game is not just graphics. If that's all you want use UDK. Have fun with it...

     

    ..but that's exactly point..as a indie, you CANT make art that stands out better than AAA stuff..AAA/Indie world was never separated and it never will be, by tech..its limited by team ability to produce outstanding artwork, animations, sound, voice acting and original, high quality soundtracks, for just one and single purpose..to support your game play..there is not a one thing i mentioned in this list, related to tech..if I tell you how much cost one good sound composer/artist, you will choke most probably..my point is, all things related in your post doesn't change a thing, except removing powerful renderer people use to have with LE2 by missing it obviously, from LE3 release, at this moment..and thats what people here, most probably complaining about..to have something to 'show off' if you want to call it that way, when render out something, out of indie world, what is literally same if not better looking than products done by large studios..most of the people enjoyed fact that they have tool/toy, what could make multimillion systems shy..so, since LE3 in its initial form, doesnt offer that (totally reasonable as it is enormous work, and everyone who ever took attempt to write renderer will understand it, while Josh need to survive, at the end of the day), and people 'complaining' about that..simple as it is..

  3. ..friendly piece of advice for anyone whos attempting making some game..dont wait any tool to be released, in order to produce your game..simply go with whatever is available and fire it out..once your desired tool is out, take it and keep going with new stuff..waiting tool to make a game is a lame exuse, for not making game at all..

    • Upvote 1
  4. ..this will give you nice walk camera feeling..i believe everything is self explanatory, but in any case, feel free to ask if there are issues..

     

    ..these are variables for control..

    Global walking:Int = False 'are we walking or running

    Global sp:Float =.08 'main walking speed (not connected with wobbling)

    Global shoe_size:Float = 2.0 ' stepspeed for wobbling camera (eg. Higher Value=running, Smaller Value=walking , experiment yourself)

    Global amplitude:Float

    Global head_bang_X:Float = 0.09 ' amount of wobbling

    Global head_bang_Y:Float = 0.07

    Global move:TVec3 = Vec3(0)

    Global myController:TController

    Global camera:TCamera, camera_position:TVec3

    Global footstep_needed:Int = False

     

    ..and these are functions you will use in your update cycle..

     

     

    Function Move_Camera()

    walking = False

    If KeyDown(KEY_LEFT) Move = Vec3(-speed, 0, 0) ;walking = True

    If KeyDown(KEY_RIGHT) Move = Vec3(speed, 0, 0) ;walking = True

    If KeyDown(KEY_UP) Move = Vec3(0, 0, speed) ;walking = True

    If KeyDown(KEY_DOWN) Move = Vec3(0, 0, -speed) ;walking = True

    'here update your controller, if camera is attached to it

    End Function

     

    Function Wobble_Camera()

    If walking amplitude = ((amplitude + shoe_size) Mod 360)

    camera_position = Vec3((Cos(amplitude) * head_bang_X), (Sin(270 + (amplitude * 2)) * head_bang_Y), 0)

    PositionEntity (camera, camera_position)

    End Function

     

    Function Play_Footstep_Sound()

    If Sin(90 + (amplitude * 2)) < - 0.85

    If footstep_needed

    DrawText "Play a footstep sound here!", 50, 50

    footstep_needed = False

    EndIf

    Else

    footstep_needed = True

    EndIf

    End Function

     

     

    ..in your update, order of function calls should be :

     

    Move_Camera()

    Wobble_Camera()

    Play_Footstep_Sound()

     

    ..I hope this helps...by adjusting some of the initial variables, you can have various motions..

  5. People have sometimes done this when they have not been able to download them ... that is ... they are not licenced developers just members and are blocked from downloading. They shouldn't be able to flag them as broken if they don't have permission to download them.

     

    ..ahh..no wonder..it was animation library reported broken, but it works just fine, unless LE is not initialized properly, what is not library fault..thanks for clarification Pixel..

  6. Wait, are you working alongside asian game developers, occasionally playing pool with them and eating pizza whilst strumming guitar..?

