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877593 Posts in 32868 Topics- by 24310 Members - Latest Member: Muzuh

May 19, 2013, 11:38:50 PM
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1  Community / Competitions / Re: LD24 August 24th on: August 31, 2012, 06:53:22 PM
As for me I managed to create a first-person platformer game. Haha.



Here's a video teaser of the game:


You can try out the game here.

Also, post more of your works so I can start rating them! :D
2  Developer / DevLogs / Re: Screenshot Saturday on: April 20, 2012, 10:02:58 AM
It's sat from where I am at so...

Here are some screenshots for my current game dev project showing the evolution of the environmental design from sketch to concept art to in-game.


3  Developer / DevLogs / Re: Run, Panda, Run! on: April 20, 2012, 09:54:55 AM
Run, Panda, Run Devlog – Week 5, 6, and 7
I’ve been a little busy this past week due to other commitments. I wasn’t able to follow my timetable to the letter but things are still moving forward.

This week’s recap combines all the changes from week 5 to 7.


Here are some screenshots showing the evolution of the environmental design from sketch to concept art to in-game.



Here are the finished tasks in list form:

  • Added a countdown timer
  • Added more test levels
  • Added a level completed area
  • Added a level select screen
  • Players can now finish a level and move on to the next one
  • Made level creation and editing easier using prefabs
  • Face changing fixes
  • New environment concept
  • Created new environment models
  • Optimization changes
  • Fixed bugs
  • Deployed a development build for browsers

For next week, I might concentrate on adding new models and textures to the test level I’ve made. If I have the time, I might work on new obstacles as well.
4  Developer / DevLogs / Re: In Tall Grass (working title) - explorative monster hunting game on: April 06, 2012, 06:59:29 AM
When I read the title I thought this was the 3D pokemon that I've been hearing about.

Nice concept. Looking forward to this getting finished.
5  Player / Games / Re: 0x10c on: April 04, 2012, 10:20:14 AM
It seems that there are a lot of ambitious ideas with this new game.

I wonder if notch will use alpha funding like what he did with Minecraft.
6  Developer / DevLogs / Re: Screenshot Saturday on: March 31, 2012, 06:48:51 AM
Made some facial expressions for the main characters:


Also relevant, video devlog of my game here.
7  Developer / DevLogs / Re: Run, Panda, Run! on: March 31, 2012, 06:39:20 AM
Run, Panda, Run Devlog – Week 4
It’s already been a month! I just need to keep this pace up and this game would be finished in no time!

This week I’ve gone back to concentrating on art assets. Check out the video below for the changes:


Here are the finished tasks in list form:
  • Reduced the polygon count of the character models
  • Characters can now change their facial expressions
  • Added sliding animation to both Panda and Penny
  • Created brick floor texture for the flooring of the level
  • Removed all pointlights to increase performance
  • (Lots of ) Additional performance tweaks
For next week I will work on collectable items and the different menus for the game.
8  Developer / DevLogs / Re: Run, Panda, Run! on: March 25, 2012, 01:28:05 AM
Thanks, inanimate!
9  Developer / DevLogs / Run Panda Run: Week 3 on: March 24, 2012, 11:00:26 PM
Run Panda Run: Week 3

To see if my game would work on mobiles, I decided to concentrate on mobile deployment for this week.

The big problems that I encountered this week was the very slow loading times when changing between scenes and that frame rates differ from one device to another ( Samsung Galaxy S is around 30-35 fps but on Samsung Galaxy Tab the frame rates were halved ).  It’s a good thing that I encountered them early as it would guide my decisions for optimization in the future.

Here’s the devlog video for Week 3:


Here are the finished tasks in list form:

  • Tested game to Samsung Galaxy S and Samsung Galaxy Tab
  • Added mobile controls
  • Mobile controls now work even in the Unity editor
  • Sprinting gradually increases speed
  • Sliding is now brought back
  • Added a menu scene
  • Fixed bug where two simultaneous touches affects the camera in a weird way
  • Added picked up items GUI
  • Picked up objects are respawned when the player dies
  • Changed the camera position in reverse mode
  • Added blob shadow projector
  • Fixed bug where camera isn’t turning anymor
  • e after respawn

For next week I shall be reducing the polygons on my character models and work on a new background and obstacle models.
10  Developer / DevLogs / Re: Run, Panda, Run! on: March 19, 2012, 12:51:23 AM
Thanks.  Gentleman
11  Developer / DevLogs / Re: Run, Panda, Run! on: March 18, 2012, 11:44:19 PM
Unfortunately, only the models are created using Blender. The game is made using Unity.

I've thought about trying out Blender's game engine but I've heard that it is not as feature rich as other engines as of now.

Do you know of any other Blender games?
12  Developer / DevLogs / Re: Run, Panda, Run! on: March 18, 2012, 10:45:04 AM
Run Panda Run: Week 2
For this week I concentrated on making the assets for the game. Since I am fairly new to 3D modeling and animation, most of the week was spent learning through the help of tutorials and a lot of trial and error. In spite of the headaches, I really enjoyed it.


Here’s a list of all the finished tasks for this week:

  • Created and added Panda model with running and jumping animations
  • Created amd Added Penny model with running and jumping animations
  • Fixed tearing problems with the imported models
  • Added animation handlers for the imported models
  • Added animation syncing for objects
  • Some minor code fixes and optimization

For next week I’ll go back to coding the engine and if time permits, test out the game on a mobile phone.
13  Developer / DevLogs / Re: WonderBros [now with videos!] on: March 13, 2012, 06:17:30 AM
Watched the vid, loving the progress so far. Keep it up.
14  Developer / DevLogs / Run, Panda, Run! on: March 12, 2012, 04:38:26 AM
"Run, Panda, Run!" is a game with a mechanic that is heavily inspired by the Coco Riding Pura stages in Crash Bandicoot (For those who don't remember it, perhaps this video can help jog your memory).

Here's the latest video log for this game (Week 5,6,7):


For more details and latest updates check out my website or the latest post on this thread.

Why make this game?
This project was started out of my desire to learn making 3D games. I chose this concept because I wanted something that has an established game mechanic so I can concentrate more on development than game design.

Project Objectives
My objectives for this project are as follows:

  • Finish the game in less than 3 Months
  • Have it working on the desktop, browser and mobile devices
  • Learn how to model in 3D
  • Create a simple music to go along with the game
  • Log the progress of the project on this blog every week
  • Monetize the game

================

I shall be posting on this thread for new updates. For any comments or suggestions, feel free to leave them below.
15  Developer / Design / Re: Analyzing Mass Effect's combat on: February 16, 2012, 09:10:00 PM
When it comes to the enemies taking more damage, that is because of the battle stat system. Your stats affect how it will damage the enemy (if it would hit, that is), so if your damage is weak, the longer the enemy can die.

I think, Bioware's signature tactical-action battle system stems from their old game, Knights of the old republic. It was then used on Dragon Age. And later on Mass Effect. I do agree that the battle system is kind of clunky on the first ME. It was improved but still could use some work on the second one.

People may argue that they could have just went all out action shooting but I think this is a matter of Bioware sticking to what it knows in the hopes of offering a different kind of battle system.
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