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Thread: 2006 PGD Annual Competition : screenshots

  1. #131

    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by WILL
    So far I've not seen a crappy entry yet.. nice work to all!
    So you would actually tell us if our work was crap, thats nice to know. Then again the last deadline didn't take much. Personally I'm really pushing it to make this one. I'll be surprised if I don't pull a few all nighters after all dayers at work .

    Update on my side; I've almost completed the retro-fit of the entire engine so that it fits the compo a bit better. Had to completely re-design the level system on the backend. Scripting is about complete also (for those interested, LUA won out, only problem left to fix is figuring out if a method actually exists before I try and call it :shock: ). Objects are still giving me fits :twisted: . Can't decide if they are new things or simple sprites with scripts to modify the owner, only time will tell on this one.

    I'm still scared of all of the high end graphics I keep seeing, guess I'll have to kill you all on the game play side of things. Right now I have about 30 quests and 10 levels drawn up and documented out. If I can ever get the #!&@%#! engine right! I also have a special surprise if I make it to the end that should make the judges want to play for many ages after compo end (but I won't release it until then) :lol: .

  2. #132
    Co-Founder / PGD Elder WILL's Avatar
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    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by jdarling
    Quote Originally Posted by WILL
    So far I've not seen a crappy entry yet.. nice work to all!
    So you would actually tell us if our work was crap, thats nice to know. Then again the last deadline didn't take much. Personally I'm really pushing it to make this one. I'll be surprised if I don't pull a few all nighters after all dayers at work .
    Oh heck no! I just meant it as a compliment. Everyone is putting in a lot of great effort, which makes me very glad to see.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #133

    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by NecroDOME
    Level is not finished yet!
    You could've fooled me Great job!

    Quote Originally Posted by WILL
    If you don't complete this one this time I'll be forced to beat you!
    Hehe, having too much fun with it, so there's a pretty good chance of finishing it.

  4. #134

    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by NecroDOME
    Little gameplay movie. Level is not finished yet!
    Another impressive example. I like the switch from side scroller to top-down scroller, and the exploding bits are great as well.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  5. #135

    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by Traveler
    yeah, yeah I know what I said :mrgreen:

    Trouble is I wanted to have everything right, well at least the most important things that is, but alas.. no such luck.

    Looks great Traveller. Looks like you've really taken the time to make your editor WYSIWYG. Impressive stuff!

    I look forward to seeing more game play elements in future.

    Can't wait to play all of these games! I'm like a kid in a sweet shop overwelmed with the idea of what to taste first. Well done to everyone! :clap:
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  6. #136

    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by savage
    Looks like you've really taken the time to make your editor WYSIWYG
    The advantage of the type of game, plus I'm really starting to get the hang of OO Programming. Placing objects is a requirement of the game. I've simply designed my game so that I can place every object on the map. I made a main class that, among other things, takes care of that. Pretty much all other classes that require somekind of interaction with the map, like buildings, trees, sprites are derrived from that class.

    Gameplay is somewhat lacking in the video I agree, I hope to (or rather, need to) improve much in that area within the next few days.

  7. #137

    2006 PGD Annual Competition : screenshots

    Huehnerschaender, excellent video! That looks great!

    Traveler, looks good, good job with the seamless tiles.


    I'd have posted sooner but I've not been able to bypass the main page recently.

  8. #138

    2006 PGD Annual Competition : screenshots

    Hi!

    I took a look at those competition movies and I am absolutely impressed, they look all veryvery good.

    @Huehnerschaender: If I may ask, how do you render those trees? Are they meshes modeled by a professional tool or are they created in realtime? How much do they slow the program down?

    Go on, great stuff!

    Firle

  9. #139

    2006 PGD Annual Competition : screenshots

    Quote Originally Posted by Robert Kosek
    I'd have posted sooner but I've not been able to bypass the main page recently.
    Hi Robert, could you please PM me with details with what was happening
    ie. why you could not get past the main page?
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  10. #140

    2006 PGD Annual Competition : screenshots

    @Firlefanz

    Of course you can ask

    The trees are rather simple.
    They are just 3 or 4 facings drawn at different height, size and angle. I modeled a treestamp too, but since it is not visible through the leaves, I guess I will delete it from renderroutine to speed things up a little.

    The trees themselves don't slow down the redering very much, because I made them as simple as possible but with exactly the look I wanted them.

    There are transparent spaces between the leaves, so that you can look through it and see the ground and other things under the tree.

    Note that you can use this technique only for top down view as I use it.

    To use this method in e.g. first person view, you have to draw the facings vertically in different angles too. Depends on your textures.

    The textures themselves can be extracted from real photos of trees or rendered in e.g. Bryce. It nearly doesn't matter. Depends on your graphic style.
    Greetings,
    Dirk

    PS: Firlefanz: You can PM me in german too, if this is easier.
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

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