Ah, it's getting shape now
It would be nice if you could add some shadows and transitions by alphablending...
Looking forward to see the next pre-release!
Greetings,
Dirk
Ah, it's getting shape now
It would be nice if you could add some shadows and transitions by alphablending...
Looking forward to see the next pre-release!
Greetings,
Dirk
<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>
perhaps using multitexturing and changing vertex alpha transparency color..Originally Posted by czar
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Being a tile based puzzle game, you'd want the difference in tiles to be easily defined (eps. for kids), although a nice transition would look more visually appealing.
I like the idea of multitexturing, and just changing the vertex alpha value, wouldn't take much at all to implement. Though what about limit on TextureUnits? In the end there may be more than just 3 different tile graphics per level. Or using a different method?
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I'm quite pleased on how the artwork is coming along so far, and in my style of rendering out pictures when the art isn't really finished yet, here's a quick little pic I just made up:
Still not finished at all (Will eventually have all the game characters), just an idea for the splash screen, or a banner, or something
The Game
Great start! All of the basic functionality seems to be there; I like those sorts of puzzle games. I just couldn't figure out how the eyeball enemy works. It seemed that no matter how I tried at it, I'd die if I got near him.
The Art
Directed at the new art you have lined up: wow! Looks fantastic; definitely commercial grade. The little title screen (or splash screen, perhaps?) pic you whipped up looks excellent too. Can't wait to see this one reach completion!
Game-Dev Journal: http://skirmish.dreamhosters.com/devlog/
Artwork:
Yeah the artwork is really coming together quite nicely. I've got to hand it to Kas, he's done an amazing job interpriting my vision of Garland's world.
Mind you I guess it helps that we have been working on Cyber Crisis all this time, huh Kas?
I have no doubt this game will be great visually. Which is great becasue it'll keep me on my toes to keep up with the visual effect. :lol: I just feel bad for whatever musician that joins the team, he's gonna have his work cut out for him. [size=9px]j/k[/size]
Oh and the title font is great. How would it work in our font system Kas? Or did you another one in mind for that part?
Debugging:
In short, I gave up. The fireballs code sucked so I started over and decided to do it another way. Instead of having an array for all the fireballs I made one per enemy so that I didn't have so many constantly changing things to keep track of. There is smart code and then there is brilliantly stupid ways of complicating code.
So in the end I'll be rid of the fireball bugs and it'll be structured in a more managable way. The only thing is that I have to move all the enemies from the one array containing all the game objects and make a seperate array just for them. This means a major revisit and recode the way all the game objects are managed/structured to do it. But the good news is that I'm mostly done, I just have to account for the new array of TEnemy objects.
I'll then start on animation, spruse up the graphics with Kas' fine work and I'll churn out another pre-alpha for you guys to give a run & give feedback with.
Purely out of curiousity, are you using FreePascal or Delphi as your compiler?
Game-Dev Journal: http://skirmish.dreamhosters.com/devlog/
Yes, for this project it helped that we have worked on Cyber Crisis before hand (Which is still going ahead ), and having done this side project, it's going to benefit Cyber Crisis even more.
I'd like to use that font for the game itself, I've been trying to get it into a proper bit mapped font sheet, but some of the Letters escape the bounds of the tiles, will have to do a bit of manual editing to fit it in :lol:.
The next Alpha Release of GQ is going to be awesome with animations
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"It seemed that no matter how I tried at it, I'd die if I got near him."
Yeah, If the EyeBallMan see's you directly in any of the 4 dirrections it's good night :lol:. You have to use the objects (Gems, Crates, etc) to block his line of sight. Ofcourse, in the next release he'll be rotating and looking around, so it'll be a bit more obvious. (Lol, the very first time playing the demo, I though it was a bug! :lol: :lol: )
Hint: try and get 4 crates from the top of the map to surround EyeBallMan
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