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Thread: PGDmC: Vectored!

  1. #31
    Quote Originally Posted by code_glitch View Post
    That deadline is a problem - I will grant you that. Can't seem to get enough time for code at the moment and it really is a damn shame really.
    yeah, but I guess that's life

    Anyway here is a screenshot of the WIP to whet your appetites


    The ship and objects will be more visible against the tunnel as I am planning on making them 'glow

    It might be hard to see in that screenshot, but the ship also has a flickering exhaust out of it's arse hehe
    It is easier to see when moving...

    cheers,
    Paul
    Last edited by paul_nicholls; 04-07-2011 at 07:04 AM.

  2. #32
    PGD Staff code_glitch's Avatar
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    Wow, hold on - is this for real?? I better get a move on. Like fast then...
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #33

  4. #34
    Quote Originally Posted by paul_nicholls View Post
    The ship and objects will be more visible against the tunnel as I am planning on making them 'glow
    A few creative shaders help a lot, not least some recursive filtering. I have that on my "might do" list, which means that I don't have a chance to include that, I must make my game playable first. It makes a lot of sense here, as a combination of retro and modern styles.

  5. #35
    Quote Originally Posted by Traveler View Post
    Ohh that is nice.
    Thanks! Yours looks really good too, can't wait to play it

    hmm...5 days left - I'd better shake my tail feathers! haha

    Besides moving the ship, you can't do anything else yet in mine...

    cheers,
    Paul

  6. #36
    Quote Originally Posted by Ingemar View Post
    A few creative shaders help a lot, not least some recursive filtering. I have that on my "might do" list, which means that I don't have a chance to include that, I must make my game playable first. It makes a lot of sense here, as a combination of retro and modern styles.
    Thanks mate

    I am pretty sure I can't use shaders or recursive filtering in the engine I am using, but maybe in the future

    I am going to use some textured lines to put the 'glow' into it...

    cheers,
    Paul

  7. #37
    Here is a short video of the ship moving around the tunnel:

    http://fpc4gp2x.eonclash.com/downloa...ip_action.html

    cheers,
    Paul
    Last edited by paul_nicholls; 04-07-2011 at 10:38 PM. Reason: typo

  8. #38
    looks good but that's a pretty low frame rate you've got there.
    Imagine I've written something clever here inspiring you to make something awesome. If that happens give me credits

  9. #39
    Quote Originally Posted by pstudio View Post
    looks good but that's a pretty low frame rate you've got there.
    That is due to the video capturing - it drops the frame rate quite a bit! mutter...mutter...

    The actual game frame rate is higher; ~ 50 to 60 FPS

    cheers,
    Paul

  10. #40
    Here is a new screenshot - I am firing triple-shot blasts at asteroids



    With one button, I can fire normal blasts (1, 2, or 3 shot blasts - does 1, 2, or 3 hits of damage), or a missile blast (does lots of damage!)

    It depends on the time the fire button is held down as to whether a normal blast, or missile is shot - keeps the button count down for the competition!

    I can destroy asteroids, but not much else is happening yet; no explosions and other effects (or enemies)...I will get there LOL

    cheers,
    Paul

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