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Thread: 2006 PGD Annual Competition : screenshots

  1. #21

    2006 PGD Annual Competition : screenshots

    Well, I haven't started on the real graphics yet, but my Sprite and Level editor are comming along quite well. Once I get the Level Editor complete and the scripting engine cleaned up I'll move on to attempting to draw (or borrow) the final graphics. Look for things to change greatly .

    Sprite Editor (or manager):



    Level Editor


    As you can see, the minimap does display much at this time, but it works and the viewing rect re-sizes and allows you to drag to other sections of the screen easily enough.

    Framerate is always locked at 60 fps. I'm working on a Retro style game (think back to Zelda). Was going to do something fancier, but in the end I like the old look and feel much more. Now its time to figure out how to manage objects and placement .

  2. #22

    2006 PGD Annual Competition : screenshots

    Wow!
    You are all working hard on the entries while i didn't yet wrote a
    single line of code My job and MidletPascal are sucking away all my
    spare time! Actually i just wrote a little particle engine for explosions...

    As i said i won't compete for the deadlines anyway, i'll try to have a small
    but complete game for the end of the compo.

    The only "screenshot" i can submit is my avatar, our new FNX Games
    character that will be starring the game
    If my gfx artist is going to help me i'll try to post a mochup screen of the
    game!

    [EDIT:] my gfx artist has just submitted this
    <center>
    <br />Federico &quot;FNX&quot; Nisoli
    <br />Lead Programmer - FNX Games
    <br />http://www.fnxgames.com
    <br /><img src="http://www.fnxgames.com/imgs/banners/fnxban.gif">
    <br /></center>

  3. #23

    2006 PGD Annual Competition : screenshots

    Wow! Good work there Jimmy!

    I really look forward to all the stuff done by this year's competitors!

  4. #24

    2006 PGD Annual Competition : screenshots

    Looking good cairnswm & jdarling. I wish my map editor was already that far

    I had big plans to work on one myself last night, but I had some minor difficulties with code between D5 (EE) and D7 (PE). Something that worked great in D5 didn't in D7. At first I thought it had something to do with the code for the texture manager, I was working on in D5 (at work) because, before that everything seemed to work perfectly in D7.
    After an hour or so searching I came to the conclusion that it had nothing to do with the code for the texture manager at all, but with the setLength function, I had used in something else. :doh: Somehow it seems, D7 has a different implementation or something I dunno, Anyway, I redid that whole part (for the better) but it did cost me most of the evening.

  5. #25

    2006 PGD Annual Competition : screenshots

    I'll trade ya, I wrote up the first instance of the actual game engine last night just to realize that I forgot to include object culling and position proper rendering . On top of that, I forogot to add support into my object queue for node movement . Oh well, its only about a day or two's worth of work to clean up my mistakes.

    Course then comes the hard part, moving from completely software rendering into hardware support for rendering . Luckily nothing in my engine knows how to actually draw itself, it calls display methods to handle that... Just have to make DirectX, OpenGL, and GDI all work the same. If I can't then I'll have to drop the idea of letting the user select the rendering device and force DirectX for the time being.

  6. #26
    Legendary Member NecroDOME's Avatar
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    2006 PGD Annual Competition : screenshots

    My entry is called SCAG that stands for SColling Action Game

    Here are some screenies:





    [Edit] * Sorry for the ugly shots, there's much work to be done on the modeling of the map and ships!!

    They can also be found here:
    http://necrodome.homeftp.net/Project...ct=App_Necro3D

    (My server uses pascal script is your wondering what the extension nss is...)
    NecroSOFT - End of line -

  7. #27

    2006 PGD Annual Competition : screenshots

    basic level editor

  8. #28

    2006 PGD Annual Competition : screenshots

    World Editor

  9. #29

    2006 PGD Annual Competition : screenshots

    Main character.


  10. #30

    2006 PGD Annual Competition : screenshots

    Oh boy
    I'm soo looking forward to this years entries!

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