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ChrisV

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Everything posted by ChrisV

  1. ChrisV

    Mages Alchemy

    Nice work, TJ! Really sweet characters! I loved your artwork while working on the LECP, and this is even better. The idea of puzzles and learning maths is a good idea. Games are fun, and we learn faster/better when something is fun to do. So far, I like what I see, and I hope to see much more coming. Cheers
  2. I hope there are cookies and coffee available.
  3. Very nice, Naughty! Has a pleasing Hollywood Disney look. I like it. Good luck with this. Cheers
  4. Besides the die cam that needs a fix, and a few other minor problems, it worked on my machine. Sure, it can be improved and made better, but I'm very proud that we got this far, and I'd like to thank all involved for doing their best. It has been a great experience for me as well, being Lead Artist, and it was great to work with such nice people whom have proved to be capable of getting a playable game done on time. Thumbs up, guys! As for svn alternative, I'm not sure, but could THIS be a solution? Cheers
  5. Thanks, Rick! Much appreciated. I'm creating Healthpacks atm, and so far, it's looking great! But, that's for a next blog. ;-)
  6. Awesome! Nice work, guys! This will make programming more fun.
  7. Hehehhe, coool idea, shadmar! Could be very useful, your snow shader! Thanks.
  8. Just tried your demo out, Pixel. I'm very pleased with the look of it all. Nice textures, models and feel. Although, some textures (like the grass texture), seems a bit too repetitive, and I think the lighting could be better. Plus, some textures don't seem to have bumpmapping on them, correct? While walking in the level, I did notice a few things though. So, here they are : - on some buildings, the light shines through the edges of the walls (got that same unwanted effect when importing maps into Leadwerks) - same for the fireplace, light shines through sidewalls - I can see through some doors while standing close to them (example: the first stable, when standing close to the door) - the two doors after the man with the beard, seem to 'switch' textures. When the door is out of view, and you turn the camera back to see the door, it looks like the texture 'switches'. It also looks as if the door 'pops' into view. - the plants near the pond, have collision on them, which is weird, cuz you can stand on them, which isn't very realistic. ;-) Besides that, it's really looking great, man! Keep up the good work. Cheers
  9. Hi everyone, Decided to do another blog on SCOT (Seventh Crystal of Theia) to keep you all up to date on the latest progress, get some good advices from you all, plus it keeps Roland and myself more motivated. And also, because it's great to make blogs, right? Firstly, I'm not easily satisfied. I'm not trying to be perfect, but rather someone who's trying to get better. So, after walking a few more times in the levels, I noticed that the look was kinda dull, and not as we wanted it to be. That's why I altered/tweaked the light/environment settings a few times more, and finally got the right mood for the game. Pheeeeeeew. The Backyard and the Desert level have a much better feel now. Here some screens: The Desert: The Backyard: As you can see, I've also started on adding a few cool effects. The pinkish doorshield is one of my animated spritesheets, which I was able to put in the game, thanks to our shader-guru shadmar. Thanks, man!! I've plenty more cool animated spritesheets to add to the game, and I might also put a few free ones in the asset store later. Here are more ingame screenies: Next item I'm going to add to the game, is the first monster. Mwuahahahhaaha! And...Roland has been working really hard on more awesomeness for SCOT. Celly (teh main character) has been totally re-rigged by Roland, and he's done an excellent job at it! Thanks, man! It's a combination of BVH and IK-rigging, and what I've seen so far looks awesome! After that, it won't be too long untill actual gameplay will be added. But, I'm sure Roland will tell you more about that soon. So, stay tuned, and thanks again for your interest. Cheers
  10. Very very nice, Marley's Ghost! Awesome! Was it easy to get DARK AI to work with Leadwerks?
  11. We appreciate the nice comments, everyone! Thanks. We're going for dreamy, fairytale like worlds, but at the same time realistic. Uhm...yeah...forgot to tell...this game will be rated +90. Hehehhe!
  12. PaintShop Photo Pro, Gimp (both Photoshop clones ), Corel Painter and I've used others such as Paint.net, Dogwaffle (free version).
  13. Yep, and AI aswell. Nice work, shadmar! As usual. Cheers
  14. Thanks, guys! Heheheh, yeah...it's a very special floor. ;-) Best to get started then, man! If you're not too good at programming, you could try finding someone who is, and has similar ideas about games. ;-) Cheers
