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Posts posted by Sooshi
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I like it. Very original Resident Evilish
Yea haha, I said I had multiple cameras, but I actually only have one cam that shoots to predefined positions when the player is close to a certain point. no multiple cams, my bad.
I want to know what designer thought having that ticking clock was a good idealol that damn clock, that was one thing that annoyed me back in the PS1 days..
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Looks good Tillman. How did you setup the camera logic? Looks like you have a few predefined camera locations when the player is at a certain location? Kind of a cool style.
Hey Rick yea the camera logic is as you have guessed. I also have some cams that are by certain key points like switches and treasure chests. The logic runs through a loop to check if the player is close to these first. If not, the regular setup of the scene cameras are then checked.
I wanted to go for dynamic camera angles, my inspiration was God Of War III, all the cameras are predefined with nice setups...Thought this would be cool for an RPG.
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Hey thanks DreamHead, yea the goal is to get to steam for sure..
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hehe... i like it... i like where this style is heading... its refreshing. very nice work. I see your lua skills are doing just fine!
hey macklebee yea my bootleg Lua techniques that are being integrated into my LeadWerks workflow are doing just fine lol . Thanks for your comment, I wanted to do something different and achieve a different art style
very cool little josh !really nice done, he runs like a real child, but as someone tells on youtube he is sliding when stopping, not a pbm for me though...
keep it up, Kevin
Hey diedir thank you so much! We are working hard on this game as we speak.
He's really sweet. Looks like the sort of game my kids would enjoy, whacking bugs over the head with a giant bat. RepeatedlyLol yea Flexman we are trying to give a real fun factor.
Thanks everyone! More to come!
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I think this is the best bang for your buck in my opinion, is what I am using.
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Hello everyone. This is the official thread to my companys first videogame called "Whats Buggin You!?" It is an Adventure RPG game in which you play as a Junior High School kid who must traverse through the game world killing overgrown insects from a terribly wrong science expirament.
Dev Team:
-Kevin: Project Manager
-Eric: Artist
-Andrew: Sound Engineer
ENVIRONMENTS
-The environments in the game range from a freeway underpass to a large garden, forst, underground sewers etc- He will also come across a mountain that he must climb in order to investigate a strange house that resides at the tip.
CHARACTERS
The characters in the game are from two different types.
1. Human characters
- The main character which is the boy named Josh
- A school friend that aids josh on his journey named Rebecca
2. Enemy characters
- NPC's range from ladybug insects to grasshoppers to centipedes etc.
GAMEPLAY MECHANICS
-The game will be borrowing elemens from The Legend of Zelda and Mario64. Centered heavily on exploration like Mario64 with a rich story and battles between the enemies in a more action RPG style of gameplay such as Zelda.
ART STYLE
-The art style in the game will have rich and colorful scenery with a theme geared more towards nature.
Here is a first video of the first level. This level is more like a tutorial to get your feet wet in the game, Rebecca will give you a briefing on what you must to in the game.
P.S. forgot to fix sliding before I recorded, so nvm that. Any feedback is much appreciated on the development of this game. Much thanks to everyone for viewing..
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man thats awsome, good job on the cockpit model Flexman..
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this looks good Flexman, and the name, its really catchy....
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your UI looks cool whisper
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I think that's really cool. It seems fun to me. I like the immersion of checking inventory in real time. Made me smile when you said that.
yes that is definetely awsome...
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Nice video Aggror
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Hey last time i've seen her she was my girlfriend! B)
, I told her and she was like what!?
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Just a character that I may put in my game, not sure..
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Looking good =)
Thanks MrIslomaniac, nvm my crappy assets , they are just there to get the point across of whats going on in the program.
Coming along nicely KevinThanks Pixel, what I am going to do next is add an A.I. character in the scene to do some basic A.I. stuff. I hope my A.I. doesnt come out weird like the A.I. in this example lol...
You managed to fix the controller sliding issue I see.Oh yea, thanks for that Marley. B)
Nice videos!Thanks Richardsimpo123456!!
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thats awsome Aggror, I am playing with the balls B)
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playing around for a few hours, I figured it out, thanks for your help guys..
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I cant speak for everyone, but from my experience, examples with in depth explanations are the best way for me to learn. And it saves so much of my time, which is a critical factor when developing videogames.
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Couldn't remember it either, but a quick look at the wiki explained it very well:
http://www.leadwerks.com/wiki/index.php?title=Cameras#CameraUnproject
oh yea wiki...thnx bro
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sprintf is just a weird C++ thing you need to make a string, because C++ can't just say "DrawText(result,0,0)".
In C++ you can say: DrawText(0,0,"Visible: %d",result);No need for sprintf with DrawText.
Oh ok I see, what about CameraUnproject(), what is that doing exactly?
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I have just come from out of town for valentines day and I have decided to do the raycast C++ tutorial(but coding in Lua) and I am having trouble followng it. I feel it isnt being explained properly for me to understand the concept. I have searched the forums and I cant seem to find any examples to help me get started. I was wondering if anyone could offer some help as to giving me a better example with in depth explanations of doing simple raycasting using cubes and the functions provided.
Like for instance this bit of code is whats confusing me, the sprintf....is that a function?
If anyone could provide a simple workflow(perferably in Lua) with doing simple raycasting that would help me out quite a bit. Thanks...
I dont really understand the code below because sprintf is where I got lost..
--Test and display visibility between two points result=PointVisible(Vec3(4,0,0),Vec3(-4,0,0)) sprintf(temp,"Visible: %d",result) DrawText(0,0,result) --Display the tested line point0=CameraUnproject(cam,Vec3(4,0,0)) point1=CameraUnproject(cam,Vec3(-4,0,0)) SetColor(Vec4(1,0,0,1)) DrawLine(4,0,-8,0) SetColor(Vec4(1))
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i see some pretty bad collapsing of the knee area in that last image take a look here might help some with that http://wiki.polycount.net/Limb_Topology
I was currently skinning my character when I took that pic, the topology is fine. It was more of me needing to finish adjusting envelopes, thanks for that advice though Fredrik
Pure³d - Game Development Division
in Showcase
Posted
Hey Kalonk nice windmill in the bg, how long did it take to model?