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63
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Community / DevLogs / Re: Aduladi: Flo's Awakening
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on: February 22, 2009, 04:15:53 PM
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omg this is cool  is that a foliage at the top? it's too...repeated? what other kinds of environments are in this - planned or created or trashed?
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68
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Community / Cockpit Competition / Re: Your Face Is A Cockpit
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on: February 22, 2009, 02:59:29 PM
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That's pretty much the gist of the title, but I'm hoping a use of capital letters, exclamation points, and perhaps a subtitle of "Holy Crap!" would imply the same thing.
 hehe btw, welcome to tigsource! you should introduce yourself in the introductions thread 
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73
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Developer / Playtesting / Re: Star Guard
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on: February 22, 2009, 02:41:38 PM
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One of the things people have recommended is improving the score report screen that appears between levels. It was originally static. Now each total is ticked up, and there are little sound effects attached to the animations. It's also adding little visual elements.  This is really tentative. Everything could end up in completely different places, but the final design should show: time, time bonus, kill count (out of max kills possble), kill bonus, total score, high score, lives lost, and crystals found. I know there are a lot of people out there who are really good at graphic design, and I'd love to hear your suggestions. i suggest this be the final version cause it works nicely  except, wtf is that colored triangle?
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74
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Community / Cockpit Competition / Re: Cogito Machina
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on: February 22, 2009, 02:32:17 PM
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it doesn't really matter, Metal Combat is a strictly 2D game. It's a HUD, an enemy robot on the screen, a scrolling background, and mouse input.
the line "i was starting raycasting in gm" was indicative 
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75
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Community / Cockpit Competition / Re: Cogito Machina
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on: February 22, 2009, 02:15:27 PM
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As I offered in the cooperation thread, I can help with 3D (theory, design, OGRE, Irrlich, OpenGL, Direct3D, whatever). But only by assisting, I won't have time for being official programmer or something to that effect, I already have too many projects going and other stuff occupying my time.
Nonetheless, bloody hell, forget 3D models, draw some more on paper, scan it, paste it on billboards in the game and you'll have a bleedin' awesome art style going for you! The best of 2D and 3D combined!
i was starting raycasting in gm  i'm not new to c/++ but i am new to those api's.
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77
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Community / Cockpit Competition / Re: Cogito Machina
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on: February 22, 2009, 11:03:08 AM
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Egads, I'm slightly torn on where to go now.
a) I'm still missing a programmer. b) I'm now worried that for showing people my templates, they'll expect my game to look decidedly more retro (or flat shaded) than I meant to. Also, now I kind of want to use sketches instead.
Drat.
I think I'll sleep this self-sabotage off. Hopefully my mental mind-rays will fish me a coder.
i code...but have never done 3d and am too scared to try (in gm  )
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