Just implemented real time dynamic stencil shadows, only in map editor for now, i'll port them to actual game soon:
Just implemented real time dynamic stencil shadows, only in map editor for now, i'll port them to actual game soon:
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
Looks nice!!
NecroSOFT - End of line -
I'll second that! Very impressive
What he said :thumbup:Originally Posted by NecroDOME
Peregrinus, expectavi pedes meos in cymbalis
Nullus norvegicorum sole urinat
What he said he said :eh:Originally Posted by JSoftware
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Hehe, thanks, overwhelming feedback unfortunately i don't have such talent for other things, like physics that i have for rendering :roll:
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
As far as I know you are using sprites for cars and people, do you?
You should really think about using models for those objects. Your game scene looks a thousand times better when being watched from a slightly angular view like in your level editor!
<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>
This looks great.
You might also want to look at Pascal Mueller's site ( http://www.vision.ee.ethz.ch/~pmuell...tyEngine/Front ) for inspiration on procedurally generating buildings and cities. I'm quite impressed by his CityEngine stuff and think this sort of thing could also be used to populate a city with procedurally generated NPCs as well.
That's not of any real use for such a game, such a generator might be useful for a flight sim game, but not something like this, where you need close-up detail. The editor i built is a powerful one and it's going to enable all sort of features, which is important since for multiplayer maps people will need all sort of custom maps which transfer fast. and my maps are not stored as geometry, but a kind of voxels.Originally Posted by savage
That's something for the next version of the game, which will be fully 3D, but right now, i'm going to finish this using sprites, i can squeeze a lot more specific detail into sprites than 3d models, i want this game to be arcade with good graphics, and i think that's how it should be.Originally Posted by Huehnerschaender
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
So Delfi, basically this initial version is very much 2D? and the next will be perhaps 3D (if you have time for it etc etc).
The 3D one perhaps would be different or a sequel? but well either way I really like the sound of it .
Definitely keep us updated, Iv'e been keeping an eye on the thread here from time to time and your work is excellent to say the least, good luck!
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