MattG
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« Reply #20 on: November 10, 2011, 03:55:16 AM » |
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his spirit lives within us all brother
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MattG
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« Reply #21 on: December 06, 2011, 08:11:21 AM » |
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PC release version of Sketchbrawlers is complete the release version has 3x performance boost, and also cranked up impacts n big hits over the prerelease version. For anyone who played the prerelease, this makes hits way harder and the action faster and the physics tighter. videos coming asap. official release date and early street releases wil be popping up
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« Last Edit: December 06, 2011, 09:20:09 AM by MattG »
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J-Snake
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« Reply #22 on: December 06, 2011, 06:47:13 PM » |
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Are you using shadow-maps or shadow-volumes? From some screen-shots it looks rather like shadow-maps. But in case you have implemented shadow volumes with the depth-fail (carmack's reverse) method, I want to know there is still a problem with Creative Labs (laughable at best, but they patented it).
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MattG
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« Reply #23 on: December 07, 2011, 05:31:34 AM » |
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I am using projection shadows from spot lights. shadow volumes take too much geometry pipeline for my taste. I am using mutiple dynamic shadowed spots in most of the worlds with some direction and ambient lighting for fill
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MattG
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« Reply #24 on: December 08, 2011, 02:36:09 PM » |
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BLAM Gameplay Video.... recorded in fraps so it dinged the physics performance but whatever its on like stanly
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Manuel Magalhães
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« Reply #25 on: December 08, 2011, 02:58:26 PM » |
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It looks like it will be a blast to play, MattG.
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moi
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« Reply #26 on: December 08, 2011, 08:03:57 PM » |
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a bit of criticism: -the limbs are a bit too separate from each other and sometimes it becomes difficult to read the shape and to tell what is what or what limb belongs to which fighter.
-the collisions look a bit coarse. like when a fighter is standing on top of another it looks like he's hovering above him.
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subsystems subsystems subsystems
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MattG
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« Reply #27 on: December 09, 2011, 04:09:29 AM » |
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-the collisions look a bit coarse. like when a fighter is standing on top of another it looks like he's hovering above him.
the faster your system the cleaner the collisions. I noticed oog floats for a second over leadhead in the vid but not when you play with fraps off. The physics system allows you to stand dynamicly directly on a downed enemy, it even shifts your legs and feet trying to get a strong position(in the vid when oog jumps on the eraser then brock), but fraps cuts into the performance alot. fuck it, I still love it
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« Last Edit: December 09, 2011, 06:39:34 AM by MattG »
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MattG
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« Reply #28 on: December 11, 2011, 03:58:26 AM » |
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Fresh new ingame teassr showing character select then fritz stompin heads like the bloodsucking bad ass that he is
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MattG
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« Reply #29 on: December 14, 2011, 09:41:50 AM » |
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gettin ready to release the all ages version http://www.sketchbrawlers.com/butter we just made the front page and top featured title of indievania http://www.indievania.com/sneak releases are creeping out now. soon it will be official across the network
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« Last Edit: December 14, 2011, 04:14:22 PM by MattG »
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MattG
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« Reply #30 on: December 18, 2011, 07:24:41 AM » |
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sketchbrawlers in stereoscopic real time 3d. anaglyph so red/cyan glasses are all you need
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MattG
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« Reply #31 on: December 23, 2011, 06:38:12 AM » |
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« Last Edit: December 23, 2011, 03:31:30 PM by MattG »
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