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Pyrogine
03-05-2010, 09:06 PM
http://pyrogine.com/adseller/030510131955.png


TAMARAC, FL (MAY 01, 2010) - PyroGine™ Development ( http://pyrogine.com ) is pleased to announce a new game project called StellarDefense™ for Windows® PC. This game will be the first in the planned series of games to be developed that takes place in the StellarDefense universe. They will tell the story of the epic saga of the battle for EarthAlliance™, a federation of planets and species united for the common goal of peace, prosperity and well being for all it's citizens. The StellarDefenese series of games will be powered by the PyroGine™ Game Engine, PyroGine Development's internally developed game engine. StellarDefense is part of the Arcade Space Combat™ series of games being developed and published by PyroGine Development. Stay tuned for more information and media about StellarDefense as it becomes available.

About PyroGine‚Ñ¢ Development
PyroGine™ Development was founded to develop and publish software solutions. We’re a small, focused entertainment company located in sunny South Florida. We develop, publish and support games and game development tools for the PC Windows® platform and dedicated to bringing family friendly, fun, easy-to-use, affordable software of the highest quality to our customers. We will use a distribution model that will focus on smaller, fun & addictive, downloadable software and will be sold directly to you over the Internet via our website and other electronic distribution means. Because of this method of delivering software our overhead will remain low and we can thus pass the savings onto our customers.

All copyrights, trademarks and service marks are the property of their respective owners.

_________________________________________________

Sean Murry has been contracted to do the music.
http://pyrogine.com/adseller/030510070227.png (http://www.smurraymusic.com/)

An image of one of the boss ships:
http://pyrogine.com/MGalleryItem.php?id=10

paul_nicholls
04-05-2010, 05:23 AM
I like the look of the ship!

cheers,
Paul

Pyrogine
04-05-2010, 02:21 PM
@paul_nicholls
Thanks.

Animated Boss:
http://pyrogine.com/media/sa,media/in,11/preview/

Some Enemies:
http://pyrogine.com/MGalleryItem.php?id=12

WILL
04-05-2010, 06:50 PM
Wow. Looks great. Be sure to let us know when it's finished. :)

And... when you have some in-game screenshots and we can play the demo. ;)

Pyrogine
04-05-2010, 07:09 PM
@WILL
Thanks. Cool, will do.

paul_nicholls
04-05-2010, 10:44 PM
@paul_nicholls
Thanks.

Animated Boss:
http://pyrogine.com/media/sa,media/in,11/preview/

Some Enemies:
http://pyrogine.com/MGalleryItem.php?id=12


Sweet! So are you doing the art-work or is someone else? Very nice ;)

cheers,
Paul

Pyrogine
04-05-2010, 11:46 PM
@paul_nicholls

Haha, I wish. At best I can do programmer art, sigh. The artwork was done by the vary talented artist Jeremy Werkheiser. He collaborated with me on a previous project.

Pyrogine
10-05-2010, 02:49 AM
Development is coming along. A couple of screens shots of some stuff I worked on today.

This is a shot of the Main Menu. I'm using the TPGMenu in PGE to manage the menus:
http://pyrogine.com/media/sa,media/in,13/preview/ (http://pyrogine.com/media/sa,item/in,13/)


Background nebula for a level I'm currently working on. TPGTexture.RenderTiled method is used to tile and scroll the texture across the view port area:
http://pyrogine.com/media/sa,media/in,14/preview/ (http://pyrogine.com/media/sa,item/in,14/)

Traveler
10-05-2010, 08:28 AM
That looks pretty good already. Looking forward to see some ingame material :)

Pyrogine
10-05-2010, 11:52 AM
@Traveler

Thanks. Hopefully have some in the next few days.

arthurprs
10-05-2010, 02:47 PM
the graphics looks really good, good luck! ;)

Pyrogine
10-05-2010, 03:17 PM
@arthurprs

Thanks man. Wow, it's been a while since we've talked. How are things?

arthurprs
10-05-2010, 09:04 PM
@arthurprs

Thanks man. Wow, it's been a while since we've talked. How are things?

not really good, the engineering course is almost killing me, if i escape alive at least i will have some things to tell :P

Pyrogine
11-05-2010, 11:25 AM
Wow, sounds brutal. :o Hang in there man. Keep looking at that you want to accomplish from a result of completing this coarse, then keep pressing on.

Pyrogine
12-05-2010, 11:38 PM
http://pyrogine.com/media/sa,media/in,15/thumb/ (http://pyrogine.com/media/sa,item/in,15/)

Short video of SD showing the intro, main menu and the lighting nebula test I just got working today. I added support for a render state called rsColorLightMap. It takes source image and blends it with the destination image to change it's colors. In this case I'm using PG.RenderDevice.DrawRect to draw a white image on top of the nebula and setting it's RGB values from R:128,G:128,B:128 to R:255, R:255, R:255 to brighten the image buffer. As the rect is drawn successive times, the overal image becomes brighter and brighter. I then randomly modulate this to produce the desired lightning effects.

I discovered that if the RGB values are from 128 down to zero it will actually darken the image in the same way. So 128 is the neutral position and +-128 can lighten/darken the image buffer and/or texture in real-time. Using an actual color light map texture you now have the ability to simulate lighting in PGE.

paul_nicholls
12-05-2010, 11:59 PM
Very nice chief!

I'm glad you got that bit working, yay!

cheers,
Paul

Pyrogine
13-05-2010, 12:22 AM
Thanks. This new renderstate along with all fixes and enhancements will be in the next build.

WILL
13-05-2010, 02:44 AM
That's an impressive effect. Nice job. Like your nebula too. :) What did you do to make it semi-seamless?

Pyrogine
13-05-2010, 02:57 AM
@WILL
Thanks. I used Paint Shop Pro Photo X2 (http://www.corel.com/servlet/Satellite/us/en/Product/1184951547051?trkid=NASEMGglDM#tabview=tab0). It has a seamless texture feature. I used the bi-directional / edge option. I then used the TPGTexture.RenderTiled method in PGE to tile the texture across the viewport. You can scroll the texture bi-directional.

I've been using PSP for so long now. I'm not an artist, can only dabble to get things done I need done so I need this kind of software to be easy to use and affordable. I think I got X2 for something like $55US (X3 is out now) vs what ever PS costs these days. I'm just saying... for me it has all the things I will ever need and I can actually afford it.