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SolarLune
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« Reply #1860 on: July 09, 2012, 06:55:53 PM » |
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Yeah, that effect's pretty sweet!
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golemshaper
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« Reply #1861 on: July 09, 2012, 08:08:09 PM » |
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Geti
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« Reply #1862 on: July 09, 2012, 09:29:58 PM » |
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Just about all of that is looking really nice. Good work 
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C
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« Reply #1863 on: July 09, 2012, 09:32:56 PM » |
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@golemshaper: You are talented as hell. Great, great stuff 
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DustyDrake
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« Reply #1864 on: July 10, 2012, 12:05:21 AM » |
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... I feel inadequate now but basic colored lights. 
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SolarLune
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« Reply #1865 on: July 10, 2012, 06:24:30 AM » |
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@golemshaper - Whoa, whoa, what in the world?! How did you make that?! Oh, wait, is it pre-rendered scenes? Or is that running real-time? If so, what's the background? It's awesome-looking, by the way. @DustyDrake - Ha ha, it's cool - your lighting looks nice and smooth. The lighting in Soldier Of could be worked on. 
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DustyDrake
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« Reply #1866 on: July 10, 2012, 08:18:46 AM » |
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Pffthaha. My lighting is just blurred circle sprites overlayed on a black surface with a slight tint applied.
Yours is somewhat believable
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golemshaper
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« Reply #1867 on: July 10, 2012, 08:34:08 AM » |
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@golemshaper - Whoa, whoa, what in the world?! How did you make that?! Oh, wait, is it pre-rendered scenes? Or is that running real-time? If so, what's the background? It's awesome-looking, by the way.
Thanks. It is running in real-time (made in Unity). -By the way, I've been meaning to say that Soldier Of is looking amazing 
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_Madk
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« Reply #1868 on: July 10, 2012, 08:38:18 AM » |
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VortexCortex
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« Reply #1869 on: July 11, 2012, 07:37:21 AM » |
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Made a bit of progress experimenting with hybrid 2D/3D UI methods. Flying around in 3D to navigate a menu looks cool in the movies, but actually sucks to use. I'm trying to utilize familiar 2D benefits while also harnessing some advantages of 3D.  I think I'm on the right track with the overall interface input system. Now it's time to build out the UI library with 3D interpretations of various 2D widgets.
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_Madk
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« Reply #1870 on: July 11, 2012, 10:06:46 AM » |
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 the 26 is how many milliseconds the physics solver took that frame. I'm contemplating looking into whether this flavor of physics sim has been done before (the code and concept is entirely my own) and, if not, polish it up, port it to c or c++, and start trying to sell licenses.
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kamac
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« Reply #1872 on: July 11, 2012, 10:40:37 AM » |
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 the 26 is how many milliseconds the physics solver took that frame. I'm contemplating looking into whether this flavor of physics sim has been done before (the code and concept is entirely my own) and, if not, polish it up, port it to c or c++, and start trying to sell licenses. 26 miliseconds? Bro, you mad. That's nice. ( ~40 FPS? )
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Blodyavenger
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« Reply #1873 on: July 11, 2012, 11:11:23 AM » |
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 I've made a title for my game's page that I'm working on.
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_Madk
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« Reply #1874 on: July 11, 2012, 12:22:31 PM » |
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I fixed an issue with optimization and also added multi-rectangle solids 
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