     

    These tears...I can't stop crying...it's like a...omgwad it's just too beautiful.

     

    I never would have gotten into gaming if not for those games that came out of asia. And it's also the asian game composers whose music I love too. Ooooo, you livin the life my naughty friend.

     

    ..well..im living in Asia, over 10 years, and i went in to, almost every corner of it, and i like it..so, since studio is in Kuala Lumpur, its normal to have asian folks on board..hehe..music composer is however from Europe, Leon Willett, guy responsible for music/soundtracks in DreamFall, Last Journey, as well as few MTV Music awards..I tell you, hes realll goood.. :)

  7. ..whoever told ya that game development is about 'democracy', is wrong..its mild form of dictatorship :) , but i luv it, especially when you are a 'dictator' .. hehehehe.. joke on a side, here is some shots from studio, during late hours..beta got just approved, and we are now on to back of final release..yay..

     

    ..biiiizzii beeesss :)

     

    004.jpg

     

    ..a bit brainstorming .. oh.. oh..

     

    006.jpg

     

    ..and a lil bit more brainstorming..ihh..phewwwwww.. :)

     

    005.jpg

     

    ..crazy ideas wall..stick whateva you want :) ..

     

    003.jpg

     

    ..this is where real work happen .. :)

     

    010.jpg

     

    ..who said hardwork is not rewarded.. :)

     

    017.jpg

     

    ..i hope ya like it..keep it up good coding guys..

    • Upvote 5
  8. ..i suppose, Mac is not popular due Apple policy regarding publishing on to their products...i believe its way better to develop for PC, but again, depending on what kind of application you writing, it may be worth..

  9. ..shader is best way to do it..not just with transparency, but make character disappear in to 'ash', or erode, and so on..other way is to control color value, and gradually cut it down to '0'. That however depending on your renderer setup so i cant say for sure..

  10. The portal technology was as far as i know at first implemted by the game "Prey".

     

    ..yupp..its just that Prey portals were static , if i recall it correctly...but yes, thats far as i know, from where came original idea..

  11. ..i was messing with it some times back..what I did was not any rendered image captured on portal transition spot, but actual certain spaces player eventually travel trough..so, what i did is something i call 'oclussion trigger', basically bounding space of certain level zones (can be any number based on designer decision), clipping any geometry passing in to its bounding space, long as camera is inside that 'oclussion trigger'..it works over any level complexity, and you could very easy 'portalize' anywhere .. that was small protype project for SONY PS3 we did december last year..i dont know where is it going now, but we got some money from Sony :D ..

  12. ..then, I think its better to have linepick, and where is the position, returned by linepick at the moment of firing weapon, is where bullet will impact, therefore also, where particle appear and so on..on this way you will just move your bullet between gun position and impact position returned by linepick, at speed you desire and you are set..no physics required..

  13. ..hmm..unfortunately, ideas presented, indicating that such projects will not see a daylight..i was hoping to see something rather simple and intuitive, from gameplay standpoint instead of something what has all signature of rather large and massive projects..

    • Upvote 1
  14. Would you like to see a leadwerks community project ? Yes.

     

    If a project started, would you be a part of it? Depends.

     

    Depends on people participating in. Even if whole team is really dedicated, doesn't feel right to do it with bunch of programmers only, so its kind a heading dead end at some point. Also, having in mind online communication/work, it doesn't make sense to be more than 4 people in team max. More than that will be hard to control, by assigned project leader. Then there is problem of 'transparency'..do people tend to openly share all code (source), media, etc..? Expectations out of final product, representing also danger for project to fail. In my humble opinion, it should be no expectations, except one and simple..to make game (project) up to determined standard, everybody agreed on. Part of 'agreement' should be a time frame when whole thing has to be completed. Time should have some reasonable tolerance, but not more than 15-20% of targeted time frame, or whole thing will just collapse. In general, problem here is basically 'what if' situation, and its rather hard to give proper answer or solution for it. Still, its incredible if achieved, and make some real results out there. Either case, its worth, if nothing, for learning curve purpose..

    • Upvote 1
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