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Thread: Three Bobs - Game for Windows, Linux and iPhone

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  1. #1
    Hi Relfos !

    Amazing : Definetely. Technicaly cool and a I love the game design (Scene with barrels is great)
    I'm happy to know you come back on Pascal Scene with leaf : I liked play with few years ago. Improved engine is yet available ?

    Good luck for the commercial road !

  2. #2
    Nice game. I hope we can play with it soon. Will you sell Linux versions of the game? There are very few commertial games for Linux.

    And I want to see these improvements to your LEAF engine too. May be you remember I asked for it some time ago. Will you release it for free?
    Last edited by Ñuño Martínez; 24-01-2011 at 01:10 PM.
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  3. #3
    That looks really nice. Colorfull graphics. Me likes!

    A few tips:

    Some people may find the bouncing noise annoying after playing for a long time. Maybe you can change it to make it less obvious, or play different sounds for more variation. Also, when you are inside a building, it would be nice to have thick walls. Now they are just simple poly's. You might also want to replace your explosion particles with more transparent ones. You can now clearly distinguish the different particles.

    I noticed every object has a shadow. What kind of technique do you use for shadowing?

    Keep it up. Would love to see more!
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  4. #4
    Thank you all for the replies! And is really nice to know that others already released games for iPhone
    Quote Originally Posted by Vinzvega View Post
    Hi Relfos !
    I'm happy to know you come back on Pascal Scene with leaf : I liked play with few years ago. Improved engine is yet available ?
    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    And I want to see these improvements to your LEAF engine too. May be you remember I asked for it some time ago. Will you release it for free?
    I'm still thinking what to do about the engine, I'll probably release it to the community in the future, but for now, I just use it for my projects, afterall, I spent years working on it, so I want to make good use of it before giving it for free. Also, what I've seen of other projects like GLScene, everything is component based, and my engine doesn't use any components or forms, it is 100% non visual code, so I don't know how much interest there is for a engine like this.

    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    Nice game. I hope we can play with it soon. Will you sell Linux versions of the game? There are very few commertial games for Linux.
    Yes, I will release if for Linux, is true there's few commercial games there, so that's one of the reasons I'm investing some time porting it

    Quote Originally Posted by chronozphere View Post
    I noticed every object has a shadow. What kind of technique do you use for shadowing?
    The engine supports both shadow mapping and shadow volumes (the latter is the technique used in the video). One of the nice things of this engine is that it scales the features automatically based on the hardware it is running, so on a high end pc it makes full use of GLSL shaders, and on weaker pcs, it just uses the old openGL fixed pipeline.
    The engine even runs on Nintendo DS, however the lack of floating point and only 4mb of memory makes the game unplayable there.
    Also thank you for the tips, I will look into it! The explosion itself is not alpha blended because I was trying to achieve something similar to the explosions on Zelda: Wind Waker. I probably need to sort the particles to avoid the popping, maybe then it looks better.

  5. #5
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Relfos View Post
    Yes, I will release if for Linux, is true there's few commercial games there, so that's one of the reasons I'm investing some time porting it
    Hmmm should I ask if it'll be likely that I can eventually play your game on my Mac? If the code is already Windows/Linux compatible, I can't see why it wouldn't compile for Mac OS X if you had access to one. It would even take you one step closer to getting the game onto an iOS device.
    Jason McMillen
    Pascal Game Development
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  6. #6
    Quote Originally Posted by WILL View Post
    Hmmm should I ask if it'll be likely that I can eventually play your game on my Mac? If the code is already Windows/Linux compatible, I can't see why it wouldn't compile for Mac OS X if you had access to one. It would even take you one step closer to getting the game onto an iOS device.
    Yes, it should, and will run on Mac, I'm going to buy one next month, so I can start porting this to both Mac and iPhone

  7. #7
    I'm here again with some more news about this project.
    It is already running on Windows, Linux, Mac and iPhone, I'm now thinking about supporting Android in the future, but sadly there's not much info about FPC + Android around yet.

    Here's a new video:

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