  15. Hi all, Here's the latest news on SCOT ('Seventh Crystal of Theia'), formaly known as CELL. Roland and me decided to change the name to SCOT, because it tells a bit more about the game, and also because it sounds good. Roland and myself have been doing a lot of work, and the game is really starting to get shape. We have similar ideas about the game, which is really nice, and we get along very good, so I would like to thank Roland for being such a great guy! Thanks, man. Working as a team requires good communication, and a lot of give and take. At the moment, Roland is doing a great job on getting triggers/events working in the game. The transition from one level to another already works, and Roland is also working on game settings. Anyways, I'm going to tell a bit more about the game (not in detail, that's for later...), plus show you some new ingame screenshots. So, as said before, the game will have similarities of games such as Myst, Riven, Uru, etc...but, also different. As for the realtime physcis/puzzles, think of traps that could happen in movies such as 'Indiana Jones'. Celly is the main character which you'll have to guide throughout the game, solving puzzles, fighting monsters, avoiding/escaping traps in order to find seven crystals that are hidden somewhere in the 'worlds' she'll be exploring. The whole game is in parts, or so called 'themes', and each theme has several 'cells' or 'worlds'. The first theme is 'desert'. After Celly has finished a 'cell', she will return to the 'Backyard', which works like a portal to go from one 'world' to another, plus it's also the place where changing game settings will be done. Okay, enough with the small talk, time for some screens. Here's an image of the 'Backyard' (Roland made the very nice looking door, plus redid the statues uv mapping and texture, and he did an excellent job at it!): Here's an image of some vegetation I did, plus the new 'environment' settings: This is a screenshot of Celly inside the cave (added a few glowing mushrooms): Image of a sandbridge: And, finally, a screenshot of Celly inside a building, which is part of the puzzles: More news will come soon. Thanks for your interest. Cheers
  16. Very nice work, guys! Awesome! Lovely to have some actuall gameplay working in the game. Now, I'm off killing a few more zombs...mwuahahahhahaaaaa!
  17. Hum, I have a feeling that Mike wants to join the team. Yep, nice work indeed all! Keep it up. Cheers
  18. Really nice progress, Ken! I like what I see here. Nice little character you made there, and good animations. Keeps me wondering what kinda game it'll be, but I'm sure you'll keep us in suspense a bit longer, ain't you? Hehhehe. Nice work, man!
  19. Yep. The base layer is the 'bottom' one, sorta speak. Then, use the 'Blend' slider in your other texture layers to blend the current texture layer with the Base layer. Cheers
  20. Hey all, A few friends of mine and myself started a game publishing site more than a year ago for indie developers. Link: http://adg.devink.co.uk/ Adam (a very good friend and Team member of mine, who also does the final publication of the newsletter) and me decided it might be a good idea to put an article about our LECP in this months newsletter. So, I was wondering, what are your thoughts/suggestions about this? Cheers
  21. Thanks a bunch, Josh! Very nice of you to help. We'll include you in the credits. I hope everyone involved gets back on track and doesn't give up. Don't let all what we've done get wasted. Keep it up, guys, we're getting closer and closer! Cheers
  22. Nice work, Chris! Good to see the progress. Hope to see more of this sooon. Quick question...will we be able to create our particles visually? ? Cheers
  23. Good point, Red. Some parts of the world need to be a bit shiny, such as wet materials, but yeah, some others are too shiny at the moment. Thanks for the suggestion. ;-)
  24. Hey all, Some of you might know that Roland and me are working on a Myst like game. And, I must say, Roland is a very nice person to work with, is a great programmer, and we also share some hobbies like guitarplaying and art. We have a good chemistry going on between the two of us, which is very important when working as/in a team. Myst, Riven, Schizm are probably one of the most popular puzzle/adventure games made. And, we plan on making something simular, but at the same time, different. While the game involves solving puzzles, or avoiding realtime traps, there will also be shooting, and fighting monsters. An amazing adventure to keep you busy for several hours in beautiful environments. This blog is to keep you all up to date on further artistical progress of the game. The bridge is a model I've just finished a few hours ago, and I'm really proud of this one. So, here are a few screens to whet your appetite. These are ingame screens of the first theme called 'desert'. Cheers
  25. ChrisV

    ZombieTime

    This is indeed coool, Josh! I was wondering...is it possible to set the pathfollowing different per entity? In the vid, all the enemies follow the same path, so is it possible to have them follow different paths individually, and if so, is it hard to do? Does it require new code to make it happen? Cheers
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