I have to agree, that looks very impressive indeed!
Do I need any special graphics cards to play or will just having DirectX 9/10 be enough?
After this year's competition, you should go back and finish off last year's entry as well .
I have to agree, that looks very impressive indeed!
Do I need any special graphics cards to play or will just having DirectX 9/10 be enough?
After this year's competition, you should go back and finish off last year's entry as well .
Very true, but you are raising the bar nonetheless.Originally Posted by Huehnerschaender
I think that sums it up.Originally Posted by Traveler
You know my statement earlier about wanting to see more screen shots... I've changed my mind... its thoroughly demoralising ;-) j/k
How do you do those nice explosion effects? I've been toying with using 3D effects to handle stuff like explosions etc. but I have no idea how to do them.
:: AthenaOfDelphi :: My Blog :: My Software ::
Looks to me like he's using a particle system with some smoke trail or blue light textures for the power up and guided missle effect. Maybe some other textures and colours for explosions.Originally Posted by AthenaOfDelphi
I'm intrigued how you did it as well Dirk, so spill the beans .
Ehm.... Thanks for the really FAST responses to the video :shock:
Where to begin?
Savage, I use Asphyre from Afterwarp Interactive site (Lifepower) for graphics, so all you need is DirectX 9.0c at minimum and a 3D capable graphics card.
The explosions are rather simple.
In short it goes this way:
Draw a big explosion animation
Draw smokeanimation a bit nearer to the camera.
create fireparticles with velocitys and let them loose smokeparticles on their way.
Thats the normal cannon explosions. The big ones when tanks get down are the same, but I add a really big particle over the whole explosion fading in and out.
Thats all. Nothing magic :lol:
Ah, before I forget: to round up big explosions I added some cameramovement to make you "feel" the explosions a bit better. Can't wait to add sound to the stuff :lol:
In fact, it is very important how you blend the several items in the scene. I draw many things using Add-method, which gives the nicest results for lighting effects.
Athena:
"its thoroughly demoralising " <- that's definetily NOT what I want. I hope to get you motivated by showing my progress. On the other hand it motivates ME when earning positive feedback.
Savage:
"After this year's competition, you should go back and finish off last year's entry as well" <- Uhoh! I know I forgot something :lol:
<a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>
You know whats worse,... that video makes me want to continue my own entry, but I have no time until tomorrow evening
Thats what all the videos should make all competitors feel like! Motivation!Originally Posted by Traveler
I don't want to have another "started but never finished" project. I am willing to do this entry and submit a finished minigame. But sometimes I need motivation and I think everyone else needs it, too.
Imagine in the end we have 20 finished games made with Pascal! That would be GREAT!
<a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>
Little gameplay movie. Level is not finished yet!
Triangles is the total count of triangles that the engine renders...
http://necrodome.homeftp.net/Project...ro3D/SCAG1.wmv
Still the enemy ships have 800 triangles, the player 250
Happy coding!
NecroSOFT - End of line -
Wow!!! Very impressive! Are you already done with your entry? :lol: Looks very very good! Keep on!
<a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&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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