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Game Producer

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Posts posted by Game Producer

  1. Couldn't care less, so voted "other".

     

    As long as physics lib is stable & works on machines without issues, I'm happy. Newton was fine, but had no much issues with PhysX either (although it does require installing stuff, which is bit bad).

     

    Newton, or anything goes, as long as it doesn't require (so much) more clicks from the user who installs my game.

  2. I've been away so long that I've forgotten how it goes... Could some kind chap share his wisdom on how to go about getting art assets to look fine in LE game.

     

    For example, if I have some animated model (in milkshape format, or .X or whatever), which tools I should use and what should I do to get the model & textures game ready.

     

    Please, a n00b's step-by-step guide would be most appreciated.

     

    (I have Milkshape and Ultimate Unwrap3D Pro)

  3. How's that possible? Because even LE2 has it's own namespace LE.

    Are you sure you put your own functions into your own namespace also?

    +1 :)

     

    I also think devs need to have their own namesspace and/or way of naming functions/classes.

     

     

    I'm sure it's been mentioned before but proper multithreading support.

     

    +1

     

    Reasoning:

    - http calls to server (for example, when fetching online high score)

  4. Bah, you only put positive comments on your game web page, why not the critics too? :lol:

    I get to hear those well enough :D

     

    And hey, I put this as well:

    "Well I'm impressed. The most professional opening to a game I've seen yet in Leadwerks. Polished menu and presentation with a good introduction. Sound and graphics quality looks pretty nice. (But I also managed to walk through a wall and then off the terrain which crashed the game!)"

     

    You are just jealous for not making it in the front page. :)

  5. Anyway, I tried the demo, and it doesn't go dark enough, seems there is some hardcoded lower limit for ambientlight.

    The shadows look wierdly triangulated when using 1024x1024 res shadows with high quality shadow mode.

    When changing the options, they don't activate before you restart the game.

    In the default "no shadows" mode the flashlight goes through walls.

    There is no FullHD resolution (1920x1080).

    I suppose I could take the limit off and add that resolution parameter. Thanks for the pointers.

     

    Well that's true. Anyway, downloading as I speak ... I'll reserve my comments until I've had a chance to play it.

    (Yaiks! Hopefully something good :D )

     

     

    i say not many games can run at 1920x1080 and a lot of the time they set at a lower res and make full screen.

    Lumooja from what i seen all you did was complain and you had not even tested.

    that is not bug testing.

     

    yes making comment is good but you have to have good with bad

    beta testing show were the bug are but you normal say what you like as well.

    lol. I appreciate all the comments. Bring 'em on.

     

    anyway it not bad, yes shadows are not there, but i did not play with it much so can not say much more

    i would have a option to change the keys as some people will not like the default

     

    anyway keep it up

    Yeh - well you can change the shadows from the options menu.

     

    Change keys - I simply didn't take time to do this. The keys are quite universal so hopefully not too strange...

     

    Well I'm impressed. The most professional opening to a game I've seen yet in Leadwerks. Polished menu and presentation with a good introduction. Sound and graphics quality looks pretty nice.

    Tears of joys are running on my cheeks. Thanks mate.

     

    Unfortunately, on my old PC although it runs well and looks great I have no main character being rendered, just the gun. I do have an old ATI driver on this PC so maybe that's the issue. But I also managed to walk through a wall and then off the terrain which crashed the game!

     

    I'll retry it on my nVidea machine which has up to date drivers but I can see you've put a lot of work into this since the last demo you published. Great work Juuso!

    Thanks.

     

    This is great.

     

    -I love the whole zombie barricade thing. The objects hold well enough to stop the zombies, yet they can push through at a reasonable rate. It's pretty scary when your barriers start breaking down and they come for you.

    Yeh, in some earlier versions you could stop the zombies that they couldn't pass. Well - in this version you'd experience a nice lil surprise :lol: I also really enjoy seeing those barrels flying... ;)

     

    -The cursor is very hard to see until it turns red. I can't really see it when I move it around, and I just have to wave the mouse until it shows up on a zombie.

     

    -The day time is at least twice as long as it needs to be.

     

    -It's not worth offering a 64x64 shadowmap resolution. Use 256 as the minimum.

     

    -I'd turn shadows on by default, and show them in your video! You want the first impression to look the best. Graphics are a big part of your game, so you need to do more to show them off. If you cripple the visuals by default, then you just have poor visuals and limited compatibility with hardware.

     

    -Add a directional light during day time and make it brighter. I didn't realize at first there was any difference in the lighting.

     

    -I think you should place a few lights in the scene, so the player will naturally be drawn to those "safe" areas where they can see well. That might improve the mechanics a bit, and you would constantly be looking around to see when the zombies were going to jump into your circle of light. Then you could control where the player was supposed to build barricades, and place the advantageous spots under a streetlight or something. As it is, it's hard to see where the player is, and we never really see him lit. A few lights in the scene would really make a huge improvement, in both graphics and gameplay. I mean, the user would be scared to venture into the dark areas after night. The static shadow map options and light optimizations in version 2.31 will help a lot with this.

     

    -There's a lot more with lighting I think you can do. Make it integral to the gameplay. You can have flares, lights in the scene, campfires, flickering strobe-like lights, headlights of a vehicle, lights the player has to do something to enable, like turn on a generator. You have a zombie game with lighting features no one else has, so have fun and take advantage of it!

    You can press ENTER to skip the day. It's just for the player to get familiar & see some tips.

     

    Very good points about the lights.

     

    The flashlight could also go out of batteries or when you least want it (electrical contact failure when zombies are incoming).

     

    It could sometime slowly dim out (player is using lead batteries), or it could go out at once (player is using alcali batteries), or it could last much longer and go out pretty quick (player is using lithium-ion batteries).

     

    In case of electrical contact failure, the player could punch it against his hand, leg or head (!), but it would have a chance to completely break then also. He could also remove the batteries and brush them and reinsert them (takes longer, but doesn't have a chance to break the light bulb).

    :)

     

     

    Would you mind making a non installer zip version? I don't like installing and I honestly don't know why Microsoft invented it.

    The only thing installing does more than unpacking a zip is creating links on the desktop and in the startup folder (which you can do yourself) and WRITING THINGS TO THE REGISTRY, which shouldn't be (and isn't often) used by any application. But however...

    Uploading one right now with my crappy internet connection made of wood. This should take about 10 minutes or so (I'll put the download link to www.deadwakegame.com website)

     

    @Richardsimpo123456: thanks.

  6. It seems the flashlight doesn't cast any shadows. I hope the game has an option to turn full shadows on, else I wouldn't buy it B)

    Check "options" ;)

     

    I would also like to have an option to adjust the ambient light to 0.01/0.01/0.01, since my monitor is tuned correctly and I don't want to mess up with the monitor tuning to play a game.

     

    There's increase/decrease brightness in options menu.

  7. Seems to work! Thanks Lumooja. Again. I'll buy you a beer or soda or juice or goo or whatever you drink the next you are near my place.

     

    I did something kind of dumb when attempting to implement a separate raycast algorithm for thick raycasts.

     

    Heh, why not then simply ignore the parameter and set it to ZERO inside the zzzPick methods? :)

  8. That looks cool. I like the way the zombies get up and attack.

     

    It might be fun to encounter survivors fighting the zombies and if they die, they fall down and then get back up and attack you. The other thing you could do to make it a little more creepy, is make it harder to see things that are further away and not lit by the beam of your torch. That way hoards of zombies can creep up on you out the darkness.

    I thought to make so that if your companion - the dog - dies... it would attack back at you (change texture to bloody... ;))

     

    You can change the darkness, for youtube videos I gotta make it really bright so that people can see it. But anyway, you can change the darkness in the game to make it creepy.

     

     

    Looking very nice ... its come on a lot since I saw it last ... great work!

     

     

    Yep, dead easy, just click on Insert Media and post your YouTube url. It auto loads a YouTube player for you. Works fine in posts, just doesn't work for some reason in the Gallery.

    Thanks man.

     

    Insert media... it worked. Yay :)

     

     

    It looks funny. :) Maybe itÄs possbiel to place the dead people in different initial states. At the moment they look all the same while resting on the floor.

     

    True.

     

    Looks great. Any chance of a demo anytime soon?

    Yeh... as soon as I get linepicks/controller to work properly. Guy keeps falling through ground in LE 2.28 (that vid is from 2.24). There's old demo at www.deadwakegame.com - but don't recommend it since the new demo is coming as soon as I get the upgrade done ;)

  9. I have stuff like:

    EntityType groundmesh, COLLISION_GROUNDMESH
    Local physicalObject:TPhysicalObject = New TPhysicalObject
    physicalObject.canBeDestroyed = False
    physicalObject.isGround = True
    
    SetEntityUserData(groundmesh, physicalObject)

     

    But... when I do linepicks I get no data (I'm in the process of upgrading from LE 2.24 to 2.28). Any hints & tips on where I could find dig information about what has changed in entityuserdata/linepicks in this time?

     

    Thanks in advance...

  10. Any way to embed youtube videos here?

     

    Here's a vid about Dead Wake zombie game:

     

    (That's made with 2.24 version, gotta upgrade things to make it work with 2.28)

     